Answers to all the questions
No, not a pain at all, I value your thoughts and input. Lets see if I can address everyones questions with one post...
Spell equivalencies = A list of which spells are interchangeable is on the way, it will take a little while though. Some spells may have to be converted. Look for these to be edited into my first post containing my conversion notes.
Spellcasting class concerns = Yes the D&D spellcasters are a little heavy on the magic for a middle earth setting. This can be handled several ways. The easiest is by requiring Loremasters and Magicians to multiclass, alternating each level of wizard with a level of another class (fighter or rogue reccomended). Alternatively you could try to incorporate the idea that spellcasting exhausts the magic user to limit magic use. There are rules for this in the codex system, but i havent even begun trying to tackle the conversion. The final and most labor intensive option is to completely re-work the spellcasting classes.
Craftmaster = I'm aware that the codex craftmaster has abilities that go beyond the d20 Experts. The d20 expert is meant to be a non-heroic NPC class. I do reccomend adding features such as "craft wonderous item" and other item creation feats as bonus feats at various levels to make the class more powerful.
Races: Yes, the races of middle Earth are different. A Noldor elf has his/her own special abilities. Hobbits are different from D&D halflings. I plan to convert these recial statistics in the near future. I just started with monsters because thats what I'm best at, and I'm a monster nut!!!
This is all just my take on how to convert. There are a lot of subtle differences between the two systems despite their overall similarities and one person can't catch all of them. If I miss any important details feel free to point them out.
1 Attachment(s)
ME spell casters in D20 and Elves
A commendable effort, but really, w/o significant modification, the 3E d20 system stands a considerable risk of playing like Forgotten Realms with better names. Which some people may like, of course, but .. *shrug* I guess it's a question of what you're after. What are your goals with this conversion? Allowing folks to slip in ME characters and monsters into their D&D worlds? Allowing people to run authentic feeling ME games with 3E rules? Allowing people to run un-authentic ME games with 3E rules?
A straight one for one translation of statistics b/w game systems is not going to translate the 'feel' of ME, imho. And CODA has mechanics that really work to represent the heroic feel of ME (Courage points, Corruption, Renown, Weariness, penalties from damage, loose and cinematic combat rules in general, etc.).
Also, the playing style, such as sources of experience and level advancement, may require some modification, depending again on whether you're going for D&D dungeon crawling in ME or something else. The low density of settlements in ME along with a relative scarcity of monsters dungeons and magic items in ME compared to a 'typical' D&D world means that you seem most likely to either play ME as a D&D world or you play D&D as a ME game. Did that make sense? I'll try to suggest ideas on this as they occur to me.
With regard to statistical conversion though, I agree w/Camdin on the Elves (and also Dwarves, Hobbits) along with Magic, those two are the biggest ideas to adjust for in translation.
Elves should almost certainly not be able to be chosen as 1st level characters, but cost 3 levels just to buy or what have you (gradiated along the various lines of descent such as Silvan, Sindar, and Noldor). . They then should also have an appropriate number of Racial Abilities and Stat bonuses (gradiated appropriately).
Magic needs to be overhauled entirely to remain faithful to ME. The premise behind D&D magic is entirely different than ME. Magic is not really acquired through 'lore and study' (according to Tolkien) but more like a Sorceror in D&D, innately, experientially, and intuitively. One exception may be Sorcery (as in Corrupt magic). The rules in D&D for acquistition of spells, how they work, why they work, what they require to work, and the whole notion of 'memorization' have nothing to do with ME, and would need to be replaced with something that does.
There is no 'Divine' and 'Arcane' magic in ME. There's also no Clerics, the Valar are not worshipped and do not Channel power, except for the Enemy, who has established cults of worship to himself and may be able to channel some of his power to Sorcerors (ME Sorcerors, not D&D Sorcerors).
A more faithful distinction of magic in ME (in this case, a distinction of 'means' of magic) would be between 'magia' (sudden and overt uses of power i.e. Gandalf's Flame of Anor, 'Kindle Fire' w/word of command, etc.) and 'goetia' (i.e. 'Natural' and 'Artful' magic, more intuitive, subtle, circustantial power i.e. crafting magic, the Enemy's Fear abilities, magic of perception and emotion/mood, etc.)
Another distinction (primarily of intent) would be between Sorcery (Corrupt magic) and non-Sorcery.
I may have more to comment on this after I ponder it a bit, but check out the attached files for what I think are some very useful observations on ME magic.
The above commentary is under the assumpton that one large part of your aim is to faithfully recreate ME in the 3E system. If you're merely creating more D&D idea fodder for other games, all this stuff isn't nearly as important.
Cheers!
Manveru
http://www.stewardandking.net