Ashrem Bayle
Explorer
Oh, and Midnight is indeed a D&D setting, not a seperate d20 game.
So, it's a question of degree? Otherwise, do discussions of Oriental Adventures need to be moved here for the same reasons (minus power balance?)Tsyr said:Eh. It's a toss up. I'd consider it a setting, but with the massive rule changes (Casting, new races, classes, Heroic Paths, the wildly different power balance...), I could easily see it as a seperate game too, despite not having char gen rules and such.
Wombat said:As I stated in another thread, and I think it bears repeating here, the Heroic Paths, while an interesting concept, really are just a way to have the power you get from magical items without needing to physically need magical items. Now in Midnight this is somewhat appropriate, in that magical items will draw the attention of Mr. BBEG the God, but I also find the Hero Paths a bit disappointing. Ultimately you will have just as many powers as if you had all the items, so in the end it is a wash. I would have found the game much more interesting without the Heroic Paths, in that the characters would have been forced back on their own skills and abilities without any form of augmentation.
But then again, if you did that you could never use the ubermonsters so popular in high level games, so there is it...
AeroDm said:I haven't seen midnight (or any setting for that matter) at high levels, but I can say for certain that at low levels a hero path is greater than the normal amount of magic you would have. If for no other reason than at 1st level you are supposed to begin with per se 100 gp, and any permanent magic item (which hero paths replicate) is worth more than that.
Couple this with the fact that your race is twice as powerful and you have low level characters rather superior to their cannon counterparts.
Green Knight said:Pretty good stuff. I really ought to get the book. Thanks to everyone for what you've posted so far, especially Ashrem Bayle, for the indepth review.