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Midnight with different rules?
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<blockquote data-quote="StalkingBlue" data-source="post: 1688056" data-attributes="member: 645"><p>Hi rl - sounds as if you're going to have fun! My group and I have been playing Midnight (or my increasingly modified version of it) for half a year now and are enjoying it a lot. S'mon (hiya! <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=":)" /> ) has already reported bits from our game above. </p><p></p><p>I'm not familiar enough with Monte's AU magic system to comment in detail, but any change away from flashy spells and towards making cure spells more widely available to casters should make for a cooler and more Tolkienesque flavour than the 'take your pick from PHB' approach the Midnight book uses. I've put a lot of work into changing the Midnight magic system to work better with the setting flavour as I envision it. </p><p></p><p>Re healing, offering PCs lots of cure potions is of course an option if you want to send packs of Astiraxes after them... a stash of potions makes for a nice strong magic signature that's pretty easy to track. <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /> I'm not as nasty as that (neh S'mon <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ), so I've introduced a house rule instead that allows Heal checks to cure a limited number of hp per day (similar to the rule in the Conan RPG). </p><p></p><p>The magic system apart, the rules additions in the Midnight book are fairly easy to learn and use IME. Of course if you want to avoid balance headaches, you might want to stay away from Midnight races and paths as well. The Midnight rules appear to have been written more to provide flavour than as tools for dealing with challenges. Balance doesn't appear to have been an issue in designing those rules, and that's not limited to the classes, it's true for the races and paths as well. </p><p></p><p>As written there are only two or three paths in the main book that are powerful enough to be worth taking if you are making a character for a challenge-focussed game like mine (and I suspect yours, seeing that balance and rules knowledge figure large in your considerations). It's worse if you allow paths from Against the Shadow - the paths in there range from stylish-but-useless to hopelessly broken. The races aren't particularly balanced against each other either: compare the three human races and you'll see what I mean. </p><p></p><p>That said, Midnight is a setting that has great potential for a highly enjoyable game. If you can find a rules set that works for your group and helps provide the flavour you like, then by all means go for it.</p></blockquote><p></p>
[QUOTE="StalkingBlue, post: 1688056, member: 645"] Hi rl - sounds as if you're going to have fun! My group and I have been playing Midnight (or my increasingly modified version of it) for half a year now and are enjoying it a lot. S'mon (hiya! :) ) has already reported bits from our game above. I'm not familiar enough with Monte's AU magic system to comment in detail, but any change away from flashy spells and towards making cure spells more widely available to casters should make for a cooler and more Tolkienesque flavour than the 'take your pick from PHB' approach the Midnight book uses. I've put a lot of work into changing the Midnight magic system to work better with the setting flavour as I envision it. Re healing, offering PCs lots of cure potions is of course an option if you want to send packs of Astiraxes after them... a stash of potions makes for a nice strong magic signature that's pretty easy to track. :uhoh: I'm not as nasty as that (neh S'mon ;) ), so I've introduced a house rule instead that allows Heal checks to cure a limited number of hp per day (similar to the rule in the Conan RPG). The magic system apart, the rules additions in the Midnight book are fairly easy to learn and use IME. Of course if you want to avoid balance headaches, you might want to stay away from Midnight races and paths as well. The Midnight rules appear to have been written more to provide flavour than as tools for dealing with challenges. Balance doesn't appear to have been an issue in designing those rules, and that's not limited to the classes, it's true for the races and paths as well. As written there are only two or three paths in the main book that are powerful enough to be worth taking if you are making a character for a challenge-focussed game like mine (and I suspect yours, seeing that balance and rules knowledge figure large in your considerations). It's worse if you allow paths from Against the Shadow - the paths in there range from stylish-but-useless to hopelessly broken. The races aren't particularly balanced against each other either: compare the three human races and you'll see what I mean. That said, Midnight is a setting that has great potential for a highly enjoyable game. If you can find a rules set that works for your group and helps provide the flavour you like, then by all means go for it. [/QUOTE]
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