Final thoughts: mythic damage


Mythic Adventures Playtest General Discussion

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We had our final playtests on 1/4 and 1/11, using the updates to the rules as requested by Jason.

This post comments only on mythic damage.

I suggest the concept of mythic damage be dropped from the final version of the rules.

We found it to be a record-keeping issue, almost as if every character had to keep track of two completely different sets of hit points, and from what I can see, it virtually never had much of a practical effect on gameplay.

Something very similar could be gained by granting mythic characters bonus temporary hit points after every rest, for example, a mythic character might gain temporary hit points equal to their normal hit points every morning regardless of what their actual status is.

This would have the cool side effect that mythic characters could take more punishment while keeping going while still being beat to hell because they're at 15 hit points out of 100hp yet after a rest they're kicking with what's effectively 115hp. Sounds like a lot of movies I've seen :)

In any event, this caused us nowhere near the agitation that Amazing Initiative or mythic time stop did, but nor did it really seem to have much of a noticeable benefit, thus slowing gameplay for little reason.

RPG Superstar 2009 Top 16, 2012 Top 32

Agreed. Mythic damage adds more bookkeeping than fun.


I agree with this also, Can we do away with Non-lethal damage also and just have damage and 0 hp = unconscious, -1 equal dyeing. extra types of hit point just cause extra book work and slow the game down.


I was thinking. Perhaps the concept can be maintained, but function similarly to how regeneration functions, minus the additional healing. If you are 'killed' with non-mythic damage, you don't die. If you are 'killed' with mythic damage, you do.

Dark Archive

I understand the concept of mythic damage, but unless they are going to really do something core with it as Kain Darkwind suggested, then I feel mythic damage should be removed. If you are going to have mythic damage, it needs to mean something at level 1 (or tier 1).


Kain Darkwind wrote:
I was thinking. Perhaps the concept can be maintained, but function similarly to how regeneration functions, minus the additional healing. If you are 'killed' with non-mythic damage, you don't die. If you are 'killed' with mythic damage, you do.

I approve of this, it would be much simpler to deal with.


How about a scalable DR/Mythic? Tier x 5 maybe?

I'm also not really a fan of the book keeping inherent with the extra Mythic HP set.

I think with the Mythic Toughness feat, the not dying part is already covered, and the scalable DR starting at 1st Tier hits what they want...non-mythic enemies have a harder time hurting the mythic characters.

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