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The Hanged Man's Mythic Shattered Star Campaign


GM Feedback

Andoran

Pathfinder Adventure Path, Roleplaying Game Subscriber

Howdy All,

I'm currently wrapping up a RotTL campaign with my gaming group, and for my next game I am planning on running the Shattered Star as a sequel. However, as part of this I will incorporate the Mythic Adventure rules as an alternate advancement system. As part of this playtest I will periodically update this thread to give my thoughts as events unfold.

Some preliminary thoughts:

Advancement: As written the Shattered Star takes the PCs from Level 1-17 over six chapters. I typically advance PCs by GM fiat according to progress according the plot and will continue to do in this AP. My advancement plan is as follows-
Ch 1. Gain 2 levels and 2 MR to end at 3rd Level/2 MR
Ch 2. Gain 2 levels and 1 MR to end at 5th Level/3 MR
Ch 3. Gain 2 levels and 1 MR to end at 7th Level/4 MR
Ch 4. Gain 2 levels and 1 MR to end at 9th Level/5 MR
Ch 5. Gain 1 level and 1 MR to end at 10th Level/6 MR
Ch 6. Gain 1 levels and 0 MR to end the campaign at 11th Level/6 MR

Trials: I really don't like the current trials system as written. As others have noted, I agree that they seem to encourage meta-gaming and bizarre character behavior than heroic deeds that align with the campaign plot.

The basic plot of the Shattered Star is to find six pieces of an artifact to fight the BBEG. The "lesser trials" in this campaign will be the significant accomplishments and heroic deeds of the group as they overcome the obstacles before in pursuit of the pieces of the artifact. They will accomplish the "greater trial" in actually finding a piece of the artifact and in the process absorbing a portion of it's power. Notice that there are six pieces of the artifact in the campaign which matches up with the six MR they will gain as noted above.

Mythic Flaw: Since the artifact pieces are aligned with a particular sin and school of magic, I am kicking around ideas on how to make these interesting. I'll probably have the PCs identify a particular sin or sins in their character background and customize the flaw around that. Given the oppositional nature of Thassilonian magic the School Aversion flaw might play a big role here too.

Concerns: I'm really interested to see how the regular levels and MRs stack and if the CR system will hold true. If not I will have to do a lot of adjusting to keep the encounters appropriate. In any case I'll probably rework most of the boss encounters so that they have MRs and the fights will be appropriately epic!

So just a few initial thoughts there. I'm hoping to kick this off in the next month or so, but the holidays make this tricky so it really will depend on how the group's schedules align.

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Since this is a Playtest you should try the Lesser trials as written in order to provide the feedback the designers are looking for.

Otherwise this looks like hella fun.

Ooh! Also, what about giving a 7th mythic tier when all the shards combine?

And since you won't hit MT 10, giving the players the capstone ability for their path when they gain their final mythic tier.

Note: Your players might gain experience much faster from mythic encounters.

Can't wait to see how it goes.

Andoran

Pathfinder Adventure Path, Roleplaying Game Subscriber
DM_aka_Dudemeister wrote:

Since this is a Playtest you should try the Lesser trials as written in order to provide the feedback the designers are looking for.

Otherwise this looks like hella fun.

Ooh! Also, what about giving a 7th mythic tier when all the shards combine?

And since you won't hit MT 10, giving the players the capstone ability for their path when they gain their final mythic tier.

Note: Your players might gain experience much faster from mythic encounters.

Can't wait to see how it goes.

Thanks. As for the lesser trials I know they are not for me at a glance. However, in my regular games I don't track xp either and level by fiat so there is a parallel there. In my opinion, these sorts of subsystems just seem fiddly and add a lot of meta-game motivations but don't really add a lot to the enjoyment of the narrative. Just my preferred style of play I suppose.

Still, I am planning on using the rest of rules as written so other than the trials I should be able to provide good feedback on the rest of the rules. Good suggestions on the extra MR when they combine the shards and capstone ability. That is pretty far down the road though and we'll have to see how it goes. If they seem like they need a boost that totally could happen though.

Andoran

Pathfinder Adventure Path, Roleplaying Game Subscriber

Ok...so my group has been assembled and will be starting on Sunday. So far the group looks like it will consist of:

1)Half-Elf Ninja
2)Human Oracle - Battle Mystery
3)Gnome Alchemist - Saboteur
4)Gnome Witch

My players have looked over the mythic rules and seem pretty excited to try them out. Stoked to get started!

Andoran

Pathfinder Adventure Path, Roleplaying Game Subscriber

Ok, finally an update. The group has now started the first dungeon in the Shattered Star and has ascended to be mythic. Right now the group is at 1st level/1st tier.

The Group picked the following options
Ninja - Trickster: Surprise Strike, Extra Mythic Power, Mythic Weapon Finesse
Oracle - Guardian: Sudden Block, Call Arrows, Mythic Combat Reflexes
Alchemist - Trickster: Deadly Throw, This Just Might Work, Dual Path (Marshall - Rally)
Witch - Archmage: Wild Arcana, Familiar Mind, Mythic Spell-Sleep.

For the mythic flaws I gave them a dependency based on the curses of the pieces of the Shattered Star. When they were creating their characters I asked them to identify a sin they indulged in as a personality flaw so there was a good roleplaying hook. So far, my players have indicated they liked them and said they added a lot of flavor despite the disadvantage.

Some observations:

1) As a GM I was really worried that they would be overpowered as compared to regular 2nd level PCs. However, I was really happy to see this was not really the case. I ran the encounters as written in the AP and so far I have found the challenge level was appropriate. The constraint of having limited mythic power points kept their mythic abilities from being unbalanced. Note, however, that my players chose their abilities based on more roleplaying and thematic reasons and I could see a min-maxer creating problems if the GM let them get away with it.

2) I *loved* (and so did my players) the flexibility it grants the PCs. Normally, playing 2nd levels PCs can be a bit stale, but the mythic tier added a whole other layer of options. The oracle is now an excellent tank in addition to his spell casting, the ninja can now actually get sneak attack off regularly after combat has started and with ranged weapons, the witch can cast any spell needed for the situation, and the alchemist can attempt any skill and rally buff the team. Based on what I have seen so far it seems like mythic gives PCs a great way to "multiclass" without sacrificing their core abilities. Also, the limits of the action economy and mythic power poor kept things from getting out of hand. Fun!

3) The mythic templates also are a great tool for GMs. One of my frustrations as a GM in Pathfinder is the challenge of designing a boss that is numerically appropriate but still represents a challenge. GMs could always do this through fiat but it is great to see a codified system in place.

4) As noted in the other posts on the forums there are some balance issues. For example,the oracle wanted to be an effective tank and was thinking about taking Champion just for the To the Death ability alone. As a GM I felt that ability was too strong for a 2nd level character and also felt it was thematically inappropriate for a Champion ability to make someone a better guardian than Guardians. As a houserule, I added on a 3rd mythic tier requirement and the player decided to go with Guardian instead. Not a big deal though and this is what the playtest is for.

5) The Alchemist felt there wasn't a lot of good options for him and I am inclined to agree. Hopefully, the final product will flesh things out for the non-core classes a bit more.

6) It isn't a problem yet but once the players get more class abilities requiring swift actions I can see this coming into conflict with the mythic abilities. There is a big post already on this on the forums but maybe this could be addressed by making mythic abilities be free actions but constrain the number of mythic points you can spend in a round.

Sadly, we are taking a month off for the holidays due to travel but we are really looking forward to playing with these rules some more!

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