Midnight: Difference between revisions

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A blatant ripoff of [[J. R. R. Tolkien |J.R.R. Tolkien's]]  "[[The Lord of the Rings]]" set in a darker and less deterministic universe, '''Midnight''' by [[FFG]] uses the highly successful [[d20]] core of [[ Dungeons & Dragons 3rd Edition |3rd and 3.5 editions of D&D]] to enable you to a path of slow-paced agony of role-playing and game design.
A blatant ripoff of [[J. R. R. Tolkien |J.R.R. Tolkien's]]  "[[The Lord of the Rings]]" set in a <strike>darker and less deterministic</strike> [[grimdark]] universe, '''Midnight''' by [[FFG]] uses the highly successful [[d20]] core of [[ Dungeons & Dragons 3rd Edition |3rd and 3.5 editions of D&D]] to enable you to a path of slow-paced agony of role-playing and game design.


A hit or miss design for the most part, '''Midnight''' features a skimmed core of classes from the players handbook, by also enabling additions called ''Heroic Paths'' from its own core. By the grace of lack of Divine and wide-spread Arcane magic, the ''Heroic Paths'' launch martial classes to the stars while driving [[Wizard | magic users]] to episodes of sub-psychotic rage and eventual hospitalisation. The fact that there are monsters bound to the Dark God that can "smell" magic from miles away doesn't help much either.
A hit or miss design for the most part, '''Midnight''' features a skimmed core of classes from the players handbook, by also enabling additions called ''Heroic Paths'' from its own core. By the grace of lack of Divine and wide-spread Arcane magic, the ''Heroic Paths'' launch martial classes to the stars while driving [[Wizard | magic users]] to episodes of sub-psychotic rage and eventual hospitalisation. The fact that there are monsters bound to the Dark God that can "smell" magic from miles away doesn't help much either.

Revision as of 02:41, 9 October 2015

A blatant ripoff of J.R.R. Tolkien's "The Lord of the Rings" set in a darker and less deterministic grimdark universe, Midnight by FFG uses the highly successful d20 core of 3rd and 3.5 editions of D&D to enable you to a path of slow-paced agony of role-playing and game design.

A hit or miss design for the most part, Midnight features a skimmed core of classes from the players handbook, by also enabling additions called Heroic Paths from its own core. By the grace of lack of Divine and wide-spread Arcane magic, the Heroic Paths launch martial classes to the stars while driving magic users to episodes of sub-psychotic rage and eventual hospitalisation. The fact that there are monsters bound to the Dark God that can "smell" magic from miles away doesn't help much either.