C&C Middle Earth

Open Discussion on all things C&C from new product to general questions to the rules, the laws, and the chaos.
Lord Dynel
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Post by Lord Dynel »

Brad wrote:
What exactly is E6 D&D? I'm not familiar with that term. Anyway, depending on what Age you play in determines appropriate power level. 1st or 2nd Age, the whole of C&C would fit just fine. Late 3rd Age, 8-10th level is probably the cap unless the characters are going to be major players and directly slinging spells against the Witch King or Sauron.

E6 is a D&D variant that caps levels at 6th, but continues to give feats every 5,000 xp. Here is a more detailed version of E6. C&C could do something like that, too, but I don't know what would happen after C&C characters got to 6th level.
Looks like jaguar beat me to it.
C&C would be a good game to do ME with, but I've always had my doubts with a level-based game. In an attempt to be unbias (), would WFRP or GURPS work better?
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serleran
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Post by serleran »

Warhammer could do it, if you like a very gritty and "magic is evil" feel, which is about right.
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Brad
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Post by Brad »

I thought about this quite a bit...now, I own a ton of GURPS books and love the system, but for some reason I think it would fail to capture the ME "feel". Warhammer FRP, however, might work extremely well. As I said in a previous post, we're starting our C&C ME game on Saturday, so I'll let you guys know how it turns out.

That E6 document you linked to is extremely interesting...

jaguar451
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Post by jaguar451 »

Brad wrote:
I thought about this quite a bit...now, I own a ton of GURPS books and love the system, but for some reason I think it would fail to capture the ME "feel". Warhammer FRP, however, might work extremely well. As I said in a previous post, we're starting our C&C ME game on Saturday, so I'll let you guys know how it turns out.

That E6 document you linked to is extremely interesting...

Don't know if you've seen, but Omote's feats for C&C are in http://omote076.googlepages.com/c&crulesexpansions ; could be plugged into a E6 C&C...

Although one thought is to stick with feats that give 'pluses', as opposed to abilities which require a feat, keeping Siege checks for those items.

So, for example, Weapon Focus (+1 with one weapon) is fine, 'Power Attack' would be Siege check (or everyone / all fighter types can do it -- swing wildly but extra hard. I can do that. Maybe the "feat" is neaded to not loose ones balance at the end and reduce ones AC?
Anyways, I'm definitely interested to hear how the ME C&C works out....

Edit; removed the ',' after the link; should work now....

Lord Dynel
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Post by Lord Dynel »

jaguar451 wrote:
Don't know if you've seen, but Omote's feats for C&C are in http://omote076.googlepages.com/c&crulesexpansions, which could be plugged into a E6 C&C...

Although one thought is to stick with feats that give 'pluses', as opposed to abilities which require a feat, keeping Siege checks for those items.

So, for example, Weapon Focus (+1 with one weapon) is fine, 'Power Attack' would be Siege check (or everyone / all fighter types can do it -- swing wildly but extra hard. I can do that. Maybe the "feat" is neaded to not loose ones balance at the end and reduce ones AC?
Anyways, I'm definitely interested to hear how the ME C&C works out....

As am I, Brad. I'd like to know how it turns out as well.

I couldn't access the link, jaguar, it gave me some error message. But I think that E6 is pretty darn neat, Brad, and keeps the power creep out of the game. Keeps things like trolls and wyverns threats. I'd like to be able to adjust E6 to work for C&C, and if Omote's feats or adjuncts from the forthcoming CKG are like what I think they may be, then they'll work for certain. I think WHFRP would work good, too, but I think GURPS would as well - maybe it's me, though, I'm a GURPS fan.
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Post by jaguar451 »

Link adjusted (proper syntax got the best of me -- the ',' at the end was being added to the URL.

icanhashealingpotion
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Post by icanhashealingpotion »

Very interesting thread.

It seems to me that in Middle Earth, magic is "in the water" (sometimes literally) and weaves itself into the world and can be harnessed by those who pay attention to it.

- Elvish items (cloaks, swords, ropes, bread)

- Dwarvish items (mithral chain, axes, doors)

- Magical creatures (Ents, Orcs, Elves, Dwarves, Dragons)

- Corrupted creatures (Urukai)

- Elemental magic (the avalanche, the rising tide in the river)

- Animal intelligence (the moth/eagle, the horse Aragorn talks to, Shadowfax)

- Influence (Sauromon's/Theodin, "You wouldn't part an old man from his walking staff?")

- Seeing (the seeing stones, Galadrial's fountain, the Rings of Power)

- Healing (Elrond heals Frodo, mends the Sword)

- Light (Gandalf's staff, The Star of whatever)

Harnessing magic seems to be more about being attuned to nature. The highest level of craftsmanship in a world with magic would be to create items like the Elvish items. Talking to animals & the elementals seems more about paying attention & bothering to learn the language. Similarly, the highest level of trees would be Ents.

I guess, in general, magic seems to be more Druidic in nature than what we're used to.

There's a dearth of flash-bang magic, except coming from Gandalf & Sauromon, and to some extent Galadrial, but these are essentially immortal beings.

If I were to do a LOTR inspired campaign (note LOTR inspired, not a "Middle Earth campaign where everything must be justified by the text, and everything justified by the text must exist") I would simply not have magic user classes, I'd give the Elves & Dwarves some innate abilities, throw in some really highly crafted items that have just a tiny edge in being magic but otherwise appear mundane, and allow some low level druidic spells to be learned by anybody as a skill.

If any overtly magical items/beings (dragons, rings, gandalfs) appeared, they would be very much central to the campaign. In fact, to be sure, the campaign would be designed around a corrupting evil & the magical artifact(s) required to destroy that evil, which is the basic plot of all great epic adventures anyway. I may allow one magic using character (as a dedicated class) into the game, but they'd be druids with the occasional wizard spell thrown in, and I'd be sure to throw in occasional encounters designed around the Druid (like Gandalf/Theodin).

Lastly, when coming up with a bestiary or list of items or places, Wikipedia is your friend. I'd post a link but I don't have enough posts to qualify to post links yet...

Lord Dynel
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Post by Lord Dynel »

Welcome to the Crusade, icanhashealingpotion!

I agree that magic is everywhere, and yet I don't think I would allow magic-users - as written in C&C - in a Middle-Earth game, either. I don't have a ton of experience in ME-themed games (such as MERP or Lord of the Rings RPG), but it seems like that in a ME game, a 3rd level magic-user, in C&C terms - would be on par with some of the most powerful characters in the world - in ME terms. Gandalf, based on what he was able to accomplish, would only seem like a low-level character. But yet he was considered legendary for his magical skills (and the fact that he was a Maia) though his "skills" seemed weak, in game terms. And considering he was not exactly mortal, that's saying something. How would "mortal" wizards work, if they would work at all? If you give access to too many spells, or too powerful a spell, then you have mortals encroaching on the power level of the divine. I think there would have to be some serious re-working of the magic levels of C&C (or any level based rpg) before any spellcasting class could be workable in a ME game. And then they have to be balanced against all the other, non-spellcasting classes.

For nostalgic sake, and because I feel there is a some truth to it (though it's probably a little pass), I present a little piece from an old issue of The Dragon (1977):
Quote:
by Bill Seligman

What?? I hear you scream. Impossible, you cry; Gandalf was at least 30th, 40th, even 50th level!! After all, he was an Istari, and he had lived at least 2000 years! Oh, really?, I reply. Let us take a look at all the magic he ever performed, and see what was so high level about him.

First, let us leaf through the Hobbit. In order, Gandalfs spells were: 1) To make fancy colored smoke rings and have them fly about the room. This is no more than a variant on Pyrotechnics, with perhaps a bit of Phantasmal Force mixed in. 2) Tricking the trolls with Ventriloquism, a first level spell. 3) Lightning Bolts from his staff to kill the Orcs as they kidnapped the Dwarves and Bilbo. Third level spell. 4) Pyrotechnics to confuse the Orcs to rescue the Dwarves and Bilbo. Second level spell. 5) Lighting the way for the Dwarves and Bilbo while in the caves, with a glow from his staff. Second level spell. 6) Making pine cones catch fire and tossing them down upon the Wargs from a tree. A variant on Fireball, Pyrotechnics, and even the Druid spell Produce Flame. It is not specifically a spell mentioned on the D&D lists, but it is not terribly powerful all the same. 7) Tossing Sauron out of Dol Gul-dur. He did this in combination with the White Council, and so this does not count as an individual effort. (Besides, as I shall later show, Sauron was no more, or not much more, than 7th or 8th level.) 8) A combination of either Lightning Bolt or Light from his staff to warn the good side of the Battle Of Five Armies to get together, as you wish. Depending on the spell system you use, you may be able to change these figures by a level or two, but so far Gandalf has shown no abilities above 5th level.

Now, let us go to The Fellowship of The Ring. 1) His fireworks display at Bilbos party: again, assuming they were magical, which does not have to be true, a variant on Phantasmal Forces, Pyrotechnics, etc. No more than second level. 2) Lightning Bolt battle with the Nazgul. Third level spells. (All right, if you wish to call the taming of Shadow-fax magical, O.K. After the episode at the gates of Moria, there is no reason why Gandalf could not speak Equine, but a Charm Animal spell would be easier than Charm Person anyway.) 3) Adding fighters to the foam of the river that was overflowing the Nazgul. Phantasmal Force, perhaps a variant on Monster Summoning I (since we have not a hint as to the level of these fighters). 4) Lighting a fire in the middle of the snowstorm. A touch of Fireball, or even Produce Flame. (Note here Gandalf reveals how even this simple bit of magic can be detected for such a large distance. This shows the magical weakness of Tolkiens Middle Earth. Ah ha, you say, I see where you are wrong! Hold on, Ill come to that point later.) To continue: 5) the flames when fighting the Wargs. Variant on Fireball, 3rd level. 6) Lighting the way in Moria. 1st level spell. 7) Fighting the Balrog. In his description of the battle, it seems to me he used only, or mostly, Lightning Bolts, with perhaps some Fireballs if you are generous. Still only third level. 8) Being resurrected. But this is not done by Gandalf, he was sent backback and therefore had nothing himself to do with the feat.

On to The Two Towers: 1) The bursting into flame of Legolas arrow. A mild Fireball, perhaps even an unusual form of Protection from Normal Missiles. 2) The awakening of Theoden. A combination of Lightning, Light, and Darkness. No more than 3rd level. 3) The breaking of Sarumans staff. This could have been a natural result of one Istari saying that to another, a mild Charm Person effect, or something of that nature. It is not spectacular enough, in any case, to go beyond third level spell-casting.

And now, The Return of The King: 1) The beams of light used to rescue Faramir. No more powerful than Lightning Bolt, for all the effect they had. They could have been the 3rd level spell Firebeam described in, I believe, Alarums and Excursions #12. 2) In the Battle of Slag Hills, when Gandalf should perhaps have used the maximum amount of his powers, he did nothing mentioned in the book. Perhaps he used Lightning Bolt of Fireball/-beam, but still this is no higher than 3rd level spells. 3) Talking mind-to-mind with Elrond and Galadriel. You dont need any more than ESP to make this work.

And that is it. If I have left any spells out, like Gandalf using the Hold Portal or Wizard Lock in Moria, it is not intentional. But I do not think that they would go beyond 3rd level. If the words I have used such as variant make you think that he must have been at least 11th level to research the spells, remember that he had his Staff, and the ring Narya the Great, which was associated with fire-type spells anyway. Since he was forced to use them several times, when, as I have shown, a 5th level mage did not need them, perhaps he was even less than 5th level, but I shall not try to press my point too far. If you ask how he lasted so long battling a Balrog, I reply that that is a fault with the D&D combat system, so the point that a 5th level mage could not withstand the blows of the 10th level Balrog does not quite hold water. (I am referring only to the Balrog in D&D, not including the Eldritch Wizardry characteristics, as this type of Balrog is usually said to be too weak for a true Tolkien Balrog. In fact, when placed in perspective with Gandalfs battle with one, the Balrog described by Gygax and Arneson originally was of normal strength. As far as I am concerned, the type VI demon is a type VI demon, not a Balrog.) As for Sauron: without going to too much detail, Clairvoyance, ESP, and perhaps an advanced Wizards Eye, with much longer ranges than described in D&D. But since he had the Palantir, maybe he let the thing do most of the work for him, and his Red Eye. If you are going to be nasty, then let him have Control Weather, which makes him 12th level. Still not spectacular, when there are those who regard Sau-ron as 75th level or so.

So how do we reconcile our intuition with the bare facts? Well, for one thing, as I hinted above, the universe of LOTR was magic-weak. It is easy to assume that it was run by a very tough DM who rewarded experience so slowly that it would take 2000 years for a pseudo-angel to get to the 5th level, and 6000 years or so for an EHP to reach 12th. But it is still unsettling. I would rather place the blame on the scale we are using: the D&D magic system. It seems a more likely thing for Gygax and Arneson to misjudge the spell levels. So what can we do? Change the spell system, the experience system or the levels of the spells, or all of the above? What is your response?

Of course, the more I think about it, the more I think I'm finding it harder and harder to translate the ME magic structure into a rpg.
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serleran
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Post by serleran »

Regarding magic and its casting, I would likely break the spells into types, spheres of influence, essentially, and have one gain levels of mastery of it, or have them granted by magic items such as staves/rings of power. The spheres would be very generic, and each level of mastery would allow a greater effect (though any individual casting could produce a lesser effect as needed), to the extent of something like this:

Spheres [examples]

Combat -- fighting spells [evocation with dispel effects]

Deception -- tricks and illusions [illusion / enchantment]

Beast -- animal summons / control / changes [combination of alteration / enchantment / conjuration]

Mind -- non-deception mind effects / divination [divination / enchantment]

and so on. Probably have around 6 spheres, with 5 levels of mastery per sphere -- each mastery level would approximate 2 spell levels of C&C.

Level of Mastery [tentative titles]

Initiate [0-1 level spells]

Practitioner [2-3 level spells]

Expert [4-5 level spells]

Master [6-7 level spells]

Ascendant [8-9 level spells]

It would be possible to have different levels of ability in each of the spheres.
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icanhashealingpotion
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Post by icanhashealingpotion »

Thanks Lord Dynel for the welcome & the excerpt.

I'm also on the side of not allowing magic using classes, from my reading of Fellowship (I'm reading through it for the first time now and I'm still just a tiny fraction into), all "Wizards" near as I can tell were basically immortals like Gandalf and Sauron, and the greatest magic ever performed in Middle Earth was the forging of the great rings. At one point Gandalf said that Sauron was desperately trying to learn the secret of making the rings, but that secret vanished long ago. And even the One Ring that Sauron made he had to "put a lot of himself into".

What all this points to in my mind is an Elric/Stormbringer style magic crossed with Pendragon.

In Elric/Stormbringer you have a POW stat that determines your intrinsic amount of magic, and this could be bound into objects, which would have permenant powers of their own. In Elric this was done by summoning demons & binding them to objects (and let's face it the One Ring does have a personality all its own), but in Middle Earth this would be done a bit differently. And it wouldn't necessarily corrupt - Gandalf's staff & the Elven Rings were not corrupt, but definitely seem to be created items that have some life essence in them that powers them.

You could also summon elemental to help you, which, when combined with summoning animals, happens often enough in LOTR - animals have their own politics & may or may not help you.

Pendragon has a number of mechanics that would make sense for LOTR.

- Characters have a "glory" stat that's basically how well known they are - Gandalf & Aragorn's diversion to allow Frodo in works because Gandalf & Aragorn are famous, but Frodo is not.

- Vice & Virtues substitute for alignment, behaviours affect your piety. I forget the exact mechanic, but you're constantly resisting temptation.

- Magic is subtle and takes a long time to cast, and there's a mechanic for permenant enchantments (each level of duration has a cost & "lifetime" is +150 points. This could explain Elvish blades, etc. It's more likely to allow for the kind of thing that would control Theodin, and would take months to prepare & a great deal of energy initially to do it, but Sauromon presumably had energy to spare.

- Also has a magic stat that determines the maximum amount of magic you can do.

I think mechanics like these lend themselves to the kind of storytelling that LOTR requires. Enchanted items that are just a bit better than what we could do because they're made by elves, the ability to create horribly powerful artifacts, but at a permenant cost, etc.

D&D and its derivatives are concerned with what can help you right now, but LOTR is concerned with what could corrupt you over the course of centuries.

I wonder if creating a d20 "middle-earth-esque" magic system (without using any of the names that could invite a lawsuit) would be an interesting challenge, especially if we basically believe none of the players would do much of it (except the occasional talking to horses & walking on snow).

Lord Dynel
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Post by Lord Dynel »

Good points, healingpotion.

I like the idea about binding magic that is present in a person, into an item. Maybe this would be available as a class feature for elves and dwarves?

As far as the alignment system goes - I think keeping it as-is would be fine, but how about adding a SIEGE-based "Temptation system?" Magic items would have an intrinsic Temptation value that would vary, according to how powerful the item is. That value becomes part of a SIEGE check (part of the CL of a check and added with any other values for any other magic items carried) that is made at times according to the CK to check and see if the magic has corrupted the character. When the check is made and under what circumstances I have yet to determine.

In thinking about it further, I am thinking just that - magic using classes would be next to nothing. Now, what to replace a magic-using class with? I would think the most obvious choice would be a "Loremaster" type class, a knowledgable, scholarly sort. Careful not to encroach too much on the bard, though...or would the bard be necessary in a ME game? I would think so, but more in the minstrel-type.

If magic is kept, there has to be some weakening of the class, I feel. Massive overhaul of the spell progression. I actually like the way the LoTR RPG does it - a very small list of spells, all with a weariness TN (think CL of a SIEGE check) and if the check is failed, then the spell fails. In C&C, failing could also mean that the spell is unavailable until the wizard rests, a reduction in effective Con score (thus making the Weariness/Con SIEGE checks harder) or both. I'm not sold on making it a Con check, as that would force many wizards to take Constitution as prime, and pigeon-holing them into prime choices. If Weariness was a check all to itself, I might rule that is is a "Con-like" check with a CB of 12 plus the Weariness of the spell as the CL, modified by the Con modifier of the caster (so it would act much like a Con check if Con was prime, but it doesn't have to be for purposes of this check).

I could see a 1st level wizard getting 1d3+2 spells at 1st level. Some spells may cost double - in other words, a Light spell may cost one selection, but shapechanging may count as 2, or 3 choices. Then every other level he gets a new spell choice...or even every level, if it suits the CK. Spells are usuable indefinitely, as long as the spellcaster makes checks (if any consequences are put in for spellcasting - whether the Weariness chek is made or not). I might put this together into a class.

That might make it look like the wizard is weaker, and he may be, but consider that while spell selection is much smaller (a 10th level wizard may only have seven spells available) they are usuable (possibly) indefinitely. And the wizard's weak state could be eradicated - magic may not be so studious an endevour, thus allowing HD and combat ability to be a bit sronger. As I said, I might work on as an alternate wizard class.
And I agree with your storytelling part. ME would not be a game where hack-n-clash would be rampant, so so it would seem.

I don't know....just some things to think about.
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Post by icanhashealingpotion »

If we're taking power away with one hand, I'd give it back to them in the form of the ability to fight. Wizards wouldn't be weaklings unable to hold a sword, they'd be as hearty as Gandalf seems to be, even if they prefer to remain in the background.

In an E6 game, Druids really fit the mold nicely. Take a look at these sample spells & tell me which wouldn't fit coming from Gandalf (though sometimes in the reverse - disentangle rather than entangle).

- Animal Friendship

- Fire Trap

- Pass Without Trace

- Obstructing Mist

- Entangle

And at the highest level

- Call Lightning

- Pyrotechnics

- Plant Growth

There are some other things like "Suggestion" and "Fear" that he seems to have gathered from wizard spells and some smoke & mirrors tricks from illusionist spells, but otherwise most of the things he does could be explained with druid spells.

My proposal would be:

1. Combat progression is akin to a cleric, with the ability to use one handed swords.

2. A revised spell list with some revised descriptions. Magic is divided into Natural Magic & Dark Magic. (I believe there are two separate sources of magic in Middle Earth).

Binding magic into items

3a. Each level players can choose to bind their spells into an object instead of casting it themselves. Bound spells act at level +2, but if you lose the object, you can cast them at level -2 until you can create a new object. If you wrest someone's item from them, you temporarily gain their spells (albiet at -2 power).

3b. Relic creation rules would exist, but only at the highest level and would involve a permanent bonding of your life force to an object, not just temporary as in 5a. Bonus may be as much as +6 levels (this being an E6 game and a 12th level of ability would make you unstoppable).

Alignment plays a major role in Middle Earth.

4a. Spells and magical artifacts have alignments (from +10 evil to +10 good).

4b. Regions have magic. The Shire was very mundane. "The deep places of the world" are very magical. The deeper into a forest, under a mountain, into a bog, etc. you go, the more magical it becomes. (+0 to +10) In general, the more humans or hobbits the more mundane, elf & dwarf filled areas are typically magical, and very much abandoned areas the most magical.

4c. Regions have an alignment & like attracts like. The Shire is altogether good or at least neutral. The forest where Galadrial lives is also altogether good. Fangorn Forest is more evil, and Moria more evil still. (+10 good to +10 evil)

Middle Earth as a whole was becoming more mundane, and during LOTR, steadily more evil, so all areas of the world were becoming more evil & more mundane throughout the books, which is why the Elves were leaving, they cannot live in an evil & mundane world. (Evil because of Moria, Mundane because it was the coming of the age of men.) The act of becoming mundane was much slower than the rapid growth of evil.

The world becomes more evil during the night (+3 evil), more good during the day (+3 good), more magical at night (+3), and more mundane during the day (+3).

4d. Whenever you use evil, you must check WIS (+ level + the amount of good + good magic in the area) vs:

the level of spell (cast or bound) - more powerful = more attractive

+ the level of evil in the item - more evil = more attractive

+ the level of evil in the area - more things to spot you

+ the level of magic (if evil) in the area - more sensitive to your use of magic.

Rivendell & the forest with Galadrial may have been so good as to almost overcome Frodo using the One Ring, but so too did his desire to use it diminish and Gandalf speaking the language of Mordor, but Gandalf dared not speak it in the Shire (neutral), nor at night.

On a failed roll, evil will be attracted to you in 1d10 hours.

Wandering creature rolls would be affected by regional magic/alignment.

5. Evil is a faster path to power. Evil spell and items are simply more powerful than good. They may even be the same spells, but more powerful. Gandalf can suggest to a guard to let him by, Sauromon can take over Theodin's mind. (as a rule of thumb, Evil spells act as if you were +2 levels higher) This gives a temptation to the *player* to choose evil spells. (note: Gandalf was able to exorcise Sauromon because he gained a few levels when he killed the Balrog.)

6. Numerous "slightly magical" items exist, but it's never attributed to magic, just expert craftsmanship by the Dwarves of Elves. E.g. +1 swords and magical cloaks are common, but they don't respond to "detect magic" any more than the water does.

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Post by Omote »

There are some fine ideas in there healingpotion, damn fine.

-O
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Post by Tadhg »

Omote wrote:
There are some fine ideas in there healingpotion, damn fine.

-O

Heh, that's not his name. It's icanhashealingpotion!

See what I mean, te!
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icanhashealingpotion
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Post by icanhashealingpotion »

Thanks!

I think some of the numbers will need to be adjusted & the whole thing thought through and balanced out, but I think it's a good start.

If I throw up a little wiki for this, think we could collab on something worthwhile?

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Post by jaguar451 »

Very interesting, although I have to say I'm more interested in the magic system that you propose than playing in ME with a more mundane world. Maybe a prior age to have more (although sill weak by D&D scales) magic, but Elves do seem overpowered to be a PC race.

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Post by finarvyn »

How can a topic such as this lay dormant for several months? Just had to give it a "bump"
I think that the E6 concept works well for Middle-earth due to its low power-level, although I'm not entirely certain how to make it fit with C&C. In other words, once a character passes 6th level, what kinds of things are they allowed to do?

Anyone use E6 (or E8) enough to have a good handle on this?
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Post by Lord Dynel »

I haven't used E6 yet, finarvyn, but I feel the same as you. I think that it could handle ME very well. I know of one group playing an E6 game (not ME, though) and I've talkked to the DM a good bit about it. He seems to be enjoying it immensely. He really likes the fact that the players never really outlevel low level monsters and things don't get out of hand (power-wise) with the characters.
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Post by crom10 »

What if Troll Lords can get the licence to produce C&C Middle-Earth game material?

Since Decipher is now out of the picture, who will publish Middle-Earth rpg products?

I believe Troll Lord games is the best company to produce Middle- Earth material. And C&C as everyone knows, is the best system for Middle-Earth! The very essence of the game and the feel of Aihrde is so reminiscent of Middle-Earth that I don't believe any other company (besides ICE) can do the job right!

Have the Trolls ever thought of approaching the Tolkien Estate about this?

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Post by crom10 »

How about taking the old MERP books and converting them to C&C?

MERP material was fantastic and handled the magic very well. Everything is already there; the monsters, the magic, and the story. Just convert it sll to C&C.

Has anyone thought of doing this? I have. And it would be alot of fun too!

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Post by CnD »

I have not read through the entire thread as of yet, but I would suggest any use of magic be kept subtle. Middle earth wasn't known for lots of Bang-Flash-Pow. When Gandalf was using his magic, it was powerful, yet almost reserved except in the most dire of circumstance (ie. fighting the Balrog).

All in all I would enjoy seeing a supplement for running ME.
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Post by crom10 »

I would use the C&C magic system as is for the magic mere mortals can cast is nothing compared to the awesome might of the higher beings which is not magic at all! This great power is unknown to men for it is the secret fire, the life force that created the universe and all things within it. And Eru is god himself! So how could a spell such as fireball can possibly affect god or any of the powerfull beings he created; the Valar and the Maiar.

The Istari could have set-up various magical orders to teach men to weld magic and combat Sauron's evil, magic that the Istari can cast themselves and reserve their greater might for emergencies such as the great battle between gandalf and the Balrog which was Maiar on Maiar.

The Istari could use thier full power simply because Eru did not want them to for men had to learn to fend for themselves. Only advice and the right push in the right direction and as stated, use of the great power only in emergencies.

Even Sauron would not use his full might as he wants to enslave everyone but he too would have set up dark cults of wizards and clerics to spread his evil and even a cabal of black druids to currupt nature!

Thats how wold handle it. More later.[/list]

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Post by Lord Dynel »

crom10 wrote:
How about taking the old MERP books and converting them to C&C?

MERP material was fantastic and handled the magic very well. Everything is already there; the monsters, the magic, and the story. Just convert it sll to C&C.

Has anyone thought of doing this? I have. And it would be alot of fun too!

I don't know if a straight conversion would keep the feel of the game, to be honest. Perhaps, perhaps not. There was a lot more magic in even that game than in the books, and I while I don't think it would be terribly difficult to convert the rules over, I think a ground-up option would be the best thing, IMHO, with the SIEGE Engine at the core. Just my two cents.

If a level-based system were to be used, it would have to be very subtle, even more subtle than C&C currently is, I feel.
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Post by yell0w_lantern »

GURPS magic. max of Magery 1 or 2 with limited/aspected mana.

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Post by crom10 »

Quote:
I don't know if a straight conversion would keep the feel of the game, to be honest.

Sure it would. The backdrop for all of the merp books was The Lord of the Rings and The Hobbit my friend. The feel of the stories is already there. All you have to do is replace the characters and npc's with C&C equivalents and convert the monster stats over to C&C terms or use similar M&T monsters. Spells are changed over to C&C equivalents, and all checks would be done with the Siege engine.
Quote:
There was a lot more magic in even that game than in the books

What everyone seems to be calling magic was not magic at all in the books. It was the power of god which he placed in the Valar and Maiar! Though some of the Eldar were indeed powerfull. In my version of a C&C ME game I would have the vile forces of Sauron and good Istari set-up magical orders so that the mortal men they are vying over can combat each other.

What everone seems to be suggesting is to cut almost everything out of the C&C game and that would make a C&C ME game terribly boring! If Middle-Earth is that weak than why bother using it at all?

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Post by Lord Dynel »

crom10 wrote:
What everone seems to be suggesting is to cut almost everything out of the C&C game and that would make a C&C ME game terribly boring! If Middle-Earth is that weak than why bother using it at all?

But I think of the opposite - if we file off the names and slap ME equivalents I'm not sure if it would capture the proper feel. At least it wouldn't to me. I know that's my problem to deal with.
I'm sure it's me, but a straight port of ME into C&C would feel a little weird, IMHO.
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Post by jaguar451 »

Lord Dynel wrote:
I'm sure it's me, but a straight port of ME into C&C would feel a little weird, IMHO.

Don't really see any C&C Cleric or Wizard alternatives in LoTR or the Hobbit, so definitely a part of me with you on a straight port of the Magic system system having the ME feel....

The Witch seems closer, maybe with some incantation rules.... Or Illusionist, although still Vancian....

And while I haven't used it, I like the idea behind E6....

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Post by crom10 »

Check out what this guy has done for his d&d Middle-Earth caimpagn here; http://fomecampaign.blogspot.com/

I think it's really good! Especially what he did for the magic! What do you guys think?

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Post by Lord Dynel »

jaguar451 wrote:
Don't really see any C&C Cleric or Wizard alternatives in LoTR or the Hobbit, so definitely a part of me with you on a straight port of the Magic system system having the ME feel....

The Witch seems closer, maybe with some incantation rules.... Or Illusionist, although still Vancian....

Agreed. I think there would have to be some "omissions" and some additions to not only the lists of classes but the spells as well.
Quote:
And while I haven't used it, I like the idea behind E6....

I wholeheartedly agree. I think it would be pretty awesome, E6 that is. Using it for ME would be all that better, IMHO.
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Post by Lurker »

Quote:
Check out what this guy has done for his d&d Middle-Earth caimpagn here; http://fomecampaign.blogspot.com/

I just noticed that "this guy" is James from AGP...
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