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Dealing with equipment dependency in D&D
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<blockquote data-quote="StalkingBlue" data-source="post: 1694059" data-attributes="member: 645"><p>And what is the benefit of a hodgepodge of items IYO? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Personally I've found heroic paths in Midnight a wonderful way to lift the game away from the eternal lists-keeping and gold-counting and focus on the characters instead. I'm currently working with one of my players to tailor one particular (sorta weak and strange) path to the requirements of my game and to the player's character concept. We like that sort of thing. </p><p></p><p>For my taste most of the heroic paths provide a rather too hodge-podge assortment of powers, *sigh* - a bunch of spell-like abilities for example isn't the most original or most stylish thing you come up with. But of course every DM is free to customise. </p><p></p><p></p><p></p><p>Would make for a nice game if you ban spellcasting PCs. Without heroic paths, non-spellcasters have no way of keeping up with spellcasters under Midnight rules. (In fact even with paths, channelers are overpowered, but that's a different topic.) </p><p></p><p></p><p></p><p>Hm, actually no and no. </p><p></p><p>Like them or not, the Midnight heroic paths don't give powers equivalent, or even similar, to standard DnD magical equipment. </p><p></p><p>In our play experience Midnight is radically different from a game in a more traditional DnD setting, both in flavour and in balance.</p></blockquote><p></p>
[QUOTE="StalkingBlue, post: 1694059, member: 645"] And what is the benefit of a hodgepodge of items IYO? :) Personally I've found heroic paths in Midnight a wonderful way to lift the game away from the eternal lists-keeping and gold-counting and focus on the characters instead. I'm currently working with one of my players to tailor one particular (sorta weak and strange) path to the requirements of my game and to the player's character concept. We like that sort of thing. For my taste most of the heroic paths provide a rather too hodge-podge assortment of powers, *sigh* - a bunch of spell-like abilities for example isn't the most original or most stylish thing you come up with. But of course every DM is free to customise. Would make for a nice game if you ban spellcasting PCs. Without heroic paths, non-spellcasters have no way of keeping up with spellcasters under Midnight rules. (In fact even with paths, channelers are overpowered, but that's a different topic.) Hm, actually no and no. Like them or not, the Midnight heroic paths don't give powers equivalent, or even similar, to standard DnD magical equipment. In our play experience Midnight is radically different from a game in a more traditional DnD setting, both in flavour and in balance. [/QUOTE]
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