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An "appropriate" system for LOTR?
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<blockquote data-quote="Zweischneid's Wrath" data-source="post: 1286110" data-attributes="member: 14661"><p>True, but many Elfes in D&D Settings would likely use a similar Argumentation. Magic being a very natural thing to elves, something they are born with, is an idea that D&D copied as well</p><p></p><p>If you want to play it with D20, I still think the best solution would be to just go ahead and use "True Strike" for Legolas fine Archery or "Orc-Bane" or "Magic Weapon" for Sting and similar Swords.</p><p></p><p>The exact metaphysical expanation (divine favor, threads of arcane energy, spirits or demons bound by the characters will, blood of the dragons in his veins, an additional cerebral lobe, whatever) behind those powers can always be bend and adjusted to the setting of your choice, including the reasoning of them being not magic at all, but mythical abilities that surpass the average mortal by far.</p><p></p><p>The premise D20 was design on, was to provide quick and easy mechanics for the resolution of combat, magic, whatever.</p><p></p><p>It was not designed to more or less realistically mimic the mechanics of combat or magic a person (character) from the fictional world (setting) would explain to you "in-character" if asked.</p><p></p><p>(As mentioned, games like Riddle of Steel or White Wolf games tend to be far more focused on the mixing of in- and out-of-character reasonings than D&D is.)</p><p></p><p></p><p></p><p></p><p>Ok, but lets be honest. Even though magic is fading, most players will want to (and should) be the exception to the rule. </p><p></p><p></p><p>I mean even in the Forgotten Realms the vast majority of the people are simply commoners who never left their village and wouldn't stand half a minute against a rowdy orc.</p><p>Yet there are still rules for throwing meteors or riding a dragon. Why?</p><p>Because not unlike Middle Earth, the game assumes that the players portray some very exceptional characters.</p><p></p><p>So if the Returning-King-of-Gondor must curse ten-thousand men as part of the story, then he would do so. </p><p>And if the heroic protagonist Dwarf needs to forge a mighty magic weapon on the long lost anvil of his forefathers, than he likely will. </p><p>And a Wizard who needs to return to the living after his mortal shell was dragged down to and burned in the pits of the Abyss, might just be able to pull it off.</p><p></p><p>The very fact that his people thought that these things are mere legends of the past will only put the deed into the right perspective. </p><p></p><p>It wouldn't serve the Tolkien feel either, if the Hero's Group is made up of just another average Gondor-Knight or Elven Archer, who doesn't go far beyond the wildest expectations.</p></blockquote><p></p>
[QUOTE="Zweischneid's Wrath, post: 1286110, member: 14661"] True, but many Elfes in D&D Settings would likely use a similar Argumentation. Magic being a very natural thing to elves, something they are born with, is an idea that D&D copied as well If you want to play it with D20, I still think the best solution would be to just go ahead and use "True Strike" for Legolas fine Archery or "Orc-Bane" or "Magic Weapon" for Sting and similar Swords. The exact metaphysical expanation (divine favor, threads of arcane energy, spirits or demons bound by the characters will, blood of the dragons in his veins, an additional cerebral lobe, whatever) behind those powers can always be bend and adjusted to the setting of your choice, including the reasoning of them being not magic at all, but mythical abilities that surpass the average mortal by far. The premise D20 was design on, was to provide quick and easy mechanics for the resolution of combat, magic, whatever. It was not designed to more or less realistically mimic the mechanics of combat or magic a person (character) from the fictional world (setting) would explain to you "in-character" if asked. (As mentioned, games like Riddle of Steel or White Wolf games tend to be far more focused on the mixing of in- and out-of-character reasonings than D&D is.) Ok, but lets be honest. Even though magic is fading, most players will want to (and should) be the exception to the rule. I mean even in the Forgotten Realms the vast majority of the people are simply commoners who never left their village and wouldn't stand half a minute against a rowdy orc. Yet there are still rules for throwing meteors or riding a dragon. Why? Because not unlike Middle Earth, the game assumes that the players portray some very exceptional characters. So if the Returning-King-of-Gondor must curse ten-thousand men as part of the story, then he would do so. And if the heroic protagonist Dwarf needs to forge a mighty magic weapon on the long lost anvil of his forefathers, than he likely will. And a Wizard who needs to return to the living after his mortal shell was dragged down to and burned in the pits of the Abyss, might just be able to pull it off. The very fact that his people thought that these things are mere legends of the past will only put the deed into the right perspective. It wouldn't serve the Tolkien feel either, if the Hero's Group is made up of just another average Gondor-Knight or Elven Archer, who doesn't go far beyond the wildest expectations. [/QUOTE]
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