Mythic Adventures Playtest

Wednesday, November 14, 2012


Welcome to the long-awaited playtest of Mythic Adventures. This exciting book, due out in August 2013, gives you the chance to play a hero that is a cut above the ordinary sellsword, more powerful than your average hedge wizard, and able to take on challenges far beyond those of his ordinary contemporaries. Like Hercules and Achilles, these heroes inspire legends with their every deed, facing horrible foes and taking on dangerous quests that most would consider impossible. This playtest is a sample of the rules, giving you all the tools you need to run a mythic game or two right now, as well as the chance to tell us what works and what needs work.

Mythic Adventures is more than an ordinary sourcebook. It offers players and GMs a new way to play the Pathfinder RPG, from the humble beginnings of 1st level, to the lofty realms of power of 20th. You can use these rules to run a campaign where the players are mythic from the first session just as easily as you can use them to run a campaign where they are only mythic for a single game. The mythic rules can be used how you want, at any point in the campaign.

Put simply, the mythic rules allow characters (and monsters) to break some of the fundamental rules of the game. They allow a character to cheat death, to change the outcome of die rolls, and even to act twice in one turn. While mythic characters do get some statistical bonuses to denote their raw potential, much of their power comes from what they can do that others cannot, at least without having quite a few more levels. How many levels is the big question. This is where you come in.

The playtest of these rules is important to help us balance the overall system. These powers and abilities add a lot to the capabilities of characters and monsters, and it’s important to see how much this addition affects the overall power balance of the game. We need you to use these rules in your game, even if for just one or two sessions, and to give us your impression as to how the rules affect the game. While your initial impression from just reading the rules is valuable, actual play experience is by far more useful to our process. When playtesting the rules, please keep the following points in mind.

  • All playtest feedback should be posted to the following Mythic Adventures Playtest forums: General Discussion, Player Feedback, GM Feedback, Adventure Feedback.
  • Please check the forum for any similar topics before posting, and add to an existing thread whenever possible.
  • Please try to read the entire document before posting. You may find that your question is answered in a later section of the rules.
  • Remember, we would prefer actual playtest feedback. Use the rules, don’t just imagine how they might work.
  • Be civil! Remember that everyone on the forum is here for the same goal, to make a better game. Remember that the experience of others may be different from your own and starting an argument over a differing viewpoint does no service to the playtest. Posters who violate these guidelines will find themselves given a timeout and have offending threads locked.
  • Have fun. These rules are designed to add an extra edge of excitement to your game, allowing you to throw over-the-top situations at your characters. Share your stories with us and your fellow playtesters.

Now get out there, grab the document, give it a read, and play! I am looking forward to reading your thoughts, comments, and criticisms about these rules. The playtest will run from now until noon (PST) on Monday, January 14th. See you on the boards.

Jason Bulmahn
Lead Designer

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Tags: Pathfinder Roleplaying Game Playtest
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Silver Crusade

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Pathfinder Adventure Path Subscriber
master arminas wrote:

And there was a decided LACK of monk options. In that, I am disappointed.

MA

Well, we're not disappointed - your weekly "Paizo hates Monks" post is right on schedule! ;-)


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master arminas wrote:

And there was a decided LACK of monk options. In that, I am disappointed.

MA

Trickster Path has Fleet Charge, Surprise Strike, Defensive Move, Enduring Elixir, Improbable Prestidigitation, Majestic Countenance, Supreme Stealth, This Might Just Work and Unwavering Skill.

Guardian Path has Absorb Blow, Sudden Block, Ally Defense, Call Arrows, Cage Enemy, Catch Hazard, Dimensional Grapple, Drive Back, Epic DR, Snatch Spell, and Unmovable.

Champion Path has Fleet Charge, Sudden Attack, Aerial Assault, Fistful of Daggers, Fleet Warrior, Precision, To the Death, and Wall Smasher.

I can't see where you're getting the lack of Monk options, that isn't even getting into the awesomeness that is the Mythic feats... like Mythic Mobility.


MA, I think somewhere earlier in the thread (or maybe it was one of the other threads in the Mythic Playtest General area) that this playtest wasn't by any means everything. Someone specifically asked Jason about Monks and he responded with something like the full version should support every class.

Although a couple of the path abilities for champion look promising...and one of the lesser trials is called Wrestler which means you have to try and reverse a grapple then pin in the next round...Monk specialty!

Grand Lodge

1 person marked this as a favorite.
Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Gorbacz wrote:
master arminas wrote:

And there was a decided LACK of monk options. In that, I am disappointed.

MA

Well, we're not disappointed - your weekly "Paizo hates Monks" post is right on schedule! ;-)

The options aren't for classes, they are for roles. I can complain that there isn't an option for my Arcane Trickster either, but I have to look at him, choose whether he's more Archmage or Trickster and use universal mythic feats to balance things properly to take care of the other dimension.

You just have to look at individual monks and see which role fits them best.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Loving what I've read (which is all of it). I'm currently primed for a playtest specific to level 20 characters with advancing numbers of mythic tiers - I'm currently establishing baseline capabilities without mythic, on the following basis:

Number of CR 20 encounters before a rest is needed to replenish spells/hit points.
Highest CR encounter before a party member dies.
Highest CR encounter before a TPK.

I will then repeat, adding mythic tiers to the characters. Time permitting, I'll try to do it for all tiers, but my play time is a little limited (and one of my players is on the other side of the planet), so it might end up snapshotting at 2-tier intervals to speed things along.

I would welcome suggestions for encounters (CR 20 to 30 for now) from the Bestiaries - send me a PM.

Sczarni

Just wanted to mention that the sketch of Epic Lem is awesome!

I can see him leading the Halfling Revolution that overthrows the Thrunes!


Trinite wrote:

Just wanted to mention that the sketch of Epic Lem is awesome!

I can see him leading the Halfling Revolution that overthrows the Thrunes!

Lem turned his swag on. The more Lem respect, the better!


Cheapy wrote:


  • Play the game, see what happens. A lot of problems seem like they’ll exist in pure theorycrafting, but don’t really show up in actual play. Keep this in mind.
  • I agree with this. Sometimes it seems like this forum spends much more effort theorycrafting rather than playing.

    Nikosandros wrote:


    Is that actually the case? The Pathfinder Society has characters with 20 point buy and the iconic characters in NPC Codex are also built with 20 point buy.

    I have to admit I have been using the 20 point buy for our normal characters for the same reasons. I will have the team create 15 point buys for the test.


    Zaister wrote:
    Doh, I didn't even recognize Seelah and Kyra. :)

    Yeah, Seelah lost her dreads and Kyra doesn't have her helmet, makes them look a LOT different.


    Nikosandros wrote:


    Cheapy wrote:
    I believe that the default assumption in the game is 15 point buy with the core races and the balanced option for wealth by level. Testing at this point is a great way to test. From what we’ve heard, mythic abilities are tied to your main ability stat modifiers of the path you’re in. This means that higher point buys or generous dice rolling methods will allow for more mythic abilities, which could skew what you’re seeing quite a bit.
    Is that actually the case? The Pathfinder Society has characters with 20 point buy and the iconic characters in NPC Codex are also built with 20 point buy.

    Honestly, I was sort of hoping Jason would answer this one :)

    But here's why I say that. 15 is the standard point buy for when using point buy. Dice rolling is mentioned as "the standard", especially the 4d6 drop lowest method, but this will result in varying totals, whereas pointbuy gives everyone a level playfield. Although to be honest, a big reason I said that was because I thought I remembered point buy being the main method. Didn't check to see that 4d6 drop lowest was mentioned as the standard :)

    PFS is 20 point buy because, from what I recall, they wanted the players to be more heroic. APs are based on 15 point buy, theoretically speaking. 15 point buy is also close to the "elite array", IIRC.

    Another decent reason for it is that it'll reduce the random variables. There're enough of those already, and a point buy makes sure there isn't a situation where one character's stats aren't higher than 12, but another has 3 18s. That's going to skew results slightly :) Well, that could still happen, of course, but the player chose to do that.

    I assumed that the balanced approach to WBL, detailed in the 3rd paragraph of that section, was the assumed approach. I don't think this is an unfair assumption.


    Mythic Scarred Witchdoctor ftw...jk

    i can barely keep up the maintenence on a high level caster...
    these additional layers of power are something else entirely lol


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    Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
    Orthos wrote:
    Zaister wrote:
    Doh, I didn't even recognize Seelah and Kyra. :)
    Yeah, Seelah lost her dreads and Kyra doesn't have her helmet, makes them look a LOT different.

    Yeah Kyra went from being something akin of a Islamic cleric to Arabian princess, and Seelah from holy knight to divine saint. +1 for these awesome changes of appearance from hero to mythic. Can't wait to see them fully drawn out in the final product.

    P.S. whats the estimated month of release for this product?

    Liberty's Edge

    The book is supposed to be released at Gen Con in August of next year

    Silver Crusade

    2 people marked this as a favorite.
    Pathfinder Adventure Path Subscriber

    I absolutely love the idea. A level 20+ book would be completely lost on my and my players, but this "plug and play" concept of injecting Mything stuff at any point of character progress is brilliant both design and marketing-wise.

    Scarab Sages Contributor

    At first I thought these abilities are too powerful (which is weird cause I likey the high level stuff), but that's what the playtest is for. We'll start at lower levels in the Mesopotamia-era game starting Monday night. By the end of the playtest, we'll be well over 20th level. I'm also down to play in a pbp if another one is under way. Who wants to run the higher level one?

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