D&D 4E Midnight with 4e

I'd been wondering about this myself: Midnight is one of my favorite settings. Ramble incoming, you were warned.

As far as a 4e Midnight goes, for starters, I think restricting divine magic to servants of Izrador is an integral part of what makes Midnight Midnight. It's important as a flavor thing, but also for the horror factor. There is only one god, and he is the elemental darkness of the universe. That's a scary thought, it's one of the things that makes Midnight such a dark setting.

On the other hand, the Warlord is supposed to be the non-magical alternative to the cleric, isn't he? You don't need a cleric because he can cast heals, anymore.

That's one of the features of 4th edition that seems like an excellent fit. If you take a party of a fighter, ranger, warlord, and wizard, you're primarily a party that does things through conventional means, where combat is a test of skill, mettle, and bloody determination, and that fits the setting well. Magic items being less of a necessity is, again, in keeping with the setting, and 4e supposedly being much less about how good your gear is fits the flavor well.

I'm not sure what to do about magic. In 3e Midnight made reality-bending magic harder to access by default, which dials down the weirdness of normal adventurer tactics, which means Midnight doesn't need to houserule as many core spells/abilities out of the game or dramatically delay the party's access to them. 4e, however, seems to do this as part of the normal system, so the magic system might not need as extensive rewriting.

I did really like the system for casters continuing to cast when they ran out of spell energy by burning Con, though.

I guess it'll depend on how arcane casters end up working. I think the important things for Midnight's setting flavor is to
a) prevent the party from being able to just go to Steel Hill and kill everything with magic,
b) prevent the party from being able to casually circumvent conventional obstacles,
c) maintain the dark, rare-magic flavor of the setting


Granted, I agree with the people in this thread. The Midnight game I still really really want to play/run would involve the party trying to unite the freerider bands and scattered human resistance, and attempting something big and defiant. Retaking a city, or relieving a dwarf holdfast, or capturing Steel Hill, something like that.

Maybe just limiting the healing surges a little would still allow for a feeling of desperation, while the encounter and daily powers would allow the players to be truly heroic in a fight.

Limited healing surges might do it. Maybe just say you regain them more slowly.

Also, my interpretation of the hit point rules in 4e is that you haven't actually been injured until you're bloodied. Maybe make being bloodied a bigger deal, same with being taken to negatives. Those could give you lasting injuries that apply a penalty (maybe a penalty to the use of healing surges, or just general combat penalties) and could only be healed the hard way.
 
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I hope that Midnight ends up 4e. either way I will be using the CS for my 4e game. I may advance the timeline another 50 or 100 years and make the PC's be the first to access divine magic... the return of the Gods?
 

I was in an Iron Heroes / Midnight mashup. The reserve point system in IH is in some respect similar to healing surges. I don't feel it detracted from the setting flavor.
 

Introducing new races is "easy"... advance the timeline a few years and include a backstory about how explorers stumbled across the distant continent where the remnant of two mighty empires once existed. Alternatively some sort of magical "megawhoops" on the part of either the good guys or the shadow could have snatched large numbers of innocent beings from some other dimension and landed them in Midnight (sort of like how humans came to be in the GURPS fantasy world of Yrth)... maybe the good guys tried some big ritual to contact the gods and it backfired and brought dragonborn and tieflings instead.

When it comes to divine magic, I don't especially see a problem with saying "Sorry no classes with a divine power source are allowed because the gods are sealed off from the world". Especially not in 4e where there is a non-divine version of a cleric available (the warlord) for players to draw on. Of course I also wouldn't have a problem disallowing any specific race (dragonborn, tieflings, eladrin, whatever) if it didn't fit the setting, especially a setting as well-defined as Midnight's.

Of course another suggestion is that instead of converting Midnight to 4e, just create a new Midnight-esque world and build it from the ground up using 4e. It might be easier, and at the very least lets you avoid the question of how to explain why things are different 3e to 4e.
 

OchreJelly said:
I was in an Iron Heroes / Midnight mashup. The reserve point system in IH is in some respect similar to healing surges. I don't feel it detracted from the setting flavor.

This sounds really cool.

Doing an all-Martial campaign in a hacked-up Midnight setting would be a lot of fun.

It solves the magic question by saying no one gets magic (outside of rituals and -- maybe -- some of the multi-classing feat choices).

As far as Half-Elves go, I've rethought what I said earlier. I really like the idea of Half-Elves being the Caransil/Eladrin diplomats to the humans. The interesting thing would be to make their origin a little mysterious.

I mean, they're half-human and half-elf. But how did they get that way?

There aren't any humans that we know of that live that deep in the forest...

That sort of thing can lend a whole new twist to what the Elves/Eladrin are doing and what they're capable of.
 

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