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.