StalkingBlue
First Post
ruleslawyer said:Thanks to you and S'mon for all the input, SB! Part of what really sold me on Midnight was your Story Hour, and it's great to get suggestions and encouragement from someone running such a great game.
Wow, somebody else enjoys the Story Hour, how cool is that?

Here's a link to our campaign forum on randomlings in case you'd like to check it out. It has my growing set of Midnight house rules, players' strategic discussions, the cast list of PCs (current and former) and NPCs, and more.
http://www.randomlingshouse.com/forum/viewforum.php?f=40
ruleslawyer said:AU actually makes healing quite easy to deal with; the Greenbond can cure some damage, which while not on par with a cleric's ability does provide a buffer. Also, the greenbond's spirit communion and nature abilities make a lot of sense in Midnight.
(As to the races: The only one that really bothers me is the Erenlander, and that's easy enough to fix. The heroic paths: Well, I'd probably use my own anyway. It seems to me that the ones in the Midnight CSB are really best considered templates for designing one's own.)
Healing and nature abilities sound as if they'd make a nice fit for the setting, yup.
I also like the channeler class though, with my house rule modifications to bring the class in line - especially the multiclassing options. The Wildlander/Channeler in my group (Apari Ghostwalker) is a scout who's hard to beat.
I'd like to see your paths when you make some, if you are willing to share ...

ruleslawyer said:Actually, that makes them similar in damage potential to 3.0 orcs, and is an issue of equipment rather than power. The default orc weapon (the greataxe) was changed in the 3.5 MM for precisely the reason that the designers didn't want a one-shot kill. Since one-shot kills from enemies seem to fit Midnight's flavor nicely, I'd be fine with 'em.
Yup, MN orcs seem to work well in my game. They remain very deadly even for PCs at mid-levels - that's why I've now started handing out a Fate Point per player. As much as we enjoy the mood of danger in Midnight, we like some degree of continuity as well.
ruleslawyer said:I do agree, except that I find that the ranger is an equally good survivalist AND better in a fight. While I think the wildlander fills a valuable role in Midnight, I think the ranger would do just as good a job AND keep the player more involved in combat situations. The wildlander's "a la carte" ability selection does add value, though; I may just offer it side by side with the ranger and see which one my players take.
Note that I'm not seeking "balance" because I'm worried about overpowered PCs trashing everything. Hardly the case; in fact, my PCs already know to avoid combat whenever possible, and my XP award system encourages that thinking. Rather, I like each player to feel like he's making a contribution at all times, that he's an asset to the party, and that there are no "no-brainer" character options (such as the Erenlander on the strong side, or [IMHO] the defender on the weak side). But I do take your point!
An XP award system that encourages solutions other than combat? Please share ...
