
Respectable Hobbit |

I'm going to be running a Middle-earth campaign this summer using Pathfinder. I'm using a number of house rules to make it feel more Middle-earth-y, such as restricting advancement in spellcasting classes. A character's level in a spellcasting class cannot be greater than half his level. I had considered converting the character classes, magic, and herb-gathering rules from FF's Midnight campaign setting, but this seemed a simpler solution.
Another thing I'm trying out is Hope and Dread points. These were inspired by The Lord of the Rings Online, and you can Google it to see how it works there. Here, Hope points are similar to Action points. They let the characters be more heroic and overcome their limited healing and magic capabilities. Dread represents the power of Sauron, the ability to instill fear in the hearts of Men (and other races). An idol erected to Sauron in some lonely place might give off Dread points. A Ringwraith's Black Breath or a stab from a Morgul blade might give a character Dread points. Any land that Suaron has touched with his black hand and left tainted could be a source of Dread points. Dread points deaden or negate entirely the effects of Hope points.
A PC starts with Hope points equal to twice his level. (This may be woefully inadequate.) The pool replenishes whenever a PC levels up. Any unspent Hope points are lost. Ways to regain Hope points might be explored.
Generally, any time a PC spends a Hope point, he can add 1d4 to a roll. A PC can spend any number of Hope points at once. A PC can spend Hope points to enhance an attack roll, a skill check, or a saving throw, but NOT a damage roll. Hope points only increase the chance that a PC will succeed at something, not the degree of success. A PC can never spend Hope points to succeed at something that would have been impossible without them (that is, wouldn't have succeeded on a natural 20).
A spellcaster PC can spend Hope points to increase the save DC of one spell by 1d4 for each Hope point spent. The same concepts as above apply (can't increase degree of success, can't do the impossible).
Whenever a PC receives natural or magical healing, the PC can spend up to one Hope point per level of the spell (or one Hope point per 8 hours of rest) to regain an extra 1d4 hit points.
This one's really iffy--a PC may spend all the Hope point he currently has to save himself from death. Probably need more specific rules for that one.
I'm a little less clear on how Dread points should work, how one acquires them, how one gets rid of them (a saving throw most likely). For each Dread point a PC has, a d4 becomes a d2 when spending Hope points. (So if a PC has 2 Dread points and spends 3 Hope points, he rolls 2d2 and 1d4.) If a PC ever has Dread points beyond a certain threshold (I'm thinking, equal to his level or more), they should have negative static effects on the PC, but I'm not certain what those are.
Some ideas: the PC behaves as if Encumbered; incoming healing is reduced by 1 hp per Dread point (or by 1 hp per Dread point over the limit); penalties to attack rolls, skill checks and saving throws (particularly saving throws against fear effects).
How a PC gets rid of Dread is uncertain. Some Dread are tied to locations, like an evil idol or a spooky cave, so they should go away as soon as the character leaves the area. Others behave more like poison, like a Ringwraith's breath or Shelob's bite.
I'm sure this seems like a big, complicated mess to most of you and probably a whole lot of work for nothing. If any of you manage to read this far, I'd appreciate some advice, as long as it's not "Don't do it."

Elrostar |

Just out of curiosity, is there any reason you're not simply using the Lord of the Rings RPG? That manages to capture the feel of Middle Earth extremely well.
The mechanics of Midnight are certainly also extremely applicable to a ME setting. Midnight is, after all, more or less lifted straight fromMiddle-Earth with the difference that Sauron won.
I'd recommend using the magic system of Midnight if you do want to run PF. I'm not sure how to update the Wildlander class to PF, but I also think that it works significantly better for that kind of feel.

Respectable Hobbit |

Just out of curiosity, is there any reason you're not simply using the Lord of the Rings RPG? That manages to capture the feel of Middle Earth extremely well.
The mechanics of Midnight are certainly also extremely applicable to a ME setting. Midnight is, after all, more or less lifted straight fromMiddle-Earth with the difference that Sauron won.
I'd recommend using the magic system of Midnight if you do want to run PF. I'm not sure how to update the Wildlander class to PF, but I also think that it works significantly better for that kind of feel.
Thank you Elrostar. I don't own the Decipher Lord of the Rings RPG, and I wasn't very much impressed by it when I did own it. And I do not feel that the magic system in Midnight is mechanically any closer to Middle-earth than regular D&D magic is. So I'm not using it.

Jubbly |

Interesting. As a former long time LotRO player I get what you are trying to do - could you perhaps not lean on the MMO some more for inspiration ?
Such as, for devastating dread effects - those above your threshold - make PCs roll a Will Save vs Fear, if they fail they cower or somesuch for a round or so - losing their actions - a la the MMO. More closer to pathfinder canon, you could perhaps make them save against fear to avoid picking up the Shaken condition. Possibly in a following round taking a save to then avoid the more serious Frightened, and from there the Panicked. Basically a one step increasingly deep fear reaction - depending how far you want to penalise them of course. Perhaps the level of dread relates to the level of fear you can suffer from. Minor dread you can only ever be Shaken. Major dread you can do the whole run for the hills routine.
A spending of hope would give you the capability of automatically passing one of these specific dread tests - dispelling the fear for a while. Thus you can spend hope to buff dice rolls - giving you the positive effects of hope in the MMO, and you can also burn them to offset pervasive dread - increasing your hope to offset other debilitating levels of fear as per the MMO.
Working on a theme, perhaps it would also be possible to spend a number of hope points, rather than just one, and give the *group* a hope buff - allowing everyone an automatic save against dread or somesuch. Say three points to give hope to (n) number of allies including yourself. This gives you a bit of community hope and dread play as opposed to all selfish spending - and rear support characters can possibly lend their upfront and dirty colleagues a hand in the dread department.
I would also check out some of the bits on Sanity and Madness in Pathfinder. Temporary bouts of things like Paranoia whilst under the effects of dread would be quite cool I think.
You could even factor in long term effects of dread on someone ( Gollum for instance ) as having picked up those insanities as a permanent effect - this would probably only really apply to NPC's or lackeys !
Other dread effects. As per its inspiration, drop hit point maximums whilst under the effect of dread. This is extra record keeping though - it might be handy to have preset levels of dread effect depending on the background level in play. Perhaps 3 levels of hit points - your normal, your dread hp, and your terrified dread hp. Simplified stat consequences to improve the bookkeeping - -1 to *all* rolls.
Personally picking up dread points I would think should be hard. Background aura effect dread is one thing - exit the area and instantly feel better. Always with you levels of gloom is another. Picking up permament dread ( which could be removed by spending hope, or better yet some specific counter - Athelas - plus hope ) would be from as you say, wraith wounds or curses, carrying cursed items ( the ring my precious or barrow treasure ), or even just a run of bad luck / weather in a miserable place. Depends how hard you want to make life and how gritty and miserable your version of middle earth is.
Conversely - permanent dread should also open the door to permanent hope. Very rare items that give a permanent hope level. If you dont like the idea of walking around with a constant buff, then only have them counter aura dread - as opposed to giving spam buffs. If you want a bit of tactical deployment for hope buffs, then force players to wield the hope items in their hand - galadriels phial for instance. So you must have a hand free to deploy your hope artefact.
If you want a progressively degenerating sense of urgency, I would go one step further, and have permanent dread get worse over time increments. Like a slow acting poison - and it requires a constant upkeep of hope to keep at bay. This is pretty tough however, and you would have to have your pacing spot on to get the right level of urgency without it being a game killer.
Which is all very cool, but my issue with this is of balance. How do you balance things so that the dread isnt a killer, or conversely hope buffs dont make things too easy, or something in between, all the hope gets burnt in the first 5 minutes, leaving everyone to run away at the end. I think the system has great promise in a pen and paper RPG, I'm just not sure that it doesnt open up a huge can of worms balance wise. Very tough. In the MMO if memory serves me right, you either rely on someone that knows what is going to happen in terms of dread, your raid leader basically gives you the low down - everyone make sure you have N level of hope - or alternatively you die trying, learn the specifics of the dread, and have another go. Not something you really want to be doing in an pen and paper RPG.
I think maybe to balance it, you need to factor in hope and dread into the CR of an encounter, and allow for any encounter to be Easy, Normal or Difficult depending on the hope vs dread in place - but never capable of being too easy or too hard. Also given that, you can total up the encounters for a given scenario / week / module / chapter / howeveryouaredoingit , take the dread vs hope for an Normal difficulty run, and make sure you give your players the required level of hope. If the players start hoarding their hope, decrease the level of hope give outs, or better, increase the level of future dread encounters.
Oh, and bards. Morale boosting songs should also probably effect hope levels / hope vs dread tests . . .
Sounds cool what you are thinking of. An interesting experiment !

Elrostar |

The Midnight magic system was far more flexible and ultimately relied (to some extent) in the 'casting from hit points' trope, which very much feels like something applicable to Middle Earth. I guess I don't really see the standard casting classes from PF (three of them, at least: Cleric, Druid or Sorcerer) as really belonging much in Middle Earth, but interpretations may vary.
Wizards obviously do fit the feel, but their powers are not generally terribly flashy or... D&D-like in style. Not a lot of Grease, Magic Missile, Invisibility, Enlarge Person, etc. as far as I can tell.
But again, the feel you're going for may not be what I would want.
Hope points seem like action points by another name, as far as I can tell.
Dread seems like it can be approximated fairly easily just by having it cause the effects of Bane, Prayer, Bestow Curse, or temporary negative levels.

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Elrostar wrote:Thank you Elrostar. I don't own the Decipher Lord of the Rings RPG, and I wasn't very much impressed by it when I did own it. And I do not feel that the magic system in Midnight is mechanically any closer to Middle-earth than regular D&D magic is. So I'm not using it.Just out of curiosity, is there any reason you're not simply using the Lord of the Rings RPG? That manages to capture the feel of Middle Earth extremely well.
The mechanics of Midnight are certainly also extremely applicable to a ME setting. Midnight is, after all, more or less lifted straight fromMiddle-Earth with the difference that Sauron won.
I'd recommend using the magic system of Midnight if you do want to run PF. I'm not sure how to update the Wildlander class to PF, but I also think that it works significantly better for that kind of feel.
Have you looked into MERP?

Elrostar |

RE: MERP
I played that for quite some time back in the day and looking back on it, I honestly think it does a TERRIBLE job of conveying the feel of Middle Earth. The source materials for it were generally outstanding in terms of maps, descriptions and that sort of thing, but from a mechanics point of view I thought it was almost singularly poorly capable of conveying any of the flavor of Middle Earth.
I was reminded of this because I was recently looking through some old ICE books (their historical setting for Robin Hood, among others). And it's not a system I ever want to interact with again. Not that I don't have fond memories of playing it, but still...

Jeff de luna |

I wrote for MERP. (Lindon-- didn't get published due to the license going elsewhere after the movie came out). My work has been leaked (not by me) online.
I did play in M-e but used Runequest most recently for it... So yeah, there were some issues with MERP in terms of realism or fidelity to the source material in its cosmological assumptions. I would use E6 or my preference, Pendragon. Strict limits on character abilities and magic are pretty important, as well as a system for ethics and corruption. A skill-based system is helpful. There are a half-dozen free games out there for the setting if you look around.
The main problems with MERP were hit points and magic -- minor injuries and limited magic could be very important or dangerous in M-e. I definitely played it by the rules as well. Wolves and Orcs, interestingly, were very deadly to 1st level PCs.
MERP books were every useful for actual story lines and cultural data, however, even before I was involved in the game. The LotR game, much less so. Also, its advancement rules were frustrating-- a generalist Ranger-type was hard to develop. For a very abbreviated spell list true to the source material, I would urge you to consider adapting from it. It does improve on MERP there.

Respectable Hobbit |

Thanks, Jubbly, you had some very insightful comments. You're right, keeping things simple is the goal here, and balance is always an issue. Keep in mind that in my system, Hope and Dread are pools of points, not a sliding scale like they are in LOTRO. There's no Hope level, just a pool of Hope points to be spent.
In terms of how they effect the challenge of an encounter, keep in mind that I put Hope points into the game firstly to make up for the lack of magic. PCs can only have half their total level in spellcasting classes. That means a 10th level character can only be a 5th level wizard, cleric, or whatever. Hope points prop up the characters by taking the place of the healing and buff spells they would normally be receiving. Conversely, Dread points remove that crutch out from under the PCs' feet, so to speak.
Let's say that the threshold for dread points is called "Despair." A PC has despair when his dread points is equal to or greater than his level. If a GM wants to make an area spooky, simply have the area inflict dread points on the PCs' equal to roughly half their level. This won't affect them right away, but they'll get less of a bang when they spend their Hope points. If a GM wants to make the area really terrifying, increase the dread points to the PCs' level.
Let's say when a PC has despair, he is forced to make a save v. fear whenever the following happens: he acquires dread points (including the one that gave him despair), he is revived from an unconscious state, he rolls a "1" on an attack roll, or an enemy rolls a "20" to save against something the PC just did. A PC who fails the save is shaken for 1 round. I don't think any more extreme effects need to be hardwritten into the rules. Rather, a monster could have a power that lets it turn a shaken PC into a panicked PC.
As for reducing the PC's hit points, I know that's something dread does in the video game, but I think that's too much for a pen-and-paper RPG. Dread is already reducing the PC's incoming healing, and I think that's enough.
To the rest of you, please stop trying to suggest other systems. I've considered all those other systems (including the upcoming The One Ring by Cubicle 7), but my players and I want to play Pathfinder. I appreciate the input, but that's not what this thread is for. Please take that conversation somewhere else.

Elrostar |

One point regarding your idea of how Hope is used. You mention that you don't want it to be used to determine the degree of success, only whether something is successful or not.
This precludes an awful lot of uses of skills, since the amount by which you exceed the DC is precisely a measure of your success.
While I agree that adding 1d4 to damage rolls is inappropriate, I think that's a separate case from 'determining the degree of success' in general. The problem with increasing damage is that that's not normally rolled on 1d20.

Respectable Hobbit |

Hope and Dread System
Terms
Hope Points: Hope is what makes a hero PC in Middle-earth special. It represents a hero PC’s ability to bring light to the darkness. NPCs generally do not get hope points. A PC starts each level with a number of hope points equal to his level times 2. A PC may spend and earn hope points during play, but his total hope points can never be more than twice his level. When a PC gains a level, he gets a fresh pool of hope points and any unspent hope points are lost.
Max. Hope Points = Level × 2
Hope Level: A PC’s hope level is equal to the number of hope points she currently has.
Dread Points: Dread represents the power of evil in Middle-earth. Dread points are associated with black sorcery, ancient evil, and the servants of the Dark Lord Sauron. There are two types of dread points: pervasive dread and permanent dread. There is no limit to the number of dread points a PC may have at one time.
Pervasive Dread: Certain areas in Middle-earth are tainted with evil. A PC gains dread points when entering the area. These dread points go away one hour after the PC leaves the area.
Permanent Dread: Some attacks will deal dread points directly to a PC. These dread points are permanent and will not go away on their own. Permanent dread points may be removed by a remove curse spell or any higher-level spell that removes curses. A PC who is treated with athelas (150 gp) while resting for 24 hours may make a Will save (DC 10 + dread level) to remove one permanent dread point.
Dread Level: If a PC’s dread level is equal to her current total dread points minus her current total hope points. If this would result in a negative number, the PC’s dread level is 0.
Dread Level = (Permanent Dread + Pervasive Dread) – Hope Points
Spending Hope Points
• A PC may spend any number of hope points he currently has to modify an attack roll, skill check or saving throw. The points may be spent after the roll is made. For each hope point spent, add 1d4 to the roll. The result can never be higher than the result of an unmodified natural 20.
• A PC may spend any number of hope points she currently has to increase the save DC of a spell cast by her. The points must be spent before the spell is cast. For each hope point spent, add 1d4 to the save DC of the spell.
• A PC may spend hope points to enhance a cure spell. The points may be spent after the spell is cast. The number of hope points spent cannot be higher than the level of the spell. For each hope point spent, cure 1d4 additional hit points.
• A PC may spend 1 hope point each time she takes an 8 hour rest to regain hit points at twice the normal rate.
Regaining Hope Points
A PC regains hope points when:
• The PC scores a critical hit against an enemy.
• An enemy rolls a natural 1 on a save against a spell cast by the PC (or anything the PC did to force a save).
• Consuming certain magic items, such as lembas or miruvor.
Dread Effects
• Whenever a PC’s dread level is 1 or higher, he becomes shaken.
• Subtract a PC’s dread level from the save DC of any spell cast by the PC.
• When a PC receives magical healing from a cure spell, subtract the PC’s dread level from each d8 rolled (to a minimum of 1).
• When a PC rests while dread level is 1 or higher, he regains hit points at half the normal rate.
• If a PC’s dread level is equal to her character level, she must make a Will save (DC 10 + dread level) each time she is attacked or be frightened for 1d4 rounds.
• If a PC’s dread level is equal to twice his character level, he becomes panicked for 1d4 rounds after which he is cowering. This effect can only be ended by removing dread points.

brassbaboon |

I get what you are trying to do, and to try to get the "feel" of middle earth is something I did a long time ago.
So I went through "The Hobbit" and "LOTR" to see what sort of spells Gandalf, Saruman, the Nazgul or any other character actually used.
What I came up with was a very limited set of extremely low level spells. Spells like "light" or "Protection from Evil" or "Pyrotechnics" or even "Mage Hand".
Gandalf was essentially a demi-god according to the mythology of middle earth, and the most powerful spell he cast in the entire set of books was probably best represented in the PF magic system as a metamagic enhanced "Hold Portal", and that nearly exhausted him.
I ended up deciding that very few people would want to play in a system that had such limited magic, and to increase the magical abilities of spell casters to even the level of casting a "fireball" would totally outstrip the "feel" of middle earth, I more or less decided to just go with the system as it is.
But I wish you luck.

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You may also want to look at aspect points to enhance (not replace) dread.
So if they stay in character, flaws and all (especially flaws) then additional hope - so if Bob the Hobbit smells Mushrooms and CHOOSES to split the party by running after them (letting you do your story, GM thing) then he gets a hope point. Alternatively he needs to SPEND a hope point to withstand the temptation (and dissapointment).
Later in a fight with a troll, Bob is hit for 29 hps. The DM thinks it would be cool to throw Bob across the clearing into a tree as a thematic/cinematic thing... Bob can simply take the hit but if Bob agrees to be in a crappy situation (ie thrown into a tree as PART of the 29 damage) and prone then the GM throws in 1 hope point.
Oh and a strong Recommendation on E6.
Recommendations on the article - Gandalf was a 5th level Wizard (I'd use Aasimar or Half Divine Template as well :) )

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Oh and a strong Recommendation on E6.
Recommendations on the article - Gandalf was a 5th level Wizard (I'd use Aasimar or Half Divine Template as well :) )
Here
Examples of E6 play and Tolkien
(From Essays by Justin Alexander and Bill Seligman)
ANALYZING ARAGORN
Almost everyone you have ever met is a 1st level character. The few exceptional people you’ve met are probably 2nd or 3rd level – they’re canny and experienced and can accomplish things that others find difficult or impossible.
If you know someone who’s 4th level, then you’re privileged to know one of the most talented people around: They’re a professional sports player. Or a brain surgeon. Or a rocket scientist.
If you know someone who’s 5th level, then you have the honor of knowing someone that will probably be written about in history books. Walter Payton. Michael Jordan. Albert Einstein. Isaac Newton. Miyamoto Musashi. William Shakespeare.
So when your D&D character hits 6th level, it means they’re literally superhuman: They are capable of achieving things that no human being has ever been capable of achieving. They have transcended the mortal plane and become a mythic hero.
This requires a shift of perception for some people, but I’ve found it valuable, when crafting my own campaigns, to keep it in mind: Even though the PCs inhabit a world where there are many higher level characters, once they’ve gotten past 5th level or so, they are truly special individuals. They will be noticed. Their accomplishments will be (and should be) things which would enshrine them in the legends of our world. It’s OK for them to excel.
To help put this in further perspective, let me pop another popular canard:
People love to stat up their favorite heroes from fantasy literature as 20th level juggernauts. Fafhrd? 20th level. Elric? 20th level. Conan? 20th level. Aragorn? 20th level Luke Skywalker? 20th level.
I mean, they must be 20th level, right? They’re the biggest, bestest heroes ever! They’re the greatest warriors in a generation! Some of them are reputedly the greatest swordsmen who ever lived in any universe EVAH!
But when you stop and analyze what these characters are actually described as achieving, it’s rare to find anything which actually requires a 20th level build.
Take Aragorn, for example. He’s clearly described as one of the best warriors in Middle Earth. But what do we actually see him do? Let’s take THE FELLOWSHIP OF THE RINGS as an example:
He leads the hobbits through the wilderness with great skill. (The highest Survival DC in the core rules is DC 15. A 1st level character can master the skill for non-tracking purposes. Aragorn, as a master tracker, would need to be 5th level, have at least one level of ranger, and have spent one of his feats on Skill Focus (Survival) to achieve all of this.)
He drives off the ringwraiths at Weathertop. (It’s difficult to conclude anything from this because it’s one of the more problematic passages in the book when subjected to analysis. If the ringwraiths are truly impervious to harm from any mortal man, why are they scared off by a guy waving two “flaming brands of wood”? Are they vulnerable to fire in a way that they’re not vulnerable to mortal weapons? The point is, the true strength of the ringwraiths is obscure, so it’s impossible to know how tough Aragorn would need to be in order to accomplish this.)
Aragorn treats Frodo’s wound, unsuccessfully. (The highest Heal DC is 15. As with Survival, Aragorn could have mastered this skill at 1st level.
In Moria (fighting orcs): “Legolas shot two through the throat. Gimli hewed the legs from under another that had sprung up on Balin's tomb. Boromir and Aragorn slew many. When thirteen had fallen the rest fled shrieking, leaving the defenders unharmed, except for Sam who had a scratch along the scalp. A quick duck had saved him; and he had felled his orc: a sturdy thrust with his Barrow-blade. A fire was smouldering in his brown eyes that would have made Ted Sandyman step backwards, if he had seen it. (Aragorn slays no more than six or seven CR 1/2 orcs in this encounter. A trivial accomplishment for a 5th level character.)
Even if you follow Aragorn all the way through The Two Towers and The Return of the King, you’ll find that this is fairly representative of what he accomplishes. The only other notable ping on the radar is his ability to use athelas, and even if we don’t assume that’s merely an example of him knowing athelas’ properties (with a Knowledge (nature) check), it’s still just one ability.
So what can we conclude form this? Aragorn is about 5th level.
And since Aragorn is one of the most remarkable individuals in all of Middle Earth, this would imply that Middle Earth is a place largely like our own world: People who achieve 5th level are uniquely gifted and come along but once in a generation.
Does that seem like a proper description of Middle Earth? It does. Tolkien was crafting a false mythology – a forgotten epoch of our own world. Thus the people in it are much like the people we know, although they live in a world of heroes and magic.
(For the record, I’d probably model Aragorn as a Rgr1/Ftr1/Pal3. That gives you the tracking, lay on hands, and quantifies his ineffable ability to instill courage in those around him. Use one of the feat selections for Skill Focus (Survival) and you’re still left with another three feat selections for the final tweaking.)
Why do people make the mistake of modeling characters like Aragorn as 20th level characters? I think it arises from several factors.
First, there is the assumption that the fictional world of the novel is a typical D&D world. If someone is described as “the best in the world”, therefore, they must be 20th level. Otherwise there would be people better than them and the description wouldn’t be accurate, right? But the reality is that, in Middle Earth, there aren’t any 20th level characters. (At least, none of mortal stature.) Even the most exceptional of the immortal elves are most likely no more than 8th level or so (and that’s pushing it). Gandalf is a demigod cloaked in mortal form and I’d have difficulty statting him up as even a 10th level character.
Second, people can be thrown off by some contortion required by D&D in order to get a very specific set of abilities. A character is described as having one very specific ability that only a 5th level druid can have and is simultaneously described as having another ability that only a 12th level ranger can have, so clearly they must be a 17th level character, right?
Well, no. Authors don’t design their characters around the class progressions of the core D&D classes. Take, for example, a character who can assume an ethereal state without casting a spell. The only way to do that in D&D, using only the core classes, is to be a 19th level monk. But if that’s the only special ability the character in question has, it would be completely nonsensical to model them as a 19th level monk – they don’t have any of the plethora of other abilities such a monk possesses. What you’re looking at is a character with a unique class progression or possibly a prestige class. Or maybe a racial ability.
Finally, you’ll get into an arms race of expectations which just reinforces the whole thing: Aragorn must be 20th level. So the orcs who posed such a challenge to him must be 15th level or higher. And since those were elite 15th level orcs, Aragorn must have been 20th level in order to face them.
KNOWLEDGE AND CRAFTING
There’s a common fallacy when it comes to D&D, and it goes something like: Einstein was a 20th level physicist. So, in D&D, Einstein – that little old man – has something like a bajillion hit points and you’d need to stab him dozens of times if you wanted to kill him. That’s ridiculous!
The problem with this argument is that Einstein wasn’t a 20th level physicist. A 20th level physicist is one step removed from being the God of Physicists. Einstein was probably something more like a 4th or 5th level expert.
This can be a little bit difficult for some people to accept, so let’s run the math. At 5th level an exceptional specialist like Einstein will have:
• +8 skill ranks
• +4 ability score bonus
• +3 Skill Focus
In the case of our 5th level Einstein, that gives him a +15 bonus to Knowledge (physics) checks. He can casually answer physics-related questions (by taking 10) with a DC of 25. Such questions, according to the PHB description of the Knowledge skill, are among the hardest physics questions known to man. He’ll know the answers to the very hardest questions (DC 30) off the top of his head about 30% of the time.
And when he’s doing research he’ll be able to add the benefits of being able to reference scientific journals (+2 circumstance bonus), gain insight from fellow colleagues (+2 bonus from aid another), use top-of-the-line equipment (+2 circumstance bonus), and similar resources to gain understanding of a problem so intractable that no one has ever understood it before (DC 40+).
(This 5th level Einstein can also be modeled with as few as 5 hit points – 1 per hit die. Even if he rolled an average number of hit points on each hit die (3 each), as an old man his average Constitution of 10 will have dropped two points. With the resulting Constitution penalty, he still only has 10 hit points. This is the other reason why the hit point argument holds no water.)
You’ll see this same fallacy trotted out whenever someone insists that the local blacksmith “must” be at least 10th level in order to be competent in their profession. In reality, the typical village blacksmith is probably only a 1st level character. At 1st level the average blacksmith’s Craft (blacksmithing) skill looks like this:
• +4 skill ranks
• +1 Intelligence bonus
• +3 Skill Focus
• +2 from an assistant or apprentice helping them
That’s a +10 bonus on their checks. This bonus allows them to take 10 and craft masterwork-quality items. By 3rd level an experienced blacksmith can do that without the help of an assistant.
Even less capable 1st level blacksmiths (without an assistant or the Skill Focus feat) still have a +5 bonus to their skill. This lets them take 10 and craft high-quality items (the only things they can’t handle are exotic weapons and complex items).
And what does an exceptional 5th level blacksmith look like?
• +8 skill ranks
• +4 Intelligence bonus
• +3 Skill Focus
• +2 masterwork tools
• +2 from an assistant or apprentice helping them
That’s a +19 bonus to the check. When taking 10 he can essentially triple the speed with which he can make common items like iron pots and horseshoes. He can easily create work far surpassing masterwork quality and can every so often (when he rolls a natural 20) create a work of essentially legendary quality (DC 39).
What does all this mean?
It means that the most extraordinary blacksmiths in the real world top out at 5th level. Amakuni, the legendary Japanese swordsmith who created the folded-steel technique? 5th level.
Arachne, the legendary weaver who challenged Athena herself to a duel (and lost)? She might be 10th level.
Does this mean you should never throw a 10th level blacksmith into your campaign? Nope. D&D is all about mythic fantasy, after all. But when you do decide to throw a 10th level blacksmith into the mix, consider the fact that this guy will be amazing. He will be producing things that no blacksmith in the real world has ever dreamed of making. And a 20th level blacksmith is one step removed from Hephaestus himself.
(Coincidentally: Why do dwarves have such a reputation for mastery of the forge? They have a +2 racial bonus to Craft checks. That means that, unlike human blacksmiths, the average dwarf doesn’t need to be 3rd level in order to single-handedly create masterwork items – they can do it at 1st level. Basically, due to their natural aptitude, dwarves are master craftsmen before they ever leave their apprenticeships.)
JUMPING
How well do these numbers hold up when compared to other skills? Well, let’s take a look at the Jump skill.
Based on our analysis of the Knowledge and Craft skills, we know that a 1st level character has professional competency in their chosen field. We also know that a 5th level character represents the most legendary levels of skill – the type of people who come along once in a generation.
So, when it comes to jumping, a 1st level character probably represents a typical college athlete. A 5th level character, on the other hand, represents the small handful of jumpers who challenge and break the world records. It would make sense then, that Olympians would probably fall in the 3rd to 4th level range (better than your run-of-the-mill specialists, but not quite at the level of once-in-a-generation).
Let’s take a look at a 4th level Olympian jumper:
• +7 skill ranks
• +3 Strength bonus
• +3 Skill Focus
That’s a +13 bonus.
Now, back in the original 3rd Edition (3.0), the result of a running long jump check was:
5 ft. + 1 ft. per 1 point above 10
This can be more easily paraphrased this way: The distance of a long jump is equal to your check result minus 5 feet.
Our Olympian’s jumps will range from 9 feet (stumbling all the way on a roll of natural 1) to 28 feet. But a typical Olympic event involves three jumps in which the best distance is recorded. That means that roughly 80% of the time, our long jumper will be jumping between 20 feet and 28 feet in competition.
Looking at the 2004 Olympics, the top forty men’s long-jump results during the qualification round range from 24 feet to 27.25 feet. Those types of results will be posted approximately 60% of the time by our Olympic long-jumper.
With out 5th level jumper we can bump the ability bonus up to +4, add a +2 synergy bonus from Tumble, or a +4 bonus from the Run feat. The result would be a the ability to achieve jumps in the 29-35 foot range. The world record is currently set at 29.35 feet.
So, once again we’re finding that 5th level is right at the dividing line between legendary real world performances and the impossible realms of the superhuman.
And you’ll find similar fidelity with the high jump rules. (In fact, the 3.0 high jump rules are even more accurate than the long jump rules.)
The jumping rules, however, are perhaps the most visible victim of gameplay compromises in D&D. When the system was revised for D20 Modern, the distance of a long jump was revised to simply equal the DC of the check. This change was later picked up in the 3.5 revision of the D&D rules.
This rule is a lot simpler to remember, but it makes jumping significantly easier than any other skill (compared to real world performance). Under the new rules, 1st level characters can now trivially perform Olympic-level jumps and our typical Olympians will be routinely smashing the world record. (The high jump rules, on the other hand, remain fairly accurate.)
GANDALF WAS A 5TH LEVEL WIZARD
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, Gandalf’s 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 Bilbo’s 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 Tolkien’s Middle Earth. Ah ha, you say, I see where you are wrong! Hold on, I’ll 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 back”back” 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 Saruman’s 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 don’t 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 Gandalf’s 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 Wizard’s 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 Sauron 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?

Respectable Hobbit |

I get what you are trying to do, and to try to get the "feel" of middle earth is something I did a long time ago.
Obviously you don't get what I am trying to do or you wouldn't be commenting on the magic system. I am not redesigning the Pathfinder magic system to fit Middle-earth. I am simply making it a requirement for spellcasters to multi-class, so that their spellcasting levels are never more than half their total character levels. They can still cast grease and enlarge person and the like.
No, it doesn't exactly fit the lore of Middle-earth. Trust me, I have been obsessed with Middle-earth since I was 11 years old and I am more in love with the lore of Middle-earth than is perhaps healthy. But I also didn't want to re-design Pathfinder magic from the ground up. I wanted to play Pathfinder, and I wanted to run a game in Middle-earth, so this is the compromise I chose.
I'm happy with that compromise.
If folks could please comment on my system (see 4 posts above this one), rather than suggesting radically different systems, that would be helpful. The campaign starts next week.

brassbaboon |

Obviously you don't get what I am trying to do or you wouldn't be commenting on the magic system.
Oh, I see. When you said: "I'm using a number of house rules to make it feel more Middle-earth-y" you didn't mean that you were trying to make the campaign more, well, "Middle-earth-y" at all. Now I get it.
So fireball away. Fly all over the place. Teleport across vast distances. Sounds like you're right on target.

Atarlost |
There is high level magic at least implied. Certainly higher than your proposed half level max for casting classes.
Both Finrod and Luthien do something equivalent to Veil, a sixth level spell and based on his martial capabilities and the descriptions of his magic in the Lay of Leithan in rhyming couplets I'd have to stat Finrod as a bard, which would take 16 levels to get there. Saruman uses something like, but longer range than, Control Weather to close the pass at Caradhras. The Witch King of Angmar must have cast Create Greater Undead since Sauron was in Mordor at the time and there were wraiths on the Barrow Downs. Unspecified scrying and counter-scrying goes on and could be occuring at any level from third to eighth.
What there aren't outside the hands of the Valar are non-healing conjurations or any polymorphs besides Beorn's shapeshifting, which would probably be a druidic wildshape SA not a spell or SLA. Rip those and maybe the shadow spells out and things get a lot cleaner. There might be a little spot trimming for things like Contact Other Plane that don't make sense in the cosmology, but gutting a few subschools does most of the job pretty easily.

brassbaboon |

The problem with trying to map fantasy fiction into PF or D&D is that there is no "level" mechanic or anything like it in most fantasy fiction. Gandalf and Saruman are demigods, created as demigods and sent to middle earth to fight Sauron, another demigod who was created as a demigod. They didn't "level up" and they don't use PF spells.
There are hints of very powerful magic in LOTR, but magic that is generally far more subtle and wide-ranging than the magic in PF or most other game systems. The main magical accomplishment of Galadriel is to keep Lothlorien free of evil, free of disease and verdant. When the rings perish, Lothlorien faded and Galadriel sailed into the West, so it appears that the greatest magical ability of Galadriel was due to her ring.
On Caradhras it is unclear if Saruman is casting a spell, or if he is waking the mountain spirit. He may be using nothing more powerful than a message spell. As Gandalf says, Middle Earth is full of powers far older than the third age.
It is silly to claim that a LOTR character is a very high level of any class since if that were true they'd have access to and be using far more powerful spells than we actually get any hint of in the books. Instead there are some things that some of the characters can do, and there is no connection whatsoever between what they can do and what "level" they "would have to be" in Pathfinder to do them. Tolkien was not using the Core Rule Book when he wrote the book.
If you truly want to try to make a fantasy world feel at all like middle earth, you would have to throw out most of the spells in the system and create custom classes since none of the major characters fit the template of any existing class, and multiclassing to get all of their abilities accounted for ends up with them having all sorts of abilities they somehow never decide to use even when they would mean the immediate destruction of Sauron.
Gandalf and the other wizards would be "outsiders" with spell like powers and abilities. They wouldn't conform to any class in the game, or any combination of classes. And their powers don't typically manifest as "spells".
As for the OP's question about how his approach to the goal of making the game "middle earthy" being to force players to multi-class their characters so that spell casting levels have to be 1/2 their total level, I don't see how that makes the game anything at all like middle earth. All it does is slow down the spell casting progression. But it won't take long even at 1/2 level speed before characters are doing all sorts of powerful things that nobody in the book ever showed any hint of having the ability to do.
Something as simple and trivial as "levitate" would be a major power in LOTR. Not even Gandalf showed the ability to levitate. "Summon Monster" is far beyond even Sauron's abilities. The most powerful magic item in the world's main ability was to turn it's wearer invisible.
Slowing down the spell progression will not, in my opinion, do anything but change the power balance of the game. It will not make the game "middle earth-y" at all. It will simply gimp characters who want to be spell casters.

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E6 works - special feats, rituals or items always can be used to do the heavy lifting.
Eomer, Aragorn etc were all exceptional dudes - unless you are cruising around the 2nd age (when magic items and powerful magics were the rule and not the exception) lower levels seems to fit.
Tolkien had a real thing for Elves just being AWESOME - not sure if you want to translate that into the game.
The 4th age has some fun challenges - its all Men. Prehaps (MAYBE) an Elvish straggler who didnt go to the Havens and the dwarves are in very sharp decline... not sure how you want Magic to roll out in that case but again, lower levels would be appropriate.
One of the funner campaigns I played was it was 400 years after the war of the ring, and Mordor is stirring...

Atarlost |
The Istari are restricted by their incarnation. They're not examples of the power of the Maiar. Gandalf is a lot weaker than Olorin and Saruman is a lot weaker than Curunir. They're also a lot weaker than Melian and Sauron, which is why the suspiciously orthogonal mountain ranges guarding Mordor and the vast swathes of illusion, confusion, and antipathy-like effects surrounding Doriath among the major magical effects in the setting.
Magic in Middle Earth is subtle, but so is a lot of Pathfinder magic. If an author was dramatizing a game and didn't use the spell names what would they write when Energy Drain was cast that would distinguish it from Enervation? How would a description of the level 9 divination Foresight differ from the passages in the Conan stories that appear to have inspired the perfectly nonmagical Uncanny Dodge?
Which is why I suggest removing spells by subschool. There are cantrips and orisons more contrary to the setting than some ninth level spells.
The OP has stated a desire to run PF in Middle Earth. That means coming up with statblocks for Galadriel and Celeborn and depending on the target era for the likes of Finrod and Luthien and Elrond and Gandalf. You can argue that the last should be an outsider with SLAs, but he's the one who people claim does nothing a fifth level wizard couldn't. The same can't be said of the others.

Khuldar |

Hope shouldn't be intrinsic to the characters, it should be an armor enchantment.
=)
(LoTRO joke for those who don't get it)
One question is how many house rules you want to add? Hope and Dread could just be represented with AOE negative levels or bardic inspire courage/competence/greatness or Good Hope
You can use the stock hero point rules from the APG, but add "ignore dread for an encounter" to the number of things you can do with a point.
If you want to change the flavor of the world, I much prefer it to be done on the character building side. Allowing/disallowing feats/classes/multiclassing etc. When actually playing, I like to keep it simple. I don't want to have to remember what houserules are being used, or what's been changed from core. I don't want to have to refer to a binder of alternate rules and figure out how they interact.
Whenever you are talking about house rules, ask yourself what you are trying to do. I find a lot of time the rules get out of control. Pathfinder is a simplified system, don't try to make it a hyper-detailed one. Smooth, fast gameplay is a feature.

Irontruth |

Personally, I'd be more interested in using Hope and Dread to tell the story than just as combat modifiers. I'm basically thinking of the FATE point mechanics, from the game of the same name.
When the players want something good to happen, they give up one of their tokens to the GM. The GM in turn can spend these to have something bad happen to the player. Some of your mechanical effects are good, but you can have more loosely defined story elements as well. When the players spend it, it's called Hope, when the GM does it, it's called Dread.
The goal of a system like this is to have lots of Bad Things (but survivable) happen to the players early in an adventure, so they can save up lots of Hope points. Then, when they see something they just have to accomplish, they've got these resources to spend to help make sure the scene goes their way.
Think of the first Die Hard. John McClane has tons of bad things happen to him constantly in the movie. He has a few victories here and there, but he keeps getting bloodier and bloodier. In the end though, he's perfectly set-up for the finale.

Jubbly |

Your rules seem pretty good to me, although the spending of hope points actually ends up equating to the loss of hope given the mechanics ( spend a point to increase a save, now your hope total is less, and your hope v dread is worse ). So by giving yourself that extra spurt to dodge the incoming attack - and succeeding - you now feel more miserable in general. Which feels a bit ... odd. But it works mechanically and has a nice I need to spend a hope point but I also dont want to spend a hope point dilemma.
Also, critical hits regenerating hope. Not sure what character builds are in mind, but is this exploitable by a crit optimised character ? I am no expert on builds ( pfft, play the story not the stats ) , but I know crit rate is one of the things you can tweak til it squeaks. Some scimitar wielding rogue type could be a hope factory... That they are already doing Crits is great, you further empower ( overpower ) that by adding in hope regeneration ? Might this skew players into going for crit generation feats / weapons etc so that everyone is running around with some improved critical falchion ( 15+ to get a hope point ) ? I don't know. It smells like it could be a problem to me. Depends on your players I guess - if there are no uber power gamers you are.. probably.. fine. But I think even the least caring of players will see the crit mechanic and start to think how to maximise their hope gain.
Regain hope on crit sounds like the right idea - it makes sense thematically - but mechanically I am not sure it works - it introduces a fairly easy overpowered exploit.
How about rewarding successful encounters with a possible hope point instead. Thematically it makes sense - your task is that bit more complete, now we feel all good about the future n stuff - but at the same time doesnt lend itself to being crit exploited, or almost demanding characters optimise in a certain way. Now if you play your character well, you may get rewarded. Mechnically, changing hope rewards from critical hits to encounter successes is equivalent once you do some math ( if you need to at all given you are writing your own rules anyway ).
In fact you can probably shorthand the whole dealio into an EL level = (n) amount of hope reward. Basically an XP equivalent - except given your linear hope scale ( 2x ) it doesnt want to be tied 1:1 with XP, as XP ( and therefore EL sum ) is non linear.

Atarlost |
Funny thing about crits: Every weapon with a crit range wider than 19-20 would be exotic if it were in the game at all assuming the PCs are from the northwest of Middle Earth. No Rapiers. No Kukri. No Falchions. No Elven Curve Blades. Scimitars exist in the setting, but are exotic: impossible to acquire north of Gondor and magic scimitars are going to be vanishingly rare.
There's actually very little weapon variety in Middle Earth. Just the basic low medieval European set. Longswords and shortswords and daggers and bows and spears and lances and axes and clubs and, for no particular reason mattocks. The last would probably have the same stats as an axe though. And scimitars in Umbar.