A while ago on this board there was some discussion about how some people felt the races in the LOTR RPG didn't adequately reflect how they are depicted in Tolkien's books. I especially recall a few people complaining that the Dunedain are the weakest men. Other folks noted that the races had not even a semblance of game balance between them. I've been thinking about this off and on for the past while, and now that I am about to run my second LOTR chronicle I've put more serious thought into it. I would really like some feedback on my attempt below at an alternative optional framework for the LOTR races. My aim was not to make them all "equal" in the D&D sense (a Noldo should be slightly better than a Sinda who should be slightly better than a Wood-elf, etc.), but rather to make every race at least a viable choice depending on the kind of character you want to play. Where I thought a race was already underpowered (the Dunedain), I simply added another +1. For several races I have just rearranged the adjustments to better capture my sense of Tolkien's races (how can the Noldor not have +1 Stamina after trucking across the Helcaraxe??). But for a few races I thought that it might be better to strengthen pre-existing weak abilities or create better new abilities.
Anyway, if you're at all interested in this question, I invite you to read through my proposed framework below and reply with criticism and recommendations. Thanks!
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Optional – Alternate Adjustments for the Races: This optional variation provides racial adjustments and abilities that are somewhat more balanced and closer to how the races are depicted in Tolkien’s books.
The Dwarves (Khazâd): +1 Strength, +2 Vitality
• Khazâd ai-mênu: When a Dwarf spends a point of Courage on any physical test in battle against Orcs, he receives an extra +2 to the test result in addition to the usual amount.
• Healthy: Dwarves receive a +6 bonus to Stamina or other tests to resist disease and a +2 bonus to Stamina tests to resist poison (p. 246) or benefit from natural healing (p. 247).
The Elves (Noldor): +2 Bearing, +1 Perception, +1 Nimbleness, +1 Vitality, +1 Wits
The Elves (Sindar): +2 Nimbleness, +1 Bearing, +1 Perception, +1 Vitality
The Elves (Silvan): +2 Perception, +1 Bearing, +1 Nimbleness
• Call of the Sea (Noldor and Sindar): The desire to sail across the sea to the Undying Lands is never far from the minds of the High-elves and Grey-elves. If life in Middle-earth becomes a painful burden, they despair and turn their thoughts to the Blessed Realm. Whenever they suffer injuries that reduce them to Incapacitated or Near Death, or suffer the effect of a sorcery spell, or witness a beloved friend die, Sindar lose 2 Courage points and Noldor (whose hearts are even closer to the Uttermost West) lose 3 Courage points. If the character loses more Courage points than he currently possesses, he gains 1 point of Corruption. If comforted by a friend or healed of his hurts, the Elf may regain lost Courage or remove the Corruption by succeeding on a Willpower test at TN 15 (the character may attempt this test once at the end of each subsequent scene).
Hobbits (Fallohides): +1 Nimbleness, +1 Perception, +1 Vitality, -2 Strength
Hobbits (Harfoots): +2 Nimbleness, +1 Perception, +1 Vitality, -1 Bearing, -2 Strength
Hobbits (Stoors): +1 Nimbleness, +2 Perception, +1 Vitality, -1 Bearing, -2 Strength
• Tough as Old Tree-Roots: Hobbits possess a curious toughness. They receive a +2 bonus to Willpower tests to resist Corruption (p. 234) and Stamina tests to resist poison (p. 246) or benefit from natural healing (p. 247).
Men (Dúnedain): +1 Bearing, +1 Wits, +1 Strength or Vitality (player’s choice)
Men (Middle): +1 Strength, +1 Vitality [unchanged]
Men (of Darkness): +1 Nimbleness, +1 Strength, -1 Wits [unchanged]
Men (Wild): +1 Perception, +1 Strength, +1 Vitality, -1 Bearing