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An "appropriate" system for LOTR?
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<blockquote data-quote="Endur" data-source="post: 1285093" data-attributes="member: 3346"><p>I think you could run D&D in a Middle Earth setting.</p><p></p><p>Here is a copy of my house rules for Middle Earth D&D 3.5 (loosely based on the En World Middle Earth conversion site)</p><p></p><p>Middle Earth Races (Hobbits, Dwarves, Elves, Humans): </p><p></p><p>Hobbits, as per halflings, but +2 to will saves instead of +2 to fear saves.</p><p></p><p>Dwarves: as per PHB.</p><p></p><p>Noldor Elf: D&D Gray Elf with Half-Celestial Template (LA +4, No wings, no DR, but elf bonuses below).</p><p>Sylvan Elf: D&D Wood Elf (LA +1 including elf bonuses)</p><p>Sindarin Elf: D&D High Elf (LA +1 including elf bonuses)</p><p>All Elves have the following additional traits:</p><p>Immortal.</p><p>Immune to natural cold, normal and magical diseases, Immune to Fear from Undead, can not be transformed into undead, immune to scarring. </p><p>Can communicate silently with other Elves, and Maiar and Valar, by direct thought. This is similar to the psionic power Mindlink. </p><p>+2 racial bonus to perform (sing) checks</p><p>Automatic language: Sindarin</p><p></p><p>Dunadan: LA +1, +2 wis, +2 chr, extra skill points and extra feat like a human, and all half-elf traits.</p><p></p><p>Other Men: Human</p><p></p><p>Ranger and Paladin classes: Use Complete Warrior non-spell casting variant.</p><p>Fighter and Rogue: no changes</p><p>Bard: available (and exempt from the half-spell casting requirement).</p><p>Sorceror, Wizard, Cleric, and Druid: need special permission (see below for spells)</p><p>Monk: Not available.</p><p></p><p>Characters can be spell casters only with special permission from the GM. Maximum of half levels can be in Sorceror, Wizard, Cleric, or Druid. Other levels must be in racial LA, racial hit dice, other classes, etc.</p><p></p><p></p><p>Nazgul radiate terror in a large area. Anyone with less hit dice than the Nazgul is panicked if they fail a will save; those with equal or more hit dice are shaken. The Will Save DC is 10 + ½ Nazgul hd + chr modifier.</p></blockquote><p></p>
[QUOTE="Endur, post: 1285093, member: 3346"] I think you could run D&D in a Middle Earth setting. Here is a copy of my house rules for Middle Earth D&D 3.5 (loosely based on the En World Middle Earth conversion site) Middle Earth Races (Hobbits, Dwarves, Elves, Humans): Hobbits, as per halflings, but +2 to will saves instead of +2 to fear saves. Dwarves: as per PHB. Noldor Elf: D&D Gray Elf with Half-Celestial Template (LA +4, No wings, no DR, but elf bonuses below). Sylvan Elf: D&D Wood Elf (LA +1 including elf bonuses) Sindarin Elf: D&D High Elf (LA +1 including elf bonuses) All Elves have the following additional traits: Immortal. Immune to natural cold, normal and magical diseases, Immune to Fear from Undead, can not be transformed into undead, immune to scarring. Can communicate silently with other Elves, and Maiar and Valar, by direct thought. This is similar to the psionic power Mindlink. +2 racial bonus to perform (sing) checks Automatic language: Sindarin Dunadan: LA +1, +2 wis, +2 chr, extra skill points and extra feat like a human, and all half-elf traits. Other Men: Human Ranger and Paladin classes: Use Complete Warrior non-spell casting variant. Fighter and Rogue: no changes Bard: available (and exempt from the half-spell casting requirement). Sorceror, Wizard, Cleric, and Druid: need special permission (see below for spells) Monk: Not available. Characters can be spell casters only with special permission from the GM. Maximum of half levels can be in Sorceror, Wizard, Cleric, or Druid. Other levels must be in racial LA, racial hit dice, other classes, etc. Nazgul radiate terror in a large area. Anyone with less hit dice than the Nazgul is panicked if they fail a will save; those with equal or more hit dice are shaken. The Will Save DC is 10 + ½ Nazgul hd + chr modifier. [/QUOTE]
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