Board Thread:Suggestions forum/@comment-204.186.233.106-20151226002721

LOTR Skills and Abilities:

Addition 1: Different Melee Critical/Miss System In order to hit, you must have a randomized chance from 1 to 100 plus your melee hit bonus be larger than that of a normally hit targets Dodge Class. If it is, you hit the target. Instead of jumping causing you to automatically hit, it causes you to gain a +25 to the melee hit. If you have double the Dodge Class of the target, it is a Critical Hit.

Addition 2: Ability Scores You have a set of 5 ability scores that start at 10. The scores are Constitution, Strength, Dexterity, Wisdom, and Charisma. You can spend a certain amount of XP to increase a skill by 1, but the amount of XP climbs with the current value of the ability score.

Addition 3: Skills You have a variety of skills. You can spend XP to upgrade skills, and all skills start at 0. Each skill has a different benefit if you get it higher, with up to level 5. You lose all non-racial skill levels when you die.

"Table": Level 0: Level 1: Level 2: Level 3: Level 4: Level 5: Use •Perception: 50+Wis: 60+Wis: 70+Wis: 75+Wis: 80+Wis: 85+Wis: Sets your perception value (used for stealth) •Stealth: 40+Dex: 45+Dex: 50+Dex: 55+Dex: 60+Dex: 65+Dex: While sneaking, people with perception values less than your stealth result do not see you unless you are within 10 meters of you. •Melee Accuracy: Str-10: Str-5: Str: Str+5: Str+10: Str+15: A bonus to accuracy for non-finesse melee attacks. •Melee Damage: (Str-10)/2: (Str-5)/2: Str/2: (Str+5)/2: (Str+10)/2: (Str+15)/2: A percent bonus to attack damage while using non-finesse melee weapons. •Finesse Attack Speed: 0+(Dex/2): 5+(Dex/2): 10+(Dex/2): 15+(Dex/2): 20+(Dex/2): 25+(Dex/2): A percent bonus to attack speed while using finesse melee weapons. •Finesse Accuracy: Dex-10: Dex-5: Dex: Dex+5: Dex+10: Dex+15: A bonus to accuracy while using finesse melee weapons. •Health: Con-10: Con-8: Con-6: Con-4: Con-2: Con: A bonus to health •Ranged Accuracy: Dex-10: Dex-5: Dex: Dex+5: Dex+10: Dex+15: You gain this percent less "going downwards" (I forget the term), with non-thrown ranged weapons. •Thrown Accuracy: Str-10: Str-5: Str: Str+5: Str+10: Str+15: You gain this percent less "going downwards" with thrown weapons. •Thrown Range: Str-10: Str-5: Str: Str+5: Str+10: Str+15: A percent bonus to range with Thrown Weapons. •Bow Draw Speed: Dex-10: Dex-5: Dex: Dex+5: Dex+10: Dex+15: You gain this percent less draw speed with bows. •Bow Draw Strength: Str-10: Str-5: Str: Str+5: Str+10: Str+15: A percent bonus to draw strength. •Diplomacy: Cha-10: Cha-5: Cha: Cha+5: Cha+10: Cha+15: A percent bonus to gaining alignment. •Recruitment: Cha-10: Cha-9: Cha-8: Cha-7: Cha-6: Cha-5: A percent penalty to unit cost. •Gathering: Wis-10: Wis-5: Wis: Wis+5: Wis+10: Wis+15: A percent bonus to food drops from picking fruit, breaking leaves for apples, and mob drops. •Dodging: 50+Dex: 55+Dex: 60+Dex: 65+Dex: 70+Dex: 75+Dex: This sets your dodge class. •Slingshot: Dex-10: Dex-10: Dex-9: Dex-9: Dex-8: Dex-7: Adds an additional attack per second while using a sling. •Scimitar: 0+(Dex/3): 3+(Dex/3): 6+(Dex/3): 9+(Dex/3): 12+(Dex/3): 15+(Dex/3): A percent bonus to attack speed while using scimitars. •Rapier: 0+(Dex/2): 5+(Dex/2): 10+(Dex/2): 15+(Dex/2): 20+(Dex/2): 25+(Dex/2): A percent bonus to attack speed while using rapiers •Axe: Str-10: Str-5: Str: Str+5: Str+10: Str+15: A percent bonus to axe and thrown axe damage •Pike/Spear/Poleaxe/Warscythe: Str-10: Str-9: Str-8: Str-7: Str-6: Str-5: A percent bonus to melee range while using Pikes, Spears, Poleaxes, and Warscythes •Lance: Str-10: Str-5: Str: Str+5: Str+10: Str+15: A percent bonus to knockback. •Dagger: Dex-10: Dex-10: Dex-9: Dex-9: Dex-8: Dex-7: A bonus to damage dealt with daggers while sneaking and behind an enemy or you are invisible. •Jumping: Str-10: Str-8: Str-6: Str-4: Str-2: Str: A percent bonus to jump height •Running: Con-10: Con-9: Con-8: Con-7: Con-6: Con-5: A percent bonus to speed while sprinting •Club/Warhammer/Mace: Str-10: Str-5: Str: Str+5: Str+10: Str+15: A percent bonus to knockback. •Battlestaff: 0+(Dex/2): 5+(Dex/2): 10+(Dex/2): 15+(Dex/2): 20+(Dex/2): 25+(Dex/2): A percent bonus to attack speed while using Battlestaves •Critical Blowgun: Wis: 3+Wis: 6+Wis: 9+Wis: 12+Wis: 15+Wis: Percent chance of doing double damage. •Sneaking Blowgun: Dex-10: Dex-10: Dex-9: Dex-9: Dex-8: Dex-7: A bonus to damage dealt with blowguns while you are sneaking and behind an enemy, or you are stealthed from the enemy, or you are invisible. •Stand Your Ground: Con-10: Con-5: Con: Con+5: Con+10: Con+15: Percent penalty of knockback dealt to you.

Addition 4: Finesse Weaponry Some melee weapons are finesse weapons, which mean they use different skills to gain bonuses. The finesse weapons are daggers, battlestaves, and the rapier

Addition 5: Rapier Exactly like swords except finesse and only used by elven factions, iron, and mithril.

Addition 6: Uruk-Hai Bow A bow that is used by Uruk-Hai and could possibly have slower draw speed and more damage.

Addition 7: (Definitely not Necessary (Please do not ban me)): Races When you first spawn in middle earth, you can choose a race. The race grants a couple bonuses. It would be configurable to have you be able to choose race at any point. •Orc: -1 Con, +2 Str, +1 Dex, Melee Damage starts at level 2 •Uruk-Hai: +1 Con, +1 Str, Bow Draw Strength starts at level 1, Pike/Spear/Poleaxe/Warscythe starts at level 1 •Dwarf: +3 Con, +1 Wis, -2 Dex, Axe starts at level 1, Stand Your Ground starts at level 1. •High Elf: +1 Dex, +1 Cha, Perception starts at level 1, Running starts at level 1 •Wood Elf: +2 Wis, +2 Dex, -2 Str, Bow Draw Speed starts at level 1, Jumping starts at level 1. •Man of the West: +2 Con, Recruitment starts at level 2 •Hobbit: +2 Dex, +2 Cha, -2 Str, Stealth starts at level 1, Thrown Accuracy starts at level 1 •Half-Trolls: +4 Con, +4 Str, -2 Cha, -2 Wis, -2 Dex, Melee Damage starts at level 2 •Moredain: +2 Con, Gathering starts at level 1, Pike/Spear/Poleaxe/Warsycthe starts at level 1. •Tauredain: +1 Wis, +1 Dex, Gathering starts at level 1, Sneaking Blowgun starts at level 1. •Southron: +2 Str, Gathering starts at level 1, Scimitar starts at level 1

I am very open to new skills, and have attempted to find a way to use an intelligence skill, and am thinking about using it for crafting or enchanting. I also appreciate any sort of feedback, but would not like to be banned for suggesting races. Some of these things also need more balancing (i.e. Half-Trolls)

Explanations: •New Crit/Miss System: It works better for more skills and is more RPG like. •Why Which Skills Exist: I thought about everything that characters in LOTR and the Hobbit do, and most of them fall under skills, I then thought about the Rogue, Ranger, and Fighter classes in most RPG's and created skills for their general abilities. •Rapier: This has the least good reason, but I did it because I wanted there to be some sort of finesse sword. •Uruk-Hai Bow: Because Uruk-Hai wield bows in cannon. •Elven Bonuses: Elvens should really have a lot of bonuses to a lot of things, but I believe these are the most sensical bonuses, and decided to divide them up even though it would be nice for both of them to have all of these. •Men Bonuses: I saw a comment about men being more hardy and put that in, and I thought that men and orcs have the largest armies. •Hobbit Bonuses: It is said in the books that hobbits are very sneaky, and that bilbo is good at throwing things. Also, conkers are common in the shire. •Haradrim Bonuses: The Haradrim live in environments where food is more scarce, so they should all have Gathering. I then gave them skills with their weapons. 