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D&D Older Editions, OSR, & D&D Variants
Midnight with 4e
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<blockquote data-quote="malcolm_n" data-source="post: 4167407" data-attributes="member: 63154"><p>I happen to be a major fan of the setting myself. One of the key aspects of the setting was that it took what it wanted from the core rules and left the rest for story flavor. There's no reason to change the entire backdrop of the setting to fit 4e; make 4e fit the setting instead. </p><p>For example, Dragonborn and Tieflings in 4e are kinda rivals. In Midnight, we could forward the timeline like 10+ years. The queen has had a group of adventurers on an expedition to find a long sleeping race of dragonmen to help fight against the shadow. To counter this, Izrador has bred some of the demons he's bound with his higher ranking legates and thus created the tieflings. Tieflings don't have to work for the shadow, but they have a similar function to gnomes in the setting. Most legates believe them to be on their side, so they can get around easily enough and make great saboteurs.</p><p></p><p>Gnomes don't have to lose flavor or go away. Just look at their stats and adjust accordingly for 4e. Most Midnight characters are +1 level adjustment anyway, so I could really see leaving them alone. If nothing else, swap their -2 Str for +2 Int since they're such good travelers of the waterways and cartographers.</p><p></p><p>Half-elves are easily explained; they are born of the humans who've had to stay with the elves in their fight against Izrador. And Orcs will likely have a racial writeup in the MM (just not a complete one). If you keep in touch, I'll very well writeup Dworgs and Elflings when we get more phb race info.</p><p></p><p>*Classes*</p><p></p><p>The Channeler in Midnight replaces the Wizard and the Cleric. The warlock is a great fit as a pact maker. Warlocks could make pacts with Demons, Fey and the Stars just fine; but the flavor for "the stars" would probably better fall in line with a pact with Izrador for magic, like the legates.</p><p>Speaking of which, Legates could easily be written up as a 30 level class with their own brand of Paragon Paths and Epic Destinies for PC's (if you're playing on shadow's side) or would mostly be NPC Class status (they'd be leader/controllers.)</p><p></p><p>* Heroic Paths *</p><p>I'd leave heroic paths as they are with 20 level progressions and make appropriate changes based on rules. At 21st level, your epic destiny would tie into your heroic path somehow and expand upon it from there.</p><p></p><p>BTW, if anybody is interested in a 4e Midnight campaign, I'll definitely be running one on DDI when I get my books converted. Let me know.</p></blockquote><p></p>
[QUOTE="malcolm_n, post: 4167407, member: 63154"] I happen to be a major fan of the setting myself. One of the key aspects of the setting was that it took what it wanted from the core rules and left the rest for story flavor. There's no reason to change the entire backdrop of the setting to fit 4e; make 4e fit the setting instead. For example, Dragonborn and Tieflings in 4e are kinda rivals. In Midnight, we could forward the timeline like 10+ years. The queen has had a group of adventurers on an expedition to find a long sleeping race of dragonmen to help fight against the shadow. To counter this, Izrador has bred some of the demons he's bound with his higher ranking legates and thus created the tieflings. Tieflings don't have to work for the shadow, but they have a similar function to gnomes in the setting. Most legates believe them to be on their side, so they can get around easily enough and make great saboteurs. Gnomes don't have to lose flavor or go away. Just look at their stats and adjust accordingly for 4e. Most Midnight characters are +1 level adjustment anyway, so I could really see leaving them alone. If nothing else, swap their -2 Str for +2 Int since they're such good travelers of the waterways and cartographers. Half-elves are easily explained; they are born of the humans who've had to stay with the elves in their fight against Izrador. And Orcs will likely have a racial writeup in the MM (just not a complete one). If you keep in touch, I'll very well writeup Dworgs and Elflings when we get more phb race info. *Classes* The Channeler in Midnight replaces the Wizard and the Cleric. The warlock is a great fit as a pact maker. Warlocks could make pacts with Demons, Fey and the Stars just fine; but the flavor for "the stars" would probably better fall in line with a pact with Izrador for magic, like the legates. Speaking of which, Legates could easily be written up as a 30 level class with their own brand of Paragon Paths and Epic Destinies for PC's (if you're playing on shadow's side) or would mostly be NPC Class status (they'd be leader/controllers.) * Heroic Paths * I'd leave heroic paths as they are with 20 level progressions and make appropriate changes based on rules. At 21st level, your epic destiny would tie into your heroic path somehow and expand upon it from there. BTW, if anybody is interested in a 4e Midnight campaign, I'll definitely be running one on DDI when I get my books converted. Let me know. [/QUOTE]
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