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Midnight Essentials
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<blockquote data-quote="ShadowDenizen" data-source="post: 3321179" data-attributes="member: 16485"><p>There's alot of varaitions in Midnight as opposed to "Standard" D+D.</p><p></p><p>It's more than the tone, the mechanics have shifted, too, so it may take some getting used to on the part of both DM + players.</p><p></p><p>Some things to bring into the first adventure to illustrate?</p><p>1) Channeling. Midnight is, essentially, a low-magic world with a twist. Not only is magic-using discouraged, channellersa are actively hunted down! And the spell lists are RADICALLY different from standard D+D. (A channeler cannot get "Magic Missile" until they are mid-level, for instance.)</p><p></p><p>2) Legates: Antoher major component of the setting. Legates don't have to be all-powerful, but they should be omnipresent. Even a low-level Legate could be a MAJOR thorn in the partys side for many levels. (And if they have an Astirax? Fuhgeddabout it!) <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>3) The new demi-human races. Antoher cool aspect to bring into the series to illustrate the differences between "Core" D+D and Midnight.</p><p></p><p>4) Heroic Paths: IMO, one of the coolest things. mechanicswise, to come out of the Midnight setting. (Yes, some are better than others, and some are over-powered in general, but still they're a cool concept!!) And they've flavorful, too- they really should help shape a character right from character generation onward!</p><p></p><p>Do you have a general story idea, so that we can give more specific comments and advice?</p></blockquote><p></p>
[QUOTE="ShadowDenizen, post: 3321179, member: 16485"] There's alot of varaitions in Midnight as opposed to "Standard" D+D. It's more than the tone, the mechanics have shifted, too, so it may take some getting used to on the part of both DM + players. Some things to bring into the first adventure to illustrate? 1) Channeling. Midnight is, essentially, a low-magic world with a twist. Not only is magic-using discouraged, channellersa are actively hunted down! And the spell lists are RADICALLY different from standard D+D. (A channeler cannot get "Magic Missile" until they are mid-level, for instance.) 2) Legates: Antoher major component of the setting. Legates don't have to be all-powerful, but they should be omnipresent. Even a low-level Legate could be a MAJOR thorn in the partys side for many levels. (And if they have an Astirax? Fuhgeddabout it!) :) 3) The new demi-human races. Antoher cool aspect to bring into the series to illustrate the differences between "Core" D+D and Midnight. 4) Heroic Paths: IMO, one of the coolest things. mechanicswise, to come out of the Midnight setting. (Yes, some are better than others, and some are over-powered in general, but still they're a cool concept!!) And they've flavorful, too- they really should help shape a character right from character generation onward! Do you have a general story idea, so that we can give more specific comments and advice? [/QUOTE]
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