Introducing a Tolkien-Inspired Campaign Setting for Pathfinder


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Come on over and check out my new project - Many Paths to Tread.

The goal of MPTT is to provide a campaign setting for The Pathfinder Roleplaying Game that combines the flavor of Middle-Earth in the 3rd age (as seen in The Lord of the Rings and The Hobbit), with the sense of endless possibility present in a Pathfinder gaming session.

https://manypathstotreadrpg.wordpress.com/

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Dotting


YES, please! Dotting.

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eric boschen wrote:

Come on over and check out my new project - Many Paths to Tread.

The goal of MPTT is to provide a campaign setting for The Pathfinder Roleplaying Game that combines the flavor of Middle-Earth in the 3rd age (as seen in The Lord of the Rings and The Hobbit), with the sense of endless possibility present in a Pathfinder gaming session.

https://manypathstotreadrpg.wordpress.com/

The settting isn't the problem, it's the game itself. Pathfinder has a wargaming style of magic which isn't a good match for the nuanced style that Tolkien depicts.


LazarX wrote:
eric boschen wrote:

Come on over and check out my new project - Many Paths to Tread.

The goal of MPTT is to provide a campaign setting for The Pathfinder Roleplaying Game that combines the flavor of Middle-Earth in the 3rd age (as seen in The Lord of the Rings and The Hobbit), with the sense of endless possibility present in a Pathfinder gaming session.

https://manypathstotreadrpg.wordpress.com/

The settting isn't the problem, it's the game itself. Pathfinder has a wargaming style of magic which isn't a good match for the nuanced style that Tolkien depicts.

I don't see any spellcasting on that class list of his. Scarce-magic campaigns are a thing, even in Pathfinder.

And on the off-chance players crossed paths with an intrepid Maia or another source of "magic", then it would not be impossible to modify or trim down the spell-lists to keep things thematically appropriate.

This is viable.


eric boschen wrote:

Come on over and check out my new project - Many Paths to Tread.

The goal of MPTT is to provide a campaign setting for The Pathfinder Roleplaying Game that combines the flavor of Middle-Earth in the 3rd age (as seen in The Lord of the Rings and The Hobbit), with the sense of endless possibility present in a Pathfinder gaming session.

https://manypathstotreadrpg.wordpress.com/

Pretty cool. While I understand the P6 approach, I am of the opinion that "realism" (that most fiery and divisive of words, it seems) can stand up to 10th or 12th level with some adjustments to the rules. But I dig it.

Here's something: I just picked up the PDF of Spheres of Power, by Drop Dead Studios. It is awesome, and it would work perfectly in a Tolkein-esque setting for NPC's and critters, and potentially PC's. Particularly if one keeps it tight and limited to 10th level or less, or limit progression in "casting" classes to half character level.


First, thanks for giving it a little read.

As for magic. I basically have very little magic in the system. No magic using classes. I do however have some feats the allow for the casting a single spell-like ability. 99% of which are based on Pathfinder spells, and none are battle-related. They are tied to ones race, High Men and Elves can have some limited healing, and ability to read minds for instance. Elves can use an ability like turn undead to keep wraiths at bay, and commune with nature. Dwarves can take feats that allow them to cast open or to use a very limited version of the bards perform.

NPC wizards, sorcerers, as well as other more powerful creatures will have limited spell casting. I just havent gotten there yet. I may create a dark spell list to pull from.

Spheres of Power looks real promising. thanks for the tip. Ill be picking it up too!

As for expanding the level cap, I'll consider it. How high do you think players should go, without adjusting the rules?


eric boschen wrote:

First, thanks for giving it a little read.

As for magic. I basically have very little magic in the system. No magic using classes. I do however have some feats the allow for the casting a single spell-like ability. 99% of which are based on Pathfinder spells, and none are battle-related. They are tied to ones race, High Men and Elves can have some limited healing, and ability to read minds for instance. Elves can use an ability like turn undead to keep wraiths at bay, and commune with nature. Dwarves can take feats that allow them to cast open or to use a very limited version of the bards perform.

NPC wizards, sorcerers, as well as other more powerful creatures will have limited spell casting. I just havent gotten there yet. I may create a dark spell list to pull from.

Spheres of Power looks real promising. thanks for the tip. Ill be picking it up too!

As for expanding the level cap, I'll consider it. How high do you think players should go, without adjusting the rules?

Without adjusting the rules, I'd say 10 is pretty much the limit to hang onto the feel you are after. Many will say otherwise, but the primary arguments against going past 6th in P6 type games is spell access. I think 10th is like a half capstone; 1 advanced rogue talent, a third favored enemy, etc.

On another subject, I like your armor as DR and base AC system. However, I think the DR is a bit low. I wouldn't trade my +4 Dex bonus for one point of DR. I know it's hard to balance, but it's a good trope of this brand of fantasy that the light fighting, swashbuckling heroes, put on the heavy stuff and gird for war...because armor can save your life! I don't know, maybe it fortifies against crits?


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what campaign setting isn't Tolkein inspired?


Have you looked at The One Ring RPG? It is built from the ground up to use the Tolkien setting, and is a solid system to boot, plus the book is simply beautiful.


CraziFuzzy wrote:
what campaign setting isn't Tolkein inspired?

There's Tolkien-inspired and then there's "Tolkien Inspired". Golarion has nods to the Lord of the Rings but much of it honestly has more similarities with real-world history than Tolkien's novels.


The One Ring RPG looks great unfortunately I haven't gotten the chance to run it yet. Looks better than the Decipher game and MERP in nearly every way.

On DR. The goal is to limit players from using armour outside of war, but to still give them the correct AC typical armour worn by their class would provide. The one exception to this is the Dwarf Warrior, who are allowed to wear a chain shirt with adventuring. Because of that I need to make sure the chain shirt's DR stays relatively low.

I could however boot the full chain option to DR 4 or 5. Also keep in mind that in this system characters would get the class AC bonus, the dex bonus (up to a point) AND the DR if they wear armour.

Can'tFindthePath- I think you got the numbers a little confused. Leather allows for +6 dex bonus and gives DR 1. Mail shirt allows for +4 dex and gives DR 2. Full chain allows +2 dex and gives DR 3. That being said, I will defiantly take yr point into consideration. Thanks again. And cool idea about defending against crits.

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