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Jeff Przybylo's page

Pathfinder Society Member. 1,738 posts. 1 review. No lists. 1 wishlist. 9 aliases.



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I'll take the midden, you get the eyepatch. Both should add mightily to the RP of the story.


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See what I did there? Huh? Huh? A 'familiar' familiar? C'mon, work with me!!


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Whoa! Kazul didn't crit? What is this campaign coming to?


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I've thought of something (at least I think I did, I haven't seen it anywhere else) that I am going to try as a limiter to the use of multiple mythic/legendary points in a round. I discussed this with my group, and we agree it's worth a go. On the surface: it seems simple to adjudicate, has the limits I think will help, and doesn't make the players feel like they are being handicapped.

Make each (and every) use a of a mythic/legendary point a swift or immediate action. If it is not already defined, the swift/immediate classification will be based on the intent of the ability.

Each PC has one swift/immediate action per round = to half their Mythic Tier, rounded up.

We started this last week, but it didn't come up except once, for the legendary ranseur-wielding fighter (12 Ftr, 4 Champ) who did unreal amounts of damage under the RAW. Last week he merely did great amounts, but was happy with what he did, as was I.

More to come on this.


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Tangent101 wrote:

If you are constantly fudging the rules so to create an "epic" feel for the storyline, you are no longer using the rules. You're doing an ad-lib game that marginally is related to Mythic and to Pathfinder.

I would much rather modify Mythic so that it is not overpowered but is definitely over-the-top (like firing one arrow into the air and having a dozen or more arrows strike the ground in a ten-foot radius). You can give the game a Mythic Feel without having four Superman characters on the field.

Then again, that IS what I'm doing now, isn't it. ;) (ie, the link above to the other thread)

Fair enough. Although you may be overstating how much I fudge the rules. Of course, you have no way of knowing that based on one post from me, so all good.

To be honest I don't see the difference in our methods. Two means to an end, the goal being fun for everyone at the table.

I use the encounter level philosophy to its extent, as suggested in the Mythic book. The PCs mow down the mooks like they should. After all, they have been chosen by Fate to take it to the demons or die trying, right? We use the pictures in the book extensively. They know if it has a picture (and gods forbid, a name!), then they are in for a ride. We have another saying, usually after someone goes, "Well that fight was a b*#%*!" Someone else usually replies, "Hellooo she was on the cover!" My point? Glad you asked. Mooks don't get 'rule fudging'. Lieutenants usually don't get much either, maybe some more minions to make itinteresting, but that's it. If you are on the cover though...well...Paizo didn't pay Wayne Reynolds all that money and put you there to die in one round, know what I mean?

As far as giving it a Mythic Feel, I have visuals, sound effects, I even play the sound part of videos (I used Theodens speech on the Fields of the Pellenor as a soundtrack the first time their paladin army charged in Book 2, feel free to steal.) So there's more than just the adjustments.

I certainly hope no one misconstrues my posts here as 'my way or the highway' or braggadocio. I've been taught by some really good GMs in the past and I've done this a long time. I try to share what I've done in the hope of passing it on.


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Well, I am of the bent that heroes should be heroes. Before you blast me, I would say that I knew (I thought) what I was getting into when I started WotR. I quickly learned that I did NOT know.

So I adjusted.

I am not changing the Mythic rules as written - too much work.
I am not nerfing or slowing character advancement - too much work.
I AM allowing my players too be mythic heroes, and they are crushing it - sometimes.

What I am doing is adjusting the encounter to add to the Mythic narrative - less crunch and more fun. What does that mean? Sometimes more hp, sometimes higher DCs for the group, sometimes better saves for the bad guys - all based on enhancing the story at a given moment.

What I found was was that I wasn't ready for the changes to encounter levels that the Mythic rules brought. I am still learning, and my group is having fun with it. Here is the most commonly heard comment when a creature does something that the PCs suspect it shouldn't:

"Must be Mythic". And they soldier on. I've had one-shots on them, but in 4 books, it's happened twice, and that on fantastic dice. Here's the key: the PCs are involved in an epic struggle. And death is very real possibility. We have a saying at our table: "If we (the PCs) can do it to them, they can do it to us." It works for us.

Here is a good example: The battle with the shadow demon Eustoyriax. I made damn sure the barbarian failed his Will save. He went about, using all of his Champion abilities against the party, while they were fighting the SD and 4 of his SD minions. That is still their favorite encounter, even when they suspected I might have 'fudged'.

End result: We had a great time as a group. And that is the goal.

The best advice I can give applies to anyone playing an AP, not just WotR. Play to the story, and make the rules work for you.


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KakkarottoZ wrote:

Those are different systems, right? I'd be interested in playing, been looking to expand my RPG pool.

Google-fu says edge of empire is basically firefly in the Star Wars universe? That sounds awesome.

That's funny you put it that way. Say rather that Firefly is like life on the fringe of Imperial space. That is the theme for Edge of Empire.

Age of Rebellion is more military-ish. Members of the Rebel Alliance against the Empire.

Same exact system. Different focus. Both take place BTDSs - Between the Death Stars. You start post Death Star One.

No Jedi...get over it.


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Post your interest and thoughts...on the other hand, never mind about the thoughts, the Emperor knows what you are thinking.

<cue Imperial March>


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"Aren't you the rogue?


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The yard catches Kellen, Lym, and Tomaru full on as it's erratic swing takes them by surprise. 6 dmg and prone on the deck. DC was 10 in this case, and Agile Feet would not apply, although I would give that to you for the tilting deck.

Thordak charges towards the beast, longaxe at the ready. Four arrows zip around him - over his shoulder, under each arm, and for good measure, between the legs. The troll looks around, shocked by the sudden pain, then it slumps to the deck, dead.

"GRAB THAT RUDDER!!!" yells Tolan, "BEFORE WE CAPSIZE!!!"


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Well, if you were offended by what Vexxous said, then you are REALLY not going to like this:

If your group is bored or not having fun, then that falls squarely on YOU as the GM. It is irrelevant whether it is mythic or not, AP or single module, 1st book or 4th, power gamers or RP(ers?). You are the one controlling the experience of everyone at the table, including yourself. I have argued this similar point in countless discussions and boards and impromptu gatherings at the FLGS: the GM makes or breaks a game. The AP/module is a framework for you to work from. You have to adapt on the fly to fit your group and your GM style.

Where I think Mythic has caused us difficulties is in the fact that we weren't prepared for what it could do. Once we have learned, we should adapt. To the OPs question: I would think a 1/4 ratio of Mythic to non-Mythic APs would be fine. The Mythic system is very popular. I enjoy running it as much as my players enjoy playing it. They know that as uber-Mythic as they become, there will always be something to challenge them to look forward to. Not all of the fights, but enough to make the story memorable.


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Praxim wrote:

affects Southern belle accent

"Why, my dear Lord-Mayor. We have just done gone and killed so many men these last few days, it's right hard for a girl to keep them all straight!"

ROFLMAO!!!!


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I guess I will jump in here. Forgive my photography, or lack thereof...

Some of these I've had so long, that I don't remember the names and/or the manufacturer, but I will try.

So to start:
Ameiko Kaijitsu, Reaper
Front Side Rear

And one more familiar face:
A blond Amiri, Reaper
Front Rear

More next week...


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"Since the first days of the Worldwound, Kenabres has answered the
call to action demanded by the coming of the fiends. We opened
our gates to refugees despite the danger. We tracked down demons
hiding in the guise of men and set them alight with righteous flame.
Still, the tide of fiends never ceases. They surge pitilessly toward our
shining border, that churning throng of creatures clamoring for
virtuous blood. Kenabres is the bulwark behind which we throw our
weight. The wardstone is our shield and also our greatest weapon. As
long as Kenabres stands, we will keep the demons trapped, and our
crusaders shall ride forth and put an end to their foul existence.”

—Onevere Worin, City Defender of Kenabres


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It's a grand day in Sandpoint. You could hardly imagine a more perfect day to hold a festival. The sun shines brightly in clear, blue skies, and a tang of sea salt is in the air as a light sea-breeze comes in from the Varisian Gulf. The sounds of the gulls mix with the buzz of the people about the square where the festival is taking place. Looking around, it would appear that all of Sandpoint is here in the square. Dressed in their festive best, mothers trying desperately to keep their children clean, while young men strut about in an effort to attract the town's young maidens.

Map

The smells of a dozen local delicacies waft about the square, each of Sandpoint's taverns striving to outdo the other in culinary battle. Lunch will be served shortly, and it promises to be an exquisite experience (but best of all, free!) Already the talk around the food stalls at the south end of the square is of the White Deer's peppercorn vension, the lobster chowder of the Hagfish, or (clearly the most anticipated, to judge by the talk) the Rusty Dragon's curry-spiced salmon and early winterdrop mead. Mayhap the reason for the Rusty Dragon's early lead is the proprieter, beautiful and talented Ameiko Kaijitsu. Certainly the town's men-folk are the first in the lunch line at the Dragon's stall, but even the women will grudgingly admit hers the best fare in all of Sandpoint.


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