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Midnight with different rules?
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<blockquote data-quote="Calico_Jack73" data-source="post: 1688103" data-attributes="member: 14403"><p>First of all you've got to understand that in most cases (at first anyway) your PC party will almost always be outgunned. The Orks in Midnight are MUCH more powerful than standard D&D Orks. I believe their primary weapon does 1d12+4... more than enough to kill characters in one swipe for their first couple levels. The Wildlander's skill are what make him shine in the setting. If you get the Netbook at Againsttheshadow.org you'll see that the Survival roll for finding food is much more difficult in Midnight than in your typical D&D campaign setting. The Wildlander is all about allowing the party to survive while hiding in the wilds.</p><p></p><p>I view Defenders not so much as Monks but rather more like the Capoera practitioners in the Carribbean. The way of the Defender is a martial art that can be taught to slaves so that they have a chance at rising up against their captors. In a world where possessing a weapon or armor can get you sentanced to death Defenders have a HUGE advantage.</p><p></p><p>It seems to me like you are looking at the Midnight setting through the eyes of someone who has been running other campaign settings for a very long time. In Midnight it isn't always the guy who can take/dish out the most damage who is the most powerful but the guy who can survive to fight another day who has the power.</p></blockquote><p></p>
[QUOTE="Calico_Jack73, post: 1688103, member: 14403"] First of all you've got to understand that in most cases (at first anyway) your PC party will almost always be outgunned. The Orks in Midnight are MUCH more powerful than standard D&D Orks. I believe their primary weapon does 1d12+4... more than enough to kill characters in one swipe for their first couple levels. The Wildlander's skill are what make him shine in the setting. If you get the Netbook at Againsttheshadow.org you'll see that the Survival roll for finding food is much more difficult in Midnight than in your typical D&D campaign setting. The Wildlander is all about allowing the party to survive while hiding in the wilds. I view Defenders not so much as Monks but rather more like the Capoera practitioners in the Carribbean. The way of the Defender is a martial art that can be taught to slaves so that they have a chance at rising up against their captors. In a world where possessing a weapon or armor can get you sentanced to death Defenders have a HUGE advantage. It seems to me like you are looking at the Midnight setting through the eyes of someone who has been running other campaign settings for a very long time. In Midnight it isn't always the guy who can take/dish out the most damage who is the most powerful but the guy who can survive to fight another day who has the power. [/QUOTE]
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