Crothian said:
For my next game I probably will., I want the players to have more ability and less dependancy on magical items and the paths will help that out.
Yes, they absolutely will. D&D's Multiple-Magic-Item-Dependency (hereafter, MMID) problem is something that's been bothering me for a while now. I actually first became intrigued with Midnight not because of its setting, but because of its jettisoning of MMID, and its replacement with inherent character abilities. That said, if that's your cup of tea, I'm going to point you toward an upcoming product from Malhavoc Press that you may not have heard of-
Iron Heroes. There's a LONG thread here, with the product's old title:
Iron Lore.
(Aside to the admins...changing that thread title to Iron Heroes might make sense...)
Anyway, it's due out at Gencon, and rather than explain it myself, I'll simply quote first the marketing text, and then the book's creator.
"It is not the sword, but the arm that wields it. It is not the spell, but the mind that shapes it."
Its creator, Mike Mearls, an Enworld regular, wrote the following in his first design diary:
Iron Heroes' basic premise is simple on the surface, but it grows complex as you delve into the details. The one-sentence summary of the game is, "Iron Heroes is sword-and-sorcery fantasy where the hero's training, experience, and gumption allow him to defeat supernatural foes."
That describes a billion fantasy novels, but when you look at that definition in the context of roleplaying games, things become interesting -- particularly in comparison to D&D. As anyone who has played D&D beyond 6th or 7th level knows, a character's magical items and spells come to define him. Even class abilities, such as a monk's ki strike or a paladin's smite evil, are magical in nature.
From early on, I sought to define Iron Heroes by what it was, not what it wasn't. It's easy to simply yank out magic items and adjust the system for their absence, but I wanted to do something more. I wanted to build into the core of the system the concept that heroes are defined by what they do, not what they carry.
By the way, this is not to disparage or discourage the use of
Midnight in any way. I love it and credit it with renewing my interest in DMing. I just thought that if you were bothered by the MMID problem, you might be interested.
I also have this fantasy of (Midnight designer) Wil Upchurch, (
Iron Heroes creator) Mike Mearls, and (
Eberron creator) Keith Baker joining forces on a new sword and sorcery product for Wizards of the Coast.
But that couldn't happen...could it?
We now return you to your regularly scheduled programming.