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<blockquote data-quote="mrswing" data-source="post: 1037422" data-attributes="member: 9984"><p>I'm one of the few fence sitters then. Though there is a lot I like about Midnight, I dislike a lot of other stuff.</p><p></p><p>Like : </p><p></p><p>- some of the new classes, especially the defender</p><p>- role playing is encouraged (check the aforementioned story hours for excellent examples)</p><p>- the rules are adapted to the setting to make the entire experience unique</p><p>- everyone can use magic if they have the prerequisite feat</p><p>- less resurrection possibilities making it a deadlier game which promotes more careful thinking by the players</p><p>- all PCs have a special lineage which allows for extra powers as they progress through the game</p><p>- character races have been rethought and given new cultural backgrounds which are very inspiring</p><p>- Prestige and legendary classes are all up to the FFG high standard and present some very nice character archetypes.</p><p></p><p>Dislike :</p><p></p><p>- specialized spell casters seem far too weak at high levels (conversely they are far stronger than their D&D counterparts at low level). Which is strange because in general the characters are tougher than in regular D&D games.</p><p>- the bleakness of the setting : there is no way to defeat the Big Bad or his main lieutenants, even though that seems like the most logical campaign goal</p><p>- it promotes a DM vs. Players attitude which I personally dislike (and which can be found in CoC too). For proof check out the (excellent) Yahoo Midnight Group. It seems like many DMs can't wait to put their players in ever more desperate situations from which they cannot possibly escape just to prove how dark this setting is. I prefer a more co-operative approach. </p><p>- some of the rules choices made are disliked by several players (e.g. the magic use, Giantblooded blood line which gains reach but not a strength bonus only for game balance even though logic dictates otherwise - and if you don't use AoO's your Giantblooded character is basically screwed). There have been endless debates in the Yahoo group between the (very accessible) creators and some of the fans on these topics. </p><p>- I wonder about the long-time appeal of the setting if one sticks to the hopelessness-approach. It seems most suited to a finite campaign with a world-shattering finale rather than years and years of play. Basically, if PCs really are to succeed, they destroy the campaign setting status quo in an irreversible fashion, while if they do not stand a chance at a real success, the game becomes a long battle of attrition which will result in their agonzing death.</p><p></p><p>I'm still sticking around and checking it out some more, but I may give up the Midnight campaign material in the future. But there's no denying that there are some excellent innovations to d20 to be found within its covers.</p></blockquote><p></p>
[QUOTE="mrswing, post: 1037422, member: 9984"] I'm one of the few fence sitters then. Though there is a lot I like about Midnight, I dislike a lot of other stuff. Like : - some of the new classes, especially the defender - role playing is encouraged (check the aforementioned story hours for excellent examples) - the rules are adapted to the setting to make the entire experience unique - everyone can use magic if they have the prerequisite feat - less resurrection possibilities making it a deadlier game which promotes more careful thinking by the players - all PCs have a special lineage which allows for extra powers as they progress through the game - character races have been rethought and given new cultural backgrounds which are very inspiring - Prestige and legendary classes are all up to the FFG high standard and present some very nice character archetypes. Dislike : - specialized spell casters seem far too weak at high levels (conversely they are far stronger than their D&D counterparts at low level). Which is strange because in general the characters are tougher than in regular D&D games. - the bleakness of the setting : there is no way to defeat the Big Bad or his main lieutenants, even though that seems like the most logical campaign goal - it promotes a DM vs. Players attitude which I personally dislike (and which can be found in CoC too). For proof check out the (excellent) Yahoo Midnight Group. It seems like many DMs can't wait to put their players in ever more desperate situations from which they cannot possibly escape just to prove how dark this setting is. I prefer a more co-operative approach. - some of the rules choices made are disliked by several players (e.g. the magic use, Giantblooded blood line which gains reach but not a strength bonus only for game balance even though logic dictates otherwise - and if you don't use AoO's your Giantblooded character is basically screwed). There have been endless debates in the Yahoo group between the (very accessible) creators and some of the fans on these topics. - I wonder about the long-time appeal of the setting if one sticks to the hopelessness-approach. It seems most suited to a finite campaign with a world-shattering finale rather than years and years of play. Basically, if PCs really are to succeed, they destroy the campaign setting status quo in an irreversible fashion, while if they do not stand a chance at a real success, the game becomes a long battle of attrition which will result in their agonzing death. I'm still sticking around and checking it out some more, but I may give up the Midnight campaign material in the future. But there's no denying that there are some excellent innovations to d20 to be found within its covers. [/QUOTE]
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