Midnight - ANyone see it on the Streets yet?

d20Dwarf said:


Pretty good intuition there. :)


Heh. It wears it's inspiration on it's sleeve. Not that it's a bad thing- this setting looks like what I've wanted since 3e was released. I'm tired of hodge-podge settings like FR, Greyhawk, Scarred Lands, etc. (No offense to fans of those settings, I've played in all of them and regularly steal material from them...) I wanted something with the coherency and thematic feeling of Dragonlance, Wheel of Time, or Middle Earth, just without being hamstrung by novels all my players had read. :)


Only heroes (PCs) get heroic paths, even NPC characters that have PC class levels don't get access to a heroic path. They are reserved for a very special few destined heroes. In your game, this means the PCs, although I can certainly see using heroic paths for heroes turned to the dark side, but to maintain the flavor I would use this very sparingly.

Usually PC's have magic item superiority over NPC's, at least according to the guidelines in the DMG. This makes up for that advantage, in other words... I get it.


They were indeed removed. In Midnight, the non-human character races are all considered Younger Fey, descended from the Elder Fey who were essentially destroyed by the Sundering. The Elder Fey scattered and over thousands of years became the dwarves, orcs, elves, halflings, and gnomes of the world. The Younger Fey can interbreed, but not with humans, so the half-orc and half-elf from the PHB do not exist.

They weren't mentioned above, so I was concerned. Of course, this brings up another question- if humans and fey can't interbreed, can humans take the Feyblooded heroic path? Or could Elder Fey interbreed with humans, but Younger Fey can't?


We give specifics on some creatures, like dragons, but didn't go into detail on others. I understand why DMs would want this information, however, so I'll be happy to answer questions about it here, on the Midnight Yahoo Group, or feel free to email me privately. The setting definitely isn't a traditional fantasy setting, and it's my opinion that too many hydra/chimera/medusa type creatures takes the players' minds off where they should be--namely escaping and foiling Izrador's minions.

Alright, that makes sense. I'm more interested in where, if anywhere, do Demons, Devils, and Celestials fit into the setting, if at all. Giants as well.


The new core classes are:

Channeler- devoted spellcaster, with good skills and a special ability depending on his spellcasting focus (spiritual, charismatic, or hermetic)

Defender- the people's champion, unarmed fighter with a great list of special attacks and defenses

Legate- evil clerics of the dark god Izrador. They, along with their astirax companions, hunt magic users and magic throughout the land.

Wildlander- a ranger without spellcasting, also has a huge list of special abilities he can choose from so he can specialize in any number of concepts. Big thanks to Kevin Wilson for the inspiration for this class.

You can also use Barbarian, Fighter, and Rogue from the PHB. All other base classes have spellcasting capability and therefore cannot be used, with special exceptions (see below).

EDIT- technically I suppose you could use the monk, but we think the defender is a much better choice for Midnight.


It was mentioned that the Midnight core classes were "balanced against eachother". Since Barbarians, Fighters, and Rogues are unmodified, I take it that Midnight core classes are no more powerful than normal core classes. The Channeler does look pretty potent, but magic has it's own MAJOR drawbacks.

Agreed on the Monk vs. Defender. The Defender looks like how I would have designed the Monk- more choice of abilities, rather than a set progression, and a focus on more common weapons (rather than the oriental-tinged ones of the PHB Monk). Also, the fact that they don't have to be Lawful will make at least one of my friends happy (he's wanted to play a Barbarian/Monk for some time now... :) )

Of course, there are only (not counting the evil Legate) six classes, which some players might find stifling. I might modify AEG's Wanderer class and add it to the game. Are there any seafarers? Maybe a modified Pirate might be in order as well... (in the Tolkienesque vein, I immediately thought of the Corsairs of Umbar... since it seems we already of Gondorians (Erlanders) and Rohirrim (Sarcosans)... )


We do have some prestige classes in the main book, and a bunch more in Against the Shadow, the player's guide that should be out in May. Among the prestige classes can be found the wizard and druid, Midnight's versions of the two core classes but integrated into the new magic system.

I'll be picking up Against the Shadow for sure. I'll also be interested in seeing how the Wizard and Druid are handled... :)


There aren't guidelines for adapting PrCs from other sources. Spellcasting classes will require some work to make them usable with Midnight's magic system, but it shouldn't be hard to figure out what changes need to be made, especially once Against the Shadow comes out and you have a lot more Midnight spellcasting PrCs to compare.

I suppose that most general combat-based classes shouldn't be a problem- Dwarven Defender, Cavalier, Weapon Master, Duelist, just for instance.

I'm also a big fan of the Path books though... how well would the Legendary Classes fit with Midnight?


Hope all this has been some help, and I look forward to hearing your thoughts on the book when it comes out!

Speaking of that, is there anywhere on the net that I can order the book yet? Amazon.com doesn't seem to have it up yet.
 

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Tyler Do'Urden said:

They weren't mentioned above, so I was concerned. Of course, this brings up another question- if humans and fey can't interbreed, can humans take the Feyblooded heroic path? Or could Elder Fey interbreed with humans, but Younger Fey can't?

Sounds like a good explanation to me. :) Yes, humans can take feyblooded. If you do want to keep the bloodlines extremely distinct, you can explain the particular set of powers in another way.


Tyler Do'Urden said:

Alright, that makes sense. I'm more interested in where, if anywhere, do Demons, Devils, and Celestials fit into the setting, if at all. Giants as well.

Most of the living demons and many of the devils that were trapped on Aryth by the Sundering are in league with Izrador and the Night Kings, although there are still some free agents on the market. Celestials usually try to maintain a low profile, helping the oppressed peoples where they can and battling their evil counterparts.

Giants are mentioned several times as allies of the orc armies of Izrador during the invasions, and I believe that a band of giants now rules one of the cities along the eastern shore of the Pelluria.


Tyler Do'Urden said:

It was mentioned that the Midnight core classes were "balanced against eachother". Since Barbarians, Fighters, and Rogues are unmodified, I take it that Midnight core classes are no more powerful than normal core classes. The Channeler does look pretty potent, but magic has it's own MAJOR drawbacks.

Of course, there are only (not counting the evil Legate) six classes, which some players might find stifling. I might modify AEG's Wanderer class and add it to the game. Are there any seafarers? Maybe a modified Pirate might be in order as well... (in the Tolkienesque vein, I immediately thought of the Corsairs of Umbar... since it seems we already of Gondorians (Erlanders) and Rohirrim (Sarcosans)... )

There aren't really any seafarers after the Shadow's fall. The gnomes of the Eren River Valley are probably the closest to this.


Tyler Do'Urden said:

I'm also a big fan of the Path books though... how well would the Legendary Classes fit with Midnight?

We have some legendary classes in Against the Shadow, so quite well really. :)


Tyler Do'Urden said:

Speaking of that, is there anywhere on the net that I can order the book yet? Amazon.com doesn't seem to have it up yet.

I'm not sure, perhaps Wednesday you should check FFG's website.
 

d20Dwarf said:
Otherwise, we've taken magic out of the class system and made it classless. Anyone can pick up magic ability by taking certain feats, and then their character level (rather than spellcasting class level) determines the power of their spells and the level of spells they can learn. Of course, the channeler gains some benefits that make them better spellcasters than most, but anyone can learn to cast just about any spell they want. Of course, there's more to it than that, but there's an overview (I've spelled it out more completely in another thread about alternate magic systems, but I can't search to find it for you).
Sounds vaguely reminiscent of d20 Call of Cthulhu magic. Or not? Which forum is that thread in, at least, and did you originate it? I'll go look for it on my own if I can...
 

Joshua Dyal said:

Sounds vaguely reminiscent of d20 Call of Cthulhu magic. Or not? Which forum is that thread in, at least, and did you originate it? I'll go look for it on my own if I can...

I'm pretty sure it was here. I didn't originate the thread, but I think the title was "alternate magic systems."

I think the magic system has a different feel than that of CoC d20, but more experienced CoC players might tell me differently.
 

d20Dwarf said:
I think the magic system has a different feel than that of CoC d20, but more experienced CoC players might tell me differently.
Well, at least in the sense that magic isn't something you take class levels in to be able to do. CoC magic is also dangerous to the caster, in that it causes ability damage (sometimes) and sanity loss (always.) Spells also aren't levelled, you just gain spells based on what spells the GM tells you are available. Learning them comes from reading certain old books (which also causes sanity loss) although it doesn't require feats.

CoC psychic powers, on the other hand, are a list of feats you can take, each feat giving you a seperate power. Then there's a special skill (psychic focus) that you check to activate the powers.

Either of those systems at all like Midnight magic?
 

Well, here goes another chunk of change. That PDF with the channeler blew me away! Fantastic writing - great magical flavor.

Is the writing of Midnight in one persons hands or is it a team effort? and who is/are they?
 


After reading all 210 posts on the Yahoo group, hot digidy dawg I am hopping for this one. Best news is that it should be in my FLGS when I wake up!!
 


Eosin the Red said:
Is the writing of Midnight in one persons hands or is it a team effort? and who is/are they?

Setting Design and Development: Jeffrey Barber (of Blue Planet fame)

Rules Design and Development: Wil Upchurch (of....Midnight fame?)

Original Creation and Development: Greg Benage (of all fame)


Jeff did such an awesome job with this setting, I love it. Greg, Chris, and I had been kicking around ideas for Midnight for about 6 months or so before we started production, and the final product is beyond what I could have imagined it to be. I'm very proud to be a part of the team that worked on this, and I'm happy to have worked on the support material too (Sam Witt and I combined for Against the Shadow, while Jeff did the mini-campaign Crown of Shadow).
 

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