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[Midnight] I resisted and resisted....
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<blockquote data-quote="d20Dwarf" data-source="post: 944435" data-attributes="member: 314"><p>In the book we refer to it as rare magic rather than low magic, and go to great lengths to explain what we mean and what this means for the world in terms of the usual D&D archetypes and systems. Magic is just as powerful as it is in a standard D&D setting, it's just not seen as often, which in some cases makes it more powerful. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>As for the core classes for Midnight, there are 7 of them, although one is purely an evil class making it appropriate for NPCs only in most cases: barbarian, fighter, rogue, channeler, defender, legate, and wildlander.</p><p></p><p>Wizards and druids make an appearance, but as prestige classes rather than core classes. The reason there are no clerics or paladins is simple: there are no gods! Well, there's one god left, but he's the evil god that rules the world, so not much hope there! <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=":)" /> It's true that the setting demands different rules for many things that are standard to a normal D&D game, but we didn't want this to be a normal D&D game! Midnight is a setting that encourages true heroism rather than just killing monsters and taking their stuff, although you definitely still do that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I think for everything we took away we added something cool, but if you only like clerics and paladins....oh wait, you can take the faithful, guardian, or healer heroic path... <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></blockquote><p></p>
[QUOTE="d20Dwarf, post: 944435, member: 314"] In the book we refer to it as rare magic rather than low magic, and go to great lengths to explain what we mean and what this means for the world in terms of the usual D&D archetypes and systems. Magic is just as powerful as it is in a standard D&D setting, it's just not seen as often, which in some cases makes it more powerful. :D As for the core classes for Midnight, there are 7 of them, although one is purely an evil class making it appropriate for NPCs only in most cases: barbarian, fighter, rogue, channeler, defender, legate, and wildlander. Wizards and druids make an appearance, but as prestige classes rather than core classes. The reason there are no clerics or paladins is simple: there are no gods! Well, there's one god left, but he's the evil god that rules the world, so not much hope there! :) It's true that the setting demands different rules for many things that are standard to a normal D&D game, but we didn't want this to be a normal D&D game! Midnight is a setting that encourages true heroism rather than just killing monsters and taking their stuff, although you definitely still do that. ;) I think for everything we took away we added something cool, but if you only like clerics and paladins....oh wait, you can take the faithful, guardian, or healer heroic path... :) [/QUOTE]
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