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 on: July 22, 2022, 01:44:15 PM 
Started by jodaf12 - Last post by jodaf12
Got a reply from Edge Studios indicating that they're following this forum and have picked up the issues noted in this thread. I'll guess that we'll see a FAQ or errata sheet released at some point in the future.

 on: July 20, 2022, 02:58:23 PM 
Started by jodaf12 - Last post by jodaf12
Pg 225: Languages: "A sizable minority of the Danisil also speak Sylvan, and are some of the few elves to have mastered the elemental tongue."
This appears to be the only reference in the text to "the elemental tongue". It's not discussed in "Languages of Eredane", unless it falls under the heading of The Sundered Tongues. It's unclear whether this is equivalent to 5E's Primordial and its dialects.

 on: July 17, 2022, 02:37:00 AM 
Started by TwiceBorn - Last post by TwiceBorn
Don't know if I'm the only Canuck who frequents these boards, but in case there are others...

Wondering why Midnight 5e hasn't been released to retail in Canada? Edge Studio informed me via their Facebook page that when they contacted their Canadian distributor about the upcoming release of Midnight 5E, the distributor essentially ghosted them (i.e., Edge never got a reply). And thus, since no orders were placed, no one is distributing Midnight 5E in Canada at the moment. I have found that some American stores like Boardlandia and Cool Stuff Inc won't ship Midnight products to Canada, either. I think Noble Knight Games and the Asmodee US online shop might, but the former has no stock at the moment... and the exorbitant shipping costs from the latter are putting a damper on my cross-border ordering plans. 

I therefore encourage all Canadian fans to contact their favourite Canadian game store(s) and politely urge them to contact their distributor, telling them to order Edge Studio Midnight and other RPG products.

Although Edge did not confirm who the distributor is, I am 90% certain that it is Lion Rampant Imports (https://www.lionrampantimports.com/). I tried contacting Lion Rampant directly, but they ignored me as well... but no surprise there, as I'm an individual and don't have a retailer account with them. Still, you'd think they could show some courtesy with a simple acknowledgement.

 on: July 17, 2022, 02:17:22 AM 
Started by moonbloodface - Last post by TwiceBorn
I appreciate the effort you have put into this and your willingness to share your work with the community. I too still have limited 5E (and even less Midnight 5E) experience, so don't know that I'm in a position to assess balance.

Hopefully someone else will comment in a more substantive manner soon!

 on: July 12, 2022, 09:42:54 PM 
Started by moonbloodface - Last post by moonbloodface
Hey all, new here.

So in my opinion, I think that the 5e Heroic Paths are actually pretty good. Each path stands on its own with unique mechanics that can fit easily into any adventure. And while I know that there were many more Heroic Paths in the 3.5 books, I found a couple to be too situational (e.g. Mountainborn, Northblooded) and others just seemed to grant spell like abilities without too much flavor.

But there were some cool ones in 3.5 that did not make it to 5e and that is a shame (especially since on page 62 of the 5e book, they mention "tracing our heroes' ancestry to giants" but there's no GiantBlooded?!?) So I made my own attempt at bringing a few of my favorites to 5e and you can all take a look here https://github.com/schofida/mlod-enhancements/blob/main/mlod-new-heroic-paths.md.

Now, as a disclaimer, I am no writer. I am also kind of a noob to 5e and I to this day have never played Midnight in any form even though I have most of the books. So I am sure there is room for improvement. But give them and look and let me know what you think. I would also gladly add any more heroic paths if you all have any suggestions.


 on: July 08, 2022, 05:24:35 AM 
Started by jodaf12 - Last post by Omega9999
Pg 101: Learned Feat, 1st and 2nd features: "You gain proficiency in one language of your choice"; "You can read and write in any language you are proficient in."
There's no such thing as language proficiency in 5e: should be: "You learn to read and write in one language of your choice"; "You can read and write in any language you know." OR "You learn how to write in any language you know."

Pg 101: Polyglot Feat: "If you succeed, you can speak the language fluently, and you gain proficiency in that language." Same as before: should be ""If you succeed, you can speak the language fluently, and you learn how to speak in that language."

Pg 101: Seamaster Feat, 2nd feature: "You do not suffer disadvantage on Navigation checks to pilot a ship during a storm or other inclement weather." There's no such things as Navigation checks in 5e. maybe it should be: "You do not suffer disadvantage on ability checks with Navigator's tools to pilot a ship during a storm or other inclement weather." OR: to make everything simpler maybe this 2nd feature should just give Proficiency with water vehicles?

Pg 102: Subtle Spellcaster Feat, 2nd feature:"When you cast a spell, you can attempt to do so subtly by making a Dexterity (Slight of Hand)" should be Sleight of Hand

Pg 102: Suspicious Feat: "You gain proficiency in the Insight skill, and your proficiency bonus is doubled for Insight checks you make and when determining your passive Perception score." should be Wisdom (Insight) checks

 on: July 08, 2022, 02:23:56 AM 
Started by jodaf12 - Last post by Omega9999
Pg 324: Celestial and Fiends: "Outsiders from the planes beyond are a special case on Aryth,"
Even if this is not a game mechanic, I would still drop the "ousiders" term for something like "creatures" or "celestial and fiends"

Pg 325: "Spirits" column, 2nd paragraph: "The Trapped are outsiders whose bodies have faded into nothingness."
same as before

Pg 320: Elementals: "Unlike outsiders, they have always existed on Aryth, and far fewer of them were drawn to Aryth and trapped. Most simply found that, one day, they were unable to leave. While good- and evil-aligned outsiders have been driven by their natures to choose sides in the wars engendered by Izrador, as well as to engage in battle with each other, the elementals have remained neutral through the ages and merely adapted to their new homes."
Same as before, should just be replaced with "celestial and fiends"

Pg 320: Elementals:  "Indeed, channelers’ lorebooks have recorded several instances of an elemental being killed or driven off from a nexus"
Considering that the channeler is no longer a class but an heroic path, maybe it would be better to just say "spellcasters"?

 on: July 07, 2022, 03:27:18 PM 
Started by jodaf12 - Last post by Omega9999
Pg 80: Fallen Sense Heroic Path Feat, 3rd feature:
As an action, you may focus your will on one outsider who can see and hear you. Once you do so, you can understand and be understood by that outsider for the next hour.
There is no such thing as outsiders in 5e, it would be better if they specified the creature types (celestials, fiends, elementals) and such.

 on: July 07, 2022, 03:21:39 PM 
Started by jodaf12 - Last post by Omega9999
Pg 100: Knife Fighter Feat; 3rd feature:
"When you score a critical hit with a dagger, your target suffers disadvantage on its combat checks until the end of its next turn." There is no such things as combat checks in 5e; I think they meant attack rolls

 on: July 06, 2022, 08:44:05 PM 
Started by jodaf12 - Last post by jodaf12
I thought it might be useful to open a thread for errors and questions found in the new rule book. Below are the items I found during my read-though; others can extend this thread with items they pick up that I missed. I dropped a note to Edge Studio asking whether there's a mechanism for reporting these; no reply as of yet.

Pg 18: Items of Power
“This means that permanent magic items cannot be created simply through the expenditure of vast weapon, resources, and some personal energy.”
Should “weapon” perhaps be “wealth”?

Pg 20: The Power of Aryth
“They have had to watch their people and families beaten, murdered, tortured, and starved.”
Should read “be beaten….”?

Pg 94: Veteran Soldier equipment
“… a sturdy pair of books, …”
“books” should be “boots”.

Pg 126: Orcish
“It also has a massive vocabulary that require years of study to truly master.”
“require” should be “requires”.

Pg 140: Against the Shadow
“Four kinds of humans live in the Northlands: enslaved captives, fearful villagers, vile collaborators, and traitors, and those still fighting against the forces of Izrador.”
Remove the comma after “collaborators”.

Pg 191: Erethor
“It envelops whole lesser mountain ranges, enroaches on the shores of the Sea of Pelluria, ….”
“enroaches” should be “encroaches”.

Pg 288: Dark God’s Blessing
“At 1st level, when a keeper of obsidian kills a living creature, they regain 2d6 hit points.”
What are the minimum requirements for the “living creature”? Presumably, e.g., ants are not sufficient.

Pg 288: Potent Spellcasting
“Starting at 8th level, level, a keeper of obsidian….”
Drop duplicate “level, “.

Pg 289: Soldier Legate Domain Spells
The list includes Banishment at 7th level, but that spell is listed on page 103 as one of the spells that do not exist in Midnight. If this spell is allowed to legates, where does the banished entity go?

Pg 295: Seneschal of Shadow
“Many Seneschals of Shadow are lead a chapter…”
Drop the “are”.

Pg 363: Enemies of Spellcasters
“This means GMs will have to deploy the Shadow’s most dangerous hunters of spellcasters; the legates and their astiraxes.”
Semicolon should be a colon.

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