greenleaf
Explorer
I'm looking to get back into running a campaign as a DM after years of not playing. I ran a Midnight campaign in the 3.5 edition and plan on setting this campaign in that world as well, using the 2024 rules, though the recent edition of Midnight was written for 5e. I have the new Midnight Legacy of Darkness core book from Edge Studios and plan to use the rules about heroic paths. However, between the 3.5 rules for Midnight and the ones written for 5e, a lot of heroic paths were dropped. Some of them made sense as they were very niche or their abilities can be replicated in other ways. But two that were left off that I really missed were Painless and Quickened.
I decided to take a stab at recreating these heroic paths and making them available for my characters and I also created a brand new one, which I consider a combination of the Steelblooded and Giantblooded called Worldbreaker. I would like some feedback before finalizing them and presenting them to the players.
Since I'm so rusty and haven't fully poured over the new 2024 ruleset, I wonder if I might be overlooking something or adding abilities that are easily replicated by other feats or class abilities or are too powerful or too weak.
You don't need to know anything about Midnight to leave feedback, but just as background, it's a very gritty, harsh world where magic is outlawed and an evil power rules much of the known world and currently wages war to conquer the rest. The world is cut off from other planes and as such, there are no clerics or warlocks. There are also no monks. Because the heroes have the deck so stacked against them, the heroic paths help offset some of that difficulty.
For rules purposes, each character in Midnight is given a free heroic path feat at level 1. Then whenever they would gain a new feat, they can choose to advance the abilities of their heroic path by choosing a feat from the path they chose at character creation or they can instead choose some other feat and not follow their path.
I'll present the different paths in follow up comments below. Thank you for your feedback.
I decided to take a stab at recreating these heroic paths and making them available for my characters and I also created a brand new one, which I consider a combination of the Steelblooded and Giantblooded called Worldbreaker. I would like some feedback before finalizing them and presenting them to the players.
Since I'm so rusty and haven't fully poured over the new 2024 ruleset, I wonder if I might be overlooking something or adding abilities that are easily replicated by other feats or class abilities or are too powerful or too weak.
You don't need to know anything about Midnight to leave feedback, but just as background, it's a very gritty, harsh world where magic is outlawed and an evil power rules much of the known world and currently wages war to conquer the rest. The world is cut off from other planes and as such, there are no clerics or warlocks. There are also no monks. Because the heroes have the deck so stacked against them, the heroic paths help offset some of that difficulty.
For rules purposes, each character in Midnight is given a free heroic path feat at level 1. Then whenever they would gain a new feat, they can choose to advance the abilities of their heroic path by choosing a feat from the path they chose at character creation or they can instead choose some other feat and not follow their path.
I'll present the different paths in follow up comments below. Thank you for your feedback.