
Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32 |
This feedback is based on my "Heroes of Hibernia" playtest campaign.
While running 2nd level/1st tier adventures, the 'to the death' champion ability caused multiple problems. Firstly, the ability doesn't make it clear that a champion below 0 hit points is still staggered. Several players at my table were under the impression that 'to the death' allowed them to act without penalty when below 0 hp.
Secondly, 'to the death' provided too large a hit point sink at low levels. Most of the 2nd level/1st tier PCs in my playtest were performing about as well as 3rd-level non-mythic characters. The sole exception was a paladin champion. On account of his 'to the death' ability, he didn't feel even remotely challenged by encounters that were one-shotting the party's wizard archmage into unconsciousness. (The other players in the group immediately requested they be allowed to rebuild their characters, taking Dual Path and 'to the death' as their 1st-tier abilities. I vetoed this request.)
Thirdly, 'to the death' makes the Diehard feat and the orc ferocity racial trait completely obsolete for characters with access to champion path powers. A champion with 'to the death' gains no benefit from either of those abilities.
Suggestions: Add language clarifying that characters with 'to the death' are still staggered when below 0 hp. Allow 'to the death' to keep a character alive to triple the character's Constitution score below 0 only if the character also has Diehard or orc ferocity. Possibly restrict it to characters with a certain minimum number of tiers.
Alternately, convert 'to the death' into a Diehard (Mythic) feat instead of a champion path ability, thus requiring characters to take Endurance and Diehard before qualifying. Possibly add a minimum tier as an additional prerequisite.

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Thirdly, 'to the death' makes the Diehard feat and the orc ferocity racial trait completely obsolete for characters with access to champion path powers. A champion with 'to the death' gains no benefit from either of those abilities.
Diehard would remove the staggered condition that a character has while in the negatives.
And i already noted in a previous thread that my fighter 1/champion 1 needed to take 60 points of damage to die.

Darth Grall |
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I have a thought on this. While perhaps changing this a bit for normal play makes sense, this ability would be really useful in making Mythic solo adventuring a bit more viable, atleast in the early game. Just a thought.
You know, on reflection this is dead on. I think the ability is really strong & perhaps it should at least have a prerequisite of Diehard or something similar(samurai resolve, orc ferocity, etc); but I don't think I'd add a tier requirement to it.
If you want to be that guy who goes off and solo's a dragon at low levels, this will be your path ability if you want to live. And imo, that's okay as long as it has some requisite.

Starsunder |
Me and my players really like the ability. Yes, it's strong, but hey, this is mythic damn it. :)
It really adds that increased layer of survivability for the melee warriors, and if the other classes wanna dual path, and use one of their precious path abilities to snag this instead of something more focused on their particular class, I don't see the problem.

Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32 |
Update: In the last playtest session I ran, an 8th-level/4th-tier paladin champion with 'to the death' actually died from hp damage.
It took an APL+4 encounter; four rounds being grappled by a full-attacking CR 10 daemon; a round being grappled and constricted by a CR 12 sea serpent; a couple rounds of bleed; and a critical hit that dealt 81 points of damage... but I finally discovered the breaking point of the 'to the death' ability.