Can someone tell me about Midnight "heroic paths"

Plane Sailing

Astral Admin - Mwahahaha!
I'm interested to find out a little more about "Heroic Paths" from the Midnight setting. I've seen the Ironskinned (?) preview on the FFG website and I'd like to find out a little more about the range of heroic paths, their relative power and, especially, what Midnight users think of them.

Can anyone help me out here?
 

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Plane Sailing said:
I'm interested to find out a little more about "Heroic Paths" from the Midnight setting. I've seen the Ironskinned (?) preview on the FFG website and I'd like to find out a little more about the range of heroic paths, their relative power and, especially, what Midnight users think of them.

Can anyone help me out here?

Since Midnight is such a dark world, few are born "heroes." That's the basic premise behind Heroic Paths. No PC can have the same heroic path. In fact, if a PC takes a heroic path, no one in the rest of the world, PC or NPC, can have it. There are many paths, such as Dragonblooded, Ironskinned, etc. and all give some sort of bonus that can really benefit a character. For example, there is a feat that allows Magic Users to gain bonus spell points (Midnight has a different magic system than standard d20 games). Overall, they are very cool and can really add a heroic feel to a character.

I have played Midnight and really liked it. I like the Heroic Paths as well as the magic system. If you want more info, check out http://www.againsttheshadow.org/.
 


Plane Sailing said:
Thanks Reveal.

I don't suppose you've seen Unearthed Arcana, to know how they compare with the Bloodlines in there?

I happen to have the book in front of me. :)

In UA, Bloodlines are broken down in to 3 strengths, minor, intermediate or major. A player determines what strength of bloodline their character has. A character also has to take a "level" of bloodline in order to advance within that bloodline AND to not incur a 20% penalty. I assume this was done to provide balance.

In Midnight, you must remember that people are VERY oppressed. Literacy is very rare and magic is even more rare. Weapons and armor are hard to come by, especially ones made of metal. So, to put it in that perspective, that is what makes each ability "Heroic" and why it is not so game imbalancing to, for example, be granted 2 extra spell points at a certain level. To put it simply, a Heroic Path just "gives" you something special at each level. That's really it. :)
 
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Plane Sailing said:
Thanks Reveal.

I don't suppose you've seen Unearthed Arcana, to know how they compare with the Bloodlines in there?

Since UA's Bloodlines have already been explained, I'll just say that Heroic Paths are quite a bit stronger and come with no EL adjustment. Characters in Midnight only have 25% of the wealth of a D&D character of the same level, they're also supposed to take on challenges of around the same CR (with some exceptions, such as Level/Ability Draining monsters being far nastier due to lack of easy access to clerical magic). So, you have to start with a Heroic Path and it's going to be doing the equivalent work of 75% of a D&D's character wealth, which is an absolute truckload of power. Even a major bloodline is weak compared to a Heroic Path (though I also have to note that I find Major Bloodlines rather weak in exchange for 3 levels anyway).

Heroic Paths are what really seperate you from the rest in Midnight and give you a chance to prevail against the rather frightful odds. They're something you build your character around and it's as meaningful a choice as what classes you're going to pick.
 

The heroic paths were available for download from the Dire Kobold site's forums some time ago. Someone had compiled all the OGC into a single PDF document.

Anyway, I would echo the earlier poster's comment that the forums over at www.againsttheshadow.org would be your best bet for some feedback.
 

I'm playing Midnight, I find my PC Zana's Heroic Path (Ironborn) really affects strongly the way I play her, in personality and attitude as much as combat mechanics. Being able to take more damage than anyone else makes Zana the 'pain sink' for the party, she's the one who stands up front getting smashed by the orcs and the Fell while the other PCs engage from the flanks and rear. Being Ironborn is all about Taking the Pain. :)
So, I think they're a rather nice roleplay tool as well as being a way to level the playing field vs the Shadow' Legates & other forces, who have considerable advantages.
 




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