Tolkien Dwarves

Tzeentch

First Post
-- I'm working on a d20 adaptation of Middle Earth, based heavily on the excellent work of the Decipher and ICE RPGs. I'm leaning more towards ICE at the moment, since they have considerably more information (albeit much of it as noncanonical "Kuduk Lore").
-- First up are the races, pretty much none of the D&D races are identical to their Tolkien counterparts, so each one gets a ground-up rebuild. Most of the abilities are based from direct quotes in the books, but I couldn't immediately find references to some of the stuff mentioned by ICE (notably, the northern "half-dwarves" and high elemental resistance) or Decipher (their special bonus with firemaking).
-- I could have sworn they have an innate resistance to fire (at least, based on some text in the Silmarillion where they face off against Glaurung) but can't find an immediate reference (it's not noted in the Decipher version either).

-- Note that I intentionally deleted most of the D&D dwarf abilities as either not compatible with Middle Earth or unsupported in the canon.

TOLKIEN DWARF RACIAL TRAITS
* +2 Strength, +2 Constitution, -2 Charisma. Dwarves are exceptionally strong and hale, but prone to be secretive and dour in their dealings with others.

* Medium. As Medium creatures, dwarves have no special bonuses or penalties due to their size.

* Dwarf base land speed is 20 feet.

* Dwarves receive Iron Will as a bonus feat.

* Appraise and Craft are always class skills for dwarves. While not every dwarf takes up a craft, those that do find they have a natural talent for it.

* Dwarves are immune to all spells with the Mind-Affecting description, as well as spell-like or supernatural abilities that duplicate their effects. Their unusual origin makes dwarven thoughts alien and strange. They are not susceptable to domination of the mind and spirit through sorcery and other foul craft.

Favored Class: Craftsman. A multiclass dwarf’s craftsman class does not count when determining whether he takes an experience point penalty for multiclassing. Aulë imbued dwarves with a fondness for crafts and things of the earth.


--Comments or suggestions?
 

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I think it looks pretty good. :)

One thing, though. By 'Craftsman' do you mean 'Expert', or is that a different class from a non-WotC source?

And yeah, I love MERP too, mostly just to read... but since I got interested in it sometime after ICE went belly-up, I find it nearly impossible to find anything on the game.
 

Filby said:
I think it looks pretty good. :)
One thing, though. By 'Craftsman' do you mean 'Expert', or is that a different class from a non-WotC source?
-- Most of the core D&D classes don't fit very well with Middle Earth (most notably, ALL the spellcasting classes and even barbarian). The NPC classes are just fine. Craftsman is a new base class with a low magic bent. I haven't worked out all the details but here's the main classes I'm writing up:

Fighter: Pretty much unchanged. Favored class of the Men of the West.
Scout: Non-spellcasting Ranger. Maybe based on the Warcraft version. Favored class of the Silvan elves.
Sage: One of the Wise. Favored class of the Sindar.
Craftsman: At high levels gets imbuing powers (ie the animated toys Gandalf likes, minor magic items). Favored class of the Noldor and Dwarves.
Rogue: Probably unchanged. Favored class of the Men of Darkness.
Commoner: Favored class of the hobbits ;)


I think the way the Decipher game handled magic is FAR superior to the goofy (and utterly bollocks) method from the ICE version. Probably will draw spell ideas from the much more interesting MECCG text.

Speaking of MECCG, lots of cool ideas contained in those cards. Probably the best CCG made IMO.
 

Tzeentch said:
* Dwarves receive Iron Will as a bonus feat.

* Dwarves are immune to all spells with the Mind-Affecting description, as well as spell-like or supernatural abilities that duplicate their effects. Their unusual origin makes dwarven thoughts alien and strange. They are not susceptable to domination of the mind and spirit through sorcery and other foul craft.

--Comments or suggestions?

I think you are over-doing their mental resistance. They can be corrupted by the rings of power, for example. I would imagine that effects which appeal to greed or pride would work well on them.
 
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I think you are over-doing their mental resistance. They can be corrupted by the rings of power, for example. I would imagine that effects which appeal to greed or pride would work well on them.
-- Well, only the Dwarves were undominated by Sauron when they used the Seven Rings, a fact that earned them the eternal ire of the Dark Lord. The fact that even Sauron, the most powerful being on Middle Earth, couldn't magically compell the dwarves to do anything (although the rings did make them uber greedy) should count for something in game terms. ;)
-- Maybe I'll just bump their Will saves.
 

Ahh, I see, regarding the classes. Good idea. :) I think that a lot of people really overestimate the presence of magic in Middle-earth... unlike, say, Faerun or the Flanaess, the average mortal inhabitant of Middle-earth has never seen magic employed, and may not even believe it exists, and even the way Elves employ it is nothing like the flashy high-fantasy sorcery you see in most books. ICE's heart was in the right place, but they introduced too many concepts from D&D, in my opinion.
 

Filby said:
Ahh, I see, regarding the classes. Good idea. :) I think that a lot of people really overestimate the presence of magic in Middle-earth... unlike, say, Faerun or the Flanaess, the average mortal inhabitant of Middle-earth has never seen magic employed, and may not even believe it exists, and even the way Elves employ it is nothing like the flashy high-fantasy sorcery you see in most books. ICE's heart was in the right place, but they introduced too many concepts from D&D, in my opinion.
-- Although I love MECCG to death, they managed to create a system for their roleplaying game that had ZERO Tolkien feel.


-- Need to work on their intro text and probably modify some of their other descriptive text.
-- I didn't give them any resistance to fire although they sure have some form of it:

"For the Naugrim withstood fire more hardily than either Elves or Men, and it was their custom moreover to wear great masks in battle hideous to look upon; and those stood them in good stead against the dragons." -- The Silmarillion

-- Their abilities might justify ECL+1 depending on how you rate their original D&D abilities.
-- Haven't worked up stats for the Petty Dwarves, probably not necessary as they are all dead (according to the Silmarillion at least).


DWARVES VERSION 1.1
The Dwarves (or Khazâd in their own tongue) were the first race to be created, in defiance of the will of Illuvitar.

Since they were to come in the days of the power of Melkor, Aulë made the Dwarves strong to endure. Therefore they are stone-hard, stubborn, fast in friendship and in enmity, and they suffer toil and hunger and hurt of body more hardily than all other speaking people; and they live long, far beyond the span of Men, yet not for ever.
-- The Silmarillion

Personality: Dwarves are unswerving and proud, never forgetful of a debt or wrong done to them. Most dwarves are honest and fair, but not given to generosity or revealing secrets. They are not fond of diplomacy, and are quick to go to war. Their greatest flaws are a tendency towards wrath, possessiveness, and gold-lust.
Physical Description: Dwarves are short and stocky, standing between 4-1/2 to 5 feet tall. Their dense muscles and broad bodies make them, on average, about the same weight as a human.
Relations: Dwarves were never very friendly with other races, and at the best of times were guarded and conservative in their dealings. At times they worked closely with the Noldor, who shared a common love of craft, and shared much lore and secret arts. They often traded with Men, exchanging finely wrought goods and refined metals for food and luxury items (such as fine wine).
Alignment: Dwarves tend to be neutral. Although greed and avarice consume a very rare few, most dwarves are firmly good people. Adventuring dwarves are likely to place less emphasis on tradition and ritual, and may show any range of alignments.
Dwarven Lands: By the end of the Third Age the holdings of the dwarves was much reduced by war, dwindling population, and the depredations of a wrathful Sauron. Most remaining dwarves were concentrated in the Iron Hills, Blue Mountains and, after the defeat of Smaug the Golden, Erebor.
Religion: As with most Free People, there is little in the way of an organized, systematic religion with the dwarven people. Most revere Aulë the Maker (who they call Mahal) and praise him in their artistry and song.
Language: The language of the dwarves is known as Khuzdul, an ancient tongue of lore that was taught to them by Aulë when their race first awoke. The dwarves keep the secrets of their language close, and few outsiders learn more then a few words and phrases of the harsh tongue. Dwarves use the cirth alphabet for their writing, which itself was adapted from the elves; over time the dwarves further modified the symbols and developed new modes (see Languages, p. 00).
Male Names: Balin, Gimli, Thorin, Thráin
Female Names: No female dwarves are known to outsiders.
Clan Names: Of the seven great houses of Khazâd, only that of Durin is named.
Adventurers: Dwarven adventurers are rare, but not unheard of. Most leave their holds on a personal quest, often to seek fortune or fame.

DWARF RACIAL TRAITS
• +2 Constitution, –2 Charisma. Dwarves are exceptionally hale, but prone to be secretive and dour in their dealings with others.
• Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
• Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
• +2 racial bonus on all Will saves. Dwarves are unswerving and proud.
• +4 racial saving throw bonus against enchantment spells or effects. Their unusual origin makes dwarves resistant to domination of the mind and spirit through sorcery and other foul craft.
• Appraise and Craft are always class skills for dwarves. While not every dwarf takes up a craft, those that do find they have a natural talent for it.
• Automatic Languages: Khuzdul and Westron. Bonus Languages: Adûnaic, Rohirric, Sindarin.
• Favored Class: Craftsman. A multiclass dwarf’s craftsman class does not count when determining whether he takes an experience point penalty for multiclassing. Aulë imbued dwarves with a fondness for crafts and things of the earth.

(((START BOX)))
Noegyth Nibin (S. “Petty Dwarves”)
These sad people were Dwarves driven from the great Dwarf-cities of the east during the First Age. Most migrated west, eventually coming upon the land of Beleriand before the return of Morgoth. They were at first hunted by the elves in those lands, but eventually left alone to delve deep in the earth. The Petty Dwarves were at peace for a long age, but the coming of the Noldor ended that, when the elven lords took their homes by force. The survivors hated the elves no less then the darkest of Morgoth’s host, and would not hesitate to slay one if the opportunity arose.

The Petty Dwarves were hardly recognizable as Dwarves, being diminished in stature and furtive in act and deed. Most were cowardly and selfish, capable of great treachery if their lives were threatened. They also lacked any great skill in smith-craft, instead excelling in stealth.

The last of the Petty Dwarves were thought to have died out long ago, but it is possible that some remain in Middle-earth.
(((END BOX)))
 

When they make a will save vs an enchantment, do the racial saving throw bonuses stack?

The rule is that bonuses of the same type don't stack, but a reader might be uncertain whether a "racial bonus on all will saves" is in fact the same kind of bonus as a "racial saving throw bonus against enchantment spells or effects."
 

Mm, well, there was one female Dwarf mentioned by Tolkien: Thorin's sitster, Dis. And assuming that the Appendices represent knowledge collected by Bilbo Baggins, I suppose she would have been known to some outsiders.
 

Filby said:
Mm, well, there was one female Dwarf mentioned by Tolkien: Thorin's sitster, Dis. And assuming that the Appendices represent knowledge collected by Bilbo Baggins, I suppose she would have been known to some outsiders.
-- Ahh, thanks!
-- As for racial bonuses, it doesn't say they don't stack in the PH glossary or the SRD so I'm not sure. If they do stack then it's probably best to downgrade them a bit to just use the +4 vs enchantments as I should add a fire resistance 5 trait (also from Silmarillion).
 

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