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Midnight: First Impressions of Campaign Book
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<blockquote data-quote="gambler1650" data-source="post: 862528" data-attributes="member: 11033"><p>Thanks Herremann! I was more detailed than I usually am because this setting is such a good one, and it doesn't seem to be very high on most D20 player's radar screens yet. I know that myself, I assumed it was kinda a gothic/horror (maybe Vampire) setting based on the cover and more or less ignored it, until I read a thread about it here. The setting concept interested me instantly, and the fact that it's so well written makes it the most 'alive' world I've seen yet.</p><p></p><p>Well, I got my first 'physical' experience with Midnight today, as I invited a potential player in my campaign over, ran him through character creation (he chafed a bit, being a huge fan of the Melee system by Steve Jackson Games - supposedly much easier character creation, but he's assured me that he won't mind a game that's not all about combat... we'll see). We also set up a quick combat situation which was my first attempt at running it 'real time' as it were (ie, partially DMing a situation using the D20 rules). I was a channeler Snow Elf with a shortbow as my major weapon. Chose the school of Illusion since it seemed to fit the kind of magic best used when facing a more numerous foe (misdirection) and if the character tries to go into formerly human lands (<em>Change self</em> looks to be really helpful but of course, limited to 10 minutes for first level), not to mention a rather nice first level combat spell in <em>color spray</em>. He created a Jungle Elf fighter, with a longbow as his primary weapon and the sepi knives as his backup. </p><p></p><p>Have to say, if a channeler is weaker compared to a wizard, it doesn't seem like it at the first level. Of course it probably helps to have a character with +2 spell points to start with (Snow Elf racial feat). Set up the situation with three orcs (standard AD&D because I didn't have time to do quick stats for the Midnight orcs) ambushing the two. Yeah, easy encounter, but it was designed to give a positive first experience for him in combat. So the orcs spot us at the same time my character spots them, and they charge. I cast Magic Weapon on my bow. Long story short, he managed to roll a 1, a 3 and a 2 on his attack rolls. My character disabled one orc at a distance with the shortbow, stunned one of the remaining two with color spray for 8 rounds, and then took a javelin to disable him. Following round, the other guy used his bow again, finally hit the orc but he was still standing, my character has the Healer Heroic path so cast <em>cure light wounds</em> to recover, managed not to get hit in the charge attempt, and then backed up and put an arrow through the remaining orc to fell it. </p><p></p><p>I like that a Channeler can be a good combat character in its own right, and I really like the flexibility in choosing which spell to use instead of having to prepare them in advance. With my +3 Charisma spell ability bonus, +2 racial bonus I had 6 spell points, meaning 6 first level spells and 6 zero level spells (3 + charisma modifier) could be cast a day before even causing temporary constitution damage. Seems pretty... powerful to me. <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>Oh, and I completely forgot my Force of Personality trait for being a Charismatic spellcaster... <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>One question though. The only area where I was worse than a standard Wizard is that a channeler only starts play with 5 cantrips known (as opposed to all of them for a Wizard). Same number as 1st level spells though (three). I take it that a Channeler does <em>not</em> know <em>read magic</em> unless it's one of those five?</p></blockquote><p></p>
[QUOTE="gambler1650, post: 862528, member: 11033"] Thanks Herremann! I was more detailed than I usually am because this setting is such a good one, and it doesn't seem to be very high on most D20 player's radar screens yet. I know that myself, I assumed it was kinda a gothic/horror (maybe Vampire) setting based on the cover and more or less ignored it, until I read a thread about it here. The setting concept interested me instantly, and the fact that it's so well written makes it the most 'alive' world I've seen yet. Well, I got my first 'physical' experience with Midnight today, as I invited a potential player in my campaign over, ran him through character creation (he chafed a bit, being a huge fan of the Melee system by Steve Jackson Games - supposedly much easier character creation, but he's assured me that he won't mind a game that's not all about combat... we'll see). We also set up a quick combat situation which was my first attempt at running it 'real time' as it were (ie, partially DMing a situation using the D20 rules). I was a channeler Snow Elf with a shortbow as my major weapon. Chose the school of Illusion since it seemed to fit the kind of magic best used when facing a more numerous foe (misdirection) and if the character tries to go into formerly human lands ([i]Change self[/i] looks to be really helpful but of course, limited to 10 minutes for first level), not to mention a rather nice first level combat spell in [i]color spray[/i]. He created a Jungle Elf fighter, with a longbow as his primary weapon and the sepi knives as his backup. Have to say, if a channeler is weaker compared to a wizard, it doesn't seem like it at the first level. Of course it probably helps to have a character with +2 spell points to start with (Snow Elf racial feat). Set up the situation with three orcs (standard AD&D because I didn't have time to do quick stats for the Midnight orcs) ambushing the two. Yeah, easy encounter, but it was designed to give a positive first experience for him in combat. So the orcs spot us at the same time my character spots them, and they charge. I cast Magic Weapon on my bow. Long story short, he managed to roll a 1, a 3 and a 2 on his attack rolls. My character disabled one orc at a distance with the shortbow, stunned one of the remaining two with color spray for 8 rounds, and then took a javelin to disable him. Following round, the other guy used his bow again, finally hit the orc but he was still standing, my character has the Healer Heroic path so cast [i]cure light wounds[/i] to recover, managed not to get hit in the charge attempt, and then backed up and put an arrow through the remaining orc to fell it. I like that a Channeler can be a good combat character in its own right, and I really like the flexibility in choosing which spell to use instead of having to prepare them in advance. With my +3 Charisma spell ability bonus, +2 racial bonus I had 6 spell points, meaning 6 first level spells and 6 zero level spells (3 + charisma modifier) could be cast a day before even causing temporary constitution damage. Seems pretty... powerful to me. :) Oh, and I completely forgot my Force of Personality trait for being a Charismatic spellcaster... :) One question though. The only area where I was worse than a standard Wizard is that a channeler only starts play with 5 cantrips known (as opposed to all of them for a Wizard). Same number as 1st level spells though (three). I take it that a Channeler does [i]not[/i] know [i]read magic[/i] unless it's one of those five? [/QUOTE]
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