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Midnight with different rules?
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<blockquote data-quote="S'mon" data-source="post: 1686134" data-attributes="member: 463"><p>I'm in StalkingBlue's game (great game!) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> and have had some discussions w her re the magic system, so maybe I can help a little.</p><p></p><p>Midnight of course uses the Fighter, Barbarian & Rogue classes unchanged; these are good choices for players who don't want to do much adapting, you could run a good campaign with just these, except for the lack of healing magic. You could get around that by having plenty of cure potions available from friendly Adepts, but expect a lot of healing-up time after battles. Midnight PCs tend to have low ACs, too, and be facing much tougher opponents than standard - SB's use of the Ftr-2 AC 17 hp 17 Att +7 dam 1d12+4 orc veterans from a Midnight supplement as the orc regulars making up 99% of the Shadow forces hugely changes the tone of the campaign from what it would be if we were fighting Monster Manual-standard War-1 orcs.</p><p></p><p>Defenders and Wildlanders seem to me to be rather weak Monks & Rangers. The standard Ranger would probably work ok; so might the Monk - minus dimension-door powers of course since the Veil prevents teleportation. The magic-poor setting would make Monks rather powerful at high levels, perhaps, but as long as the PCs' points-value isn't too high (SB uses 32-PB, I'd say 35 or less) I doubt they'd overshadow Fighters with a couple of decent Covenant items. Rangers' spellcasting might attract Astiraxes, of course.</p><p></p><p>Channelers & spellcasters - we've found that as written the Channelers' access to all non-Cleric spell lists makes them overpowered, unless the player is so scared of astiraxes that they never cast any spells. And Channelers are much better able to escape astirax attaclk (w Fly, Invisibility etc) than their non-spellcasting comrades. I can see a pretty good case for replacing them with the regular classes, especially Sorcerer - Wizards in Midnight would have a hell of a time creating and maintaining their spell books. If you want to keep the Midnight flavour though you should fiddle with their spell lists, I'd recommend adding the Cure spells and either deleting the Invocation spells or doubling their level - eg magic missile 2nd, fireball 6th. Spells like Web & Entangle seem overpowered in this setting.</p><p>Druids would likely be overpowered in this largely-wilderness setting. If you do allow them (which I'd recommend against), I'd say at least make their spellcasting spontaneous, from a limited spell list (IMC I use number divine spells known equal to regular spells/day list). SB bumped Entangle up to 2nd level, again I'd say at least double the level of all Invocation-type spells. Of course all spells involving contact with other planes are disallowed.</p></blockquote><p></p>
[QUOTE="S'mon, post: 1686134, member: 463"] I'm in StalkingBlue's game (great game!) :) and have had some discussions w her re the magic system, so maybe I can help a little. Midnight of course uses the Fighter, Barbarian & Rogue classes unchanged; these are good choices for players who don't want to do much adapting, you could run a good campaign with just these, except for the lack of healing magic. You could get around that by having plenty of cure potions available from friendly Adepts, but expect a lot of healing-up time after battles. Midnight PCs tend to have low ACs, too, and be facing much tougher opponents than standard - SB's use of the Ftr-2 AC 17 hp 17 Att +7 dam 1d12+4 orc veterans from a Midnight supplement as the orc regulars making up 99% of the Shadow forces hugely changes the tone of the campaign from what it would be if we were fighting Monster Manual-standard War-1 orcs. Defenders and Wildlanders seem to me to be rather weak Monks & Rangers. The standard Ranger would probably work ok; so might the Monk - minus dimension-door powers of course since the Veil prevents teleportation. The magic-poor setting would make Monks rather powerful at high levels, perhaps, but as long as the PCs' points-value isn't too high (SB uses 32-PB, I'd say 35 or less) I doubt they'd overshadow Fighters with a couple of decent Covenant items. Rangers' spellcasting might attract Astiraxes, of course. Channelers & spellcasters - we've found that as written the Channelers' access to all non-Cleric spell lists makes them overpowered, unless the player is so scared of astiraxes that they never cast any spells. And Channelers are much better able to escape astirax attaclk (w Fly, Invisibility etc) than their non-spellcasting comrades. I can see a pretty good case for replacing them with the regular classes, especially Sorcerer - Wizards in Midnight would have a hell of a time creating and maintaining their spell books. If you want to keep the Midnight flavour though you should fiddle with their spell lists, I'd recommend adding the Cure spells and either deleting the Invocation spells or doubling their level - eg magic missile 2nd, fireball 6th. Spells like Web & Entangle seem overpowered in this setting. Druids would likely be overpowered in this largely-wilderness setting. If you do allow them (which I'd recommend against), I'd say at least make their spellcasting spontaneous, from a limited spell list (IMC I use number divine spells known equal to regular spells/day list). SB bumped Entangle up to 2nd level, again I'd say at least double the level of all Invocation-type spells. Of course all spells involving contact with other planes are disallowed. [/QUOTE]
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