Midnight-Is it worth it?

Phebius said:
Don't worry. If you play the game right, there's no way in hell a channeler will ever reach anywhere near 12th level ;)
Hey! They better at least reach 10th level so they can go through my super-cool new Midnight adventure. :)
 

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Hmm, well the Channeler in my campaign has a couple Talismans that reduce his spell casting cost. And he also knows some rituals that do the same thing. And once in a while he dips into his con score for extra points. So Channelers have a lot of options at their disposal for reducing spell costs. And they spontaneously cast.

And my god, the Channeler gift is seriously powerful!
 
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fallingmercury said:
Hmm, well the Channeler in my campaign has a couple Talismans that reduce his spell casting cost. And he also knows some rituals that do the same thing. And once in a while he dips into his con score for extra points. So Channelers have a lot of options at their disposal for reducing spell costs. And they spontaneously cast.

And my god, the Channeler gift is seriously powerful!

Which channeler gift, lorebook or force of personality? Both depend largely on how the GM runs them I would think - could be very useful or rather miserably wet towels, depending.

The channeler IMG is hermetic - I find the lorebook very similar to bardic knowledge, which while useful (both to the PC if they use it right and to the GM as a tool in drop bits of info into the game) is not overpowered at all.

What's seriously powerful mean to you here? More detail please? :)
 


Phebius said:
Don't worry. If you play the game right, there's no way in hell a channeler will ever reach anywhere near 12th level ;)

Although I know you're joking, it's kind of my point :) If they can't get near level 12, what's the point? Midnight is supposed to be a dark, grim, and hard campaign.....not just a campaign where either:

a) Everyone dies. No characters can ever manage to crawl past lvl 5. TPK by DM just before they reach lvl 6. Why? It's Midnight, man! You're not supposed to live!

b) Everyone has a chance of reaching level 12....unless they're a channeler, in which case "you may as well hand over your character sheet now and go ahead with rolling up a rogue". :(

There are plenty of elements to worry about, like the clerics of the shadow etc., to give channelers reason to be careful with spellcasting.

But there are plenty of things a channeler should be useful for besides just lobbing fireballs. Charming opponents, hiding the party with illusions, casting an illusion of a road right in front of a cliff to lure an orc patrol to their doom, polymorphing into an orc to steal floorplans of a temple of the shadow, healing other party members, casting knock to get through a door, scrying, etc. etc. etc.

Part of this problem is that the 3.5 rules point arcane casters even more into being walking artillery pieces than they were in 3.0 by reducing the duration or utility etc. of many spells. And channelers in Midnight just aren't suited to that role.

Banshee
 

d20Dwarf said:
C'mon Derulbaskul, are your PCs really 10th level already? :)
Actually, Wil, we're yet to start the Midnight campaign.

I'm running two FR campaigns for two different groups of guys who have never met IRL. Both campaigns conclude in the Demonweb Pits in a modified version of Monte Cook's The Harrowing (Dungeon 87) and I'm thinking of getting both groups together for a joint assault on the place. It will be a nightmare to DM so many people, especially when they haven't met before, but if it works it would make a great conclusion to the campaign.

Anyway, I want your adventure, NOW!!!, to help inspire my campaign write-up (which so far seems to be dominated by heavily modified Dungeon adventures... and Forest of Blood is going to get a look at next ;)).
 

Banshee16 said:
Although I know you're joking, it's kind of my point :) If they can't get near level 12, what's the point? Midnight is supposed to be a dark, grim, and hard campaign.....not just a campaign where either:
a) Everyone dies. (snip)

I agree with your sentiments, Banshee16. This isn't Call of (Ct-something... I just can't get the spelling right). Sure, it's meant to be tough, dark, grim etc..., but there also has to be hope else it just becomes a giant nihilistic angst-fest and who wants to play (or DM) that?

I actually want to see characters hit epic levels or near-epic levels and possibly challenge a night king.

I'd like to see them redeem Ardherin as happened with the mad elf king in the Dragonlance modules and novels (NB: I really dislike Dragonlance and that sentence should not be construed as advocacy for that setting... but there is so much to steal ;)).

I want them to raise a last great army to challenge the armies of the Shadow as a diversion while smaller groups destroy some grand mirrors.

I want them to trap an orc army in a valley of the Kaladruns and use an earthquake spell to trap them there (so that the channeler can be useful for a change... ;)).

Actually, most of all I really, really want them to destroy the world so that Dawnforge can be born, but that's another post....
 

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