Midnight Conversions

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DangerDwarf
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Midnight Conversions

Post by DangerDwarf »

I finally got my hands on Midnight 2E and had a chance to sit down and read it. All I can say is...

Wow.

It's good enough that it could probably get me playing d20 again. However, so I don't have to play d20 again, I'm of course looking at converting it to our beloved C&C. I know it has been touched upon in another thread but I'm curious if anyone has done any hard conversions of some of it yet or is it still in the planning stages?

I'm currently working on doing the races and have a pretty solid idea on what I want to do with magic and the channelers. Anyone have anything they've already converted they'd be willing to share?

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Humans

Post by DangerDwarf »

I'm starting out converting the races from Midnight to C&C. My conversion is going slow presently however due to a large portion of my gaming time being devoted to my present Dragonlance Campaign.

So far, the only races I've typed up have been the humans and this is a rough draft of what they will be like.
Favored Regions

You will note that each racial entry has a Favored Region listed. A characters favored region has multiple game related effects.

KNOWLEDGE SPECIALIST: A character is treated as if they have the Knowledge Specialist secondary skill (See CZ: Class Options & Skills) in relation to their favored region.

ABILITY MODIFIERS: Certain race and class abilities receive a +2 modifier when used in a characters favored region. Such abilities include, but are not limited to: Move Silent, Survival, Track, Conceal/Hide, Scale/Climb. The CK is the final arbitrator of what abilities will be affected by a characters favored region.
Humans

There are three human races in the lands of Eredane; the Dorn, Sarcosans and Erenlanders. Like standard Castles & Crusades humans, they receive three Prime Attributes. In addition, below is a list of racial traits and abilities for each race of humans.
Dorn

SWORD BROTHERS: The Dorn gain a +1 bonus to all attack rolls when fighting in groups of five or more Dorns.

COMBAT EXPERTISE: Dorn gain a +1 bonus when using two handed melee weapons.

HALE & HEARTY: All Dorn receive a +1 bonus to Constitution checks.

AUTOMATIC LANGUAGES: Erenlander and Norther.

BONUS LANGUAGES: Colonial, High Elven, Orcish and Traders Tongue.

SIZE: Medium MOVEMENT: 30 feet

FAVORED REGION: Northlands

ATTRIBUTE MODIFIERS: +1 Strength, -1 Intelligence
Sarcosans

DEXTROUS: Sarcosans are small and quick, giving them a +1 bonus to Dexterity checks.

WEAPON FINESSE: The Sarcosans quickness allows them to excel at the usage of several light weapons. They gain a +1 bonus to hit with the following weapons: dagger, short sword, hand axe, light mace, light hammer and cedeku.

NATURAL HORSEMAN: A Sarcosan only suffers half of the penalty for fighting from horseback. -1 for melee attacks, -2 for ranged attacks.

AUTOMATIC LANGUAGES: Colonial and Erenlander

BONUS LANGUAGES: Courtier, Halfling, Norther, Orcish, and Traders Tongue

SIZE: Medium MOVEMENT: 30 feet

FAVORED REGION: Southern Erenland or Urban

ATTRIBUTE MODIFIERS: +1 Charisma, +1 Intelligence, -1 Wisdom

FREERIDER MODIFIER: +2 Horsemanship
Erenlanders

COMPETENCE: Erenlanders are a skilled people and are quick to learn specialized tasks. They begin play with one, non-magical, background skill and only pay 75% of the listed XP cost to learn new skills (See CZ: Class Options & Skills).

AUTOMATIC LANGUAGE: Erenlander

BONUS LANGUAGES: Any

SIZE: Medium MOVEMENT: 30 feet

FAVORED REGION: Northern Erenland, Central Erenland, Southern Erenland

ATTRIBUTE MODIFIERS: +1 to one ability score of choice, -1 to one ability score of choice.

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Dwarves

Post by DangerDwarf »

Dwarves

There are two kinds of dwarves in Eredane, the Clan Dwarves who live beneath the mountains and the Kurgan who reside on the surface.

Both dwarven subtypes adhere to the standard dwarven entry in the Castles & Crusades PHB with the following additions:

RESILIENT: Dwarves gain a +1 bonus to their AC when unarmored. This ability functions works the same as the half-orc ability Martial Prowess.

WEAPON FAMILIARITY: Dwarves gain a +1 bonus to hit with axes and hammers.

RESISTENCE TO MAGIC: Due to their magic resistance, dwarven characters that would have spell energy point will have two fewer points.

FAVORED REGION: Kaladrun Mountains. In addition to the standard +2 bonus granted for a Favored Region, Clan Dwarves receive an additional +2 bonus for subterranean Kaladruns. Kurgan Dwarves receive an additional +2 bonus for the surface of the Kaladruns.

STABILITY (CLAN DWARVES): When in contact with the ground (i.e. not on a mount or flying), Clan Dwarves receive a +4 modifier to their AC for the purpose of defending against overbearing attacks.

TWO WEAPON FIGHTING (KURGAN DWARVES): A Kurgan dwarf wielding two urutuk hatchets suffers reduced penalties for two weapon fighting. They suffer only -2 for their primary hand attacks and -4 for their secondary hand attacks. This can be further modified by their Dexterity bonus as normal.

AUTOMATIC LANGUAGES: Clan Dialect, Old Dwarven.

BONUS LANGUAGES: Other Clan Dialect, Orcish, Traders Tongue (Kurgan Dwarves Only)

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Post by DangerDwarf »

Elves

The elves of Eredane are divided into four subtypes; the Caransil, Danisil, Erunsil, and Miransil.

All elven subtypes possess the standard elven abilities as listed in the Castles & Crusades PHB. With the following modifications:

WEAPON TRAINING: This ability has been modified to provide all elves with a +1 bonus to hit with their choice of longbow or shortbow. Additional weapon training bonuses vary by subtype and will be found in the appropriate section.

INNATE MAGIC: Elves are innately magical creatures. Elven characters may choose their Charisma, Intelligence or Wisdom score and pick a number of 0th level spells equal to their modifier for the score chosen. These spells are innate powers that the elf can use at will.

The first use of an innate spell in a day is the equivalent of an attack or move action. You could use the ability and move or attack. The 2nd use of an ability in a day requires a full round to activate. A 3rd use of an innate ability requires a full minute to activate. A 4th use requires a full hour to activate. Eight hours of rest will reset the time required to activate an innate spell.

Elves who develop spell casting ability also gain an additional 2 Spell Energy Points.

FAVORED REGION: Erethor


Caransil (Wood Elves)

WEAPON TRAINING: The Caransil gain a +1 bonus to hit with either the longsword or short sword.

NATURAL CHANNELERS: Wood elves may choose an additional spell for their Innate Magic ability. Wood elf spell casters also receive a bonus of three Spell Energy Points as opposed to the standard two for other elven subtypes.

FAVORED REGION: Caraheen. When within the Caraheen region of Erethor the wood elves gain an additional +2 for their Favored Region bonus.

AUTOMATIC LANGUAGES: High Elven

BONUS LANGUAGES: Colonial, Erenlander, Halfling, Jungle Mouth, Old Dwarven, Orcish, Sylvan, Traders Tongue.
Danisil (Jungle Elves)

WEAPON TRAINING: The Danisil gain a +1 bonus to hit with a sepi. Additionally, when Two Weapon Fighting with two sepi the penalties for doing so are reduced to -3 for the primary hand and -4 for the secondary hand. These penalties are further offset by a characters dexterity bonus as normal.

NATURAL CHANNELERS: Jungle elves may choose an additional spell for their Innate Magic ability.

FERAL ELVES: Danisil an additional +2 bonus for rolls involving climbing, hiding, moving silent, and survival.

FAVORED REGION: Aruun. When within the Aruun region of Erethor the jungle elves gain an additional +2 for their Favored Region bonus.

AUTOMATIC LANGUAGES: Jungle Mouth

BONUS LANGUAGES: Colonial, Erenlander, Halfling, High Elven, Old Dwarven, Orcish, Sylvan, Traders Tongue.
Erunsil (Snow Elves)

WEAPON TRAINING: The Erunsil gain a +1 bonus to hit with elven fighting knives. Additionally, when Two Weapon Fighting with elven fighting knives the penalties for doing so are reduced to -3 for the primary hand and -4 for the secondary hand. These penalties are further offset by a characters dexterity bonus as normal.

Erunsil also gain a +1 bonus to hit with Icewood Bows.

RESISTANT: Snow elves gain a +1 bonus to all Constitution related saves. They gain a +5 bonus for saves against cold.

FAVORED REGION: Veradeen. When within the Veradeen region of Erethor the snow elves gain an additional +2 for their Favored Region bonus.

AUTOMATIC LANGUAGES: High Elven, Orcish, Patrol Sign

BONUS LANGUAGES: Black Tongue, Erenlander, Norther, Sylvan, and Traders Tongue.
Miransil (Sea Elves)

WEAPON TRAINING: The Miransil gain a +1 bonus to hit with spears.

NAUTICAL ABILITY: All sea elves begin play with the Nautical Ability secondary skill (See CZ: Class Options & Skills). Additionally, they gain +2 to all checks involving this ability and +4 to all checks involving swimming.

FAVORED REGION: Miraleen. When within the Miraleen region of Erethor the sea elves gain an additional +2 for their Favored Region bonus.

AUTOMATIC LANGUAGES: High Elven, Jungle Mouth.

BONUS LANGUAGES: Halfling, Sylvan, and Traders Tongue.

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Post by DangerDwarf »

Converting the races is easy, boring and repetitive.

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Post by serleran »

Which is why I don't bother with such things....

You might wish to reserve "conversion" for things that are actually unique to the setting, and not a simple "this, not that."

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Post by DangerDwarf »

serleran wrote:
Which is why I don't bother with such things....

You might wish to reserve "conversion" for things that are actually unique to the setting, and not a simple "this, not that."

Yeah, but there are a number of races that are unique enough that will need a true conversion. Enough so that I figured I'd go all the way down the line.

The classes will go much smoother. Only plan on adding the Channelers and tweaking the monk oh, so slightly to make a good Defender. I'm pleased enough to leave the other classes be.

The Heroic Paths promise to be a dull conversion as well.

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Post by Lurker »

Thanks! you all have sold me..... Next payday I'm adding this to my colection! From what I've read I look forward to the defender. I've never liked the feal of the monk & tried before to make it a more western wrestler, fistakufs class but never got the balance right!
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Post by DangerDwarf »

Lurker wrote:
Thanks! you all have sold me..... Next payday I'm adding this to my colection! From what I've read I look forward to the defender. I've never liked the feal of the monk & tried before to make it a more western wrestler, fistakufs class but never got the balance right!

I think you'll be glad you did when you pick it up.

I'm only recently coming to Midnight but am amazed by the setting. I absolutely love it. Enough so that I'm working on putting a C&C conversion book together for use with my group.

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Post by Fizz »

I've been a Midnight fan since nearly it's inception. Excellent setting. Classic yet distinctive. Scary as hell if you do it right. IMO, the best setting written for d20.

Midnight is my second-favorite setting. Birthright will always come first. The two of course are very differently themed, so fortunately there is room for both.
Conversion of classes ought to be fairly easy to do. Heck, you almost don't have touch the wildlander, since the C&C ranger has no magic anyways. The Chaneller needs a few new things. The defender will be a reworked monk- get rid of all that mystical stuff and replace with defender abilities.

The biggest conversion will probably be the magic system.

-Fizz

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Post by Nifelhein »

I like the work you have done here, Danger Dwarf, I think the dorns need something more to them, they look weaker than the other humans, but most fans on AtS think that was also the case in the book itself, there is a thread on it [url=http://www.againsttheshadow.org/index.php?topic=392.0]here[/ul], I think adding a +2 to saves vs. fear should be a good thing.
Stoic: dorns gain a +2 bonus to saves vs. fear.

On the sarcosan entry you wrote a freerider modifier of +2 to horsemanship, that is not a standard secondary skill, so what is it supposed to mean? additionally, you seem to have forgotten the urban sarcosan in your conversion. Instead of Natural Horseman Urban Srcosans get this:
Urban Intrigues: urban sarcosans get a +2 bonus to all checks involving deception and guile.

The other races seem perfectly fine for me. I see you have avoided doing the half breeds, gnomes, halflings and the orcs, which are a bit different in Midnight too. I would not bother with the orcs, mainly because I like having them without levels, making the D20 high level opponents thing go away, but I kinda like the half breeds of the setting so I will see if I start working with them instead.
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Post by DangerDwarf »

Nifelhein wrote:
On the sarcosan entry you wrote a freerider modifier of +2 to horsemanship, that is not a standard secondary skill, so what is it supposed to mean?

Horsemanship is the Dex related class ability of the Knight class, which I'll be using as Freeriders.

I still plan on converting the other races, just needed a break. The race conversions get dull and repetitive. The conversions here so far have been my rough draft version. I've since made a few minor tweaks and will probably do some more when we actually start playing.

I also converted the Hermetics and Spiritists in another thread here if you missed it. I don't plan on converting the charisma channelers for my campaign, I was never fond of them in 3e either.

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Post by Nifelhein »

I take you mean freeriders for all non urban sarcosans then, if that is the case then urban sarcosans might also need another boost. I am with you, conversions like this one on the races is dull, but the setting is sooo good we end up putting this kind of job up.

I have already replied to that other thread myself, I merely needed time to read it too.
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Post by rabindranath72 »

Why not simplify things and say that:

- Dorns must have Con as a prime

- Sarcosans must have Dex as a prime

- Erenlanders must have Int as a prime

A prime subsumes lots of things, so the particular characteristics of these ethnic groups would be simply flavor descriptions, the mechanical effects would be expressed by favored primes.

Cheers,

Antonio

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Post by Nifelhein »

I sounds wrong, dorns can easily be defenders (monk variant) for example, and sarcosans from the plains are easily closer to a dex prime than int. Plus all dorns with a class that has a prime requisite other than Con would be equal, same stands for the other races.

it sure is a simple and fast way, but looses a lot, and dorns, sarcosans and races in midnight are more powerful than the basic ones anyway, true for D20, true for C&C.
You haven't addressed my other points though, DangerDwarf.
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Post by DangerDwarf »

rabindranath72 wrote:
Why not simplify things and say that:

- Dorns must have Con as a prime

- Sarcosans must have Dex as a prime

- Erenlanders must have Int as a prime

A prime subsumes lots of things, so the particular characteristics of these ethnic groups would be simply flavor descriptions, the mechanical effects would be expressed by favored primes.

Cheers,

Antonio

I had considered utilizing that option but decided against it due to the fact that the races in Midnight are supposed to be a tad higher on the power scale.

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