Rackhir said:Ah, I think the setting is a large chunk of your problem. Midnight isn't just a little different it's radically different and it's a setting where the players are most likely going to be at a significant disadvantage a lot of the time, since most of the world is going to be hostile and friends are few and far between. If you're dropping players in who's primary experience is "We're the Heroes and the world loves us" like it tends to be in a lot of campaigns, then you're going to get a lot arguments and debates. Midnight as a setting is designed to break a lot of the conventions of your standard D&D world.
You posted before I did....

I've been really eager to try running a Midnight game, and the players had expressed that they were interested.......but maybe saying you're interested, and then the reality of actually playing in setting are two different things.
Some of the stuff, like Channeler strength, I think legitimately needs to be resolved. I haven't run the game before. I've no playtest experience on how strong channelers are. I hear from other people who have played that channelers are great...but from what I understand, many games end a few adventures after Crown of Shadow, when the PCs are about 7th lvl.....and statistically, that's where I think the Channeler might start to suffer. So I'm trying to find out if there are players out there who've run a Channeler to like lvl 15 or something...and find out what their experience was like, in comparison to the other characters in their party. I'm not afraid of beefing the class up a bit, if it is too anemic. I'm just not sure if it *is*.
Banshee