Wrath of the Righteous - A Failed AP


Wrath of the Righteous

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@Tangent101...

Doesn't that seem like an awful lot of addendums and add-ons and alterations just so you can shoehorn what's left of the Mythic rules into play?

Keep It Simple Stupid is a motto to live by in my book, especially with a game already as complicated as Pathfinder. Better by far - in my opinion - to do away with the Mythic rules entirely and enjoy this great AP unfettered and unencumbered by a broken ruleset.


Pathfinder Adventure Path Subscriber

Not to disappoint you but my group was all (oops, mostly standard had a divine scion) core classes. All feats and races were from core or APG.

Honestly, I think that you just have to enjoy the 'power' type of game and be okay with extreme rocket tag. And then still probably nerf several feats and abilities.


Seannoss wrote:

Not to disappoint you but my group was all (oops, mostly standard had a divine scion) core classes. All feats and races were from core or APG.

Honestly, I think that you just have to enjoy the 'power' type of game and be okay with extreme rocket tag. And then still probably nerf several feats and abilities.

I don't mind a well-planned, well-played BBEG skrag (witness Karzoug's 3-round obliteration in my RotRL game).

So as a GM, "We put Energy Resistance on ourselves for fire, electricity, and cold, then go in with Silence and Invisibility Sphere to try to take them by surprise," doesn't bother me in the least. If the bad guys aren't equipped for that, they deservedly die.

On the other hand, "We kick in the front door with no buffs at all because we know we're better than they are," is RPG'ing at its worst (in my opinion), so the bad guys should be able to win that fight.

If the PCs can just walk room to room with no precautions and obliterate whatever comes, then there's a major problem. If it's just that a fully-buffed party with surprise can exterminate a BBEG in a round or two, it doesn't bother me nearly as much.

As I said, I'll play it by the book until we start getting issues, and I'll post here when we do. (I believe we will, because I trust the posters here, but I'm interested in how long it takes us.)


Wiggz wrote:

@Tangent101...

Doesn't that seem like an awful lot of addendums and add-ons and alterations just so you can shoehorn what's left of the Mythic rules into play?

Keep It Simple Stupid is a motto to live by in my book, especially with a game already as complicated as Pathfinder. Better by far - in my opinion - to do away with the Mythic rules entirely and enjoy this great AP unfettered and unencumbered by a broken ruleset.

You're talking to the man who was knitting together 2nd and 3rd edition AD&D/D&D for a homebrew campaign before getting players fairly new to roleplaying games which encouraged me to switch to Pathfinder (as I could find the Pathfinder rules). I tend to modify things when I need to.

Here's the thing: I like the Mythic Rules. I once tried to run a Mythic campaign back before 2nd edition AD&D came out (it would have worked except I only had two players and one was a hack-and-slash who never deviated from her need to kill everything she faced and never thought tactically). And I don't mind modifying things so they work better.

I grafted Mythic into my Reign of Winter game because in many ways it was Mythic Lite, what with characters gaining a +2 bonus to stats for agreeing to find and free a certain Queen of Witches. I also grafted Mythic into Runelords as I saw how it could work with it. But this was also before the WotR AP was being played through and the weaknesses of Mythic were laid bare.

But back to your point: why significantly alter Mythic when you can just run an ordinary group through the AP? Because the AP is the Mythic AP. If you sold it to your group on the idea of becoming demigods and fighting demon lords... then not using the Mythic Rules would be a letdown. So I'm offering fixes.

That said, I'd be tempted to enact just one element for Mythic that would let an "ordinary" group make it through the AP intact: all of the characters gain Tier-10 Immortality. That's it. Nothing more. No stat increase, no Tiers, no Mythic Points. All they get is the ability to wake up the next day after having died fully healed.


"Keep it Simple Stupid! great advice, hurts my feelings every time"- Dwight Schrutte


Tangent101 wrote:

Wiggz, you miss the point of Mythic. Mythic Rules are meant to allow epic play at ANY level. You can have a Mythic 1st level character - the character would have improved survivability and be able to do one or two nifty things, but would otherwise be a 1st level character.

Epic level is level 20+. So if a group never reaches that point, why bother?

It's an interesting concept. It was flawed in the execution, but few people have stated Mythic breaks until the 3rd Tier.

I concur. I hated the Epic Level Handbook. Mythic is in my opinion so much better. Sure it may be unbalanced, but as for the feel of being mythic it really hits the mark for me while Epic Level didn't.


Tangent101 wrote:

I'd institute several modifications to Mythic. I've mentioned some of them before, but here's what I recall off the top of my head.

1. Mythic Stat boosts are only +1 to a stat. This puts it on par with stat increases gained every 4 levels, and means without magic the stats should only increase by +10 between levels and Tiers (assuming you go to Tier 10).

2. Increase the Mythic Point cost for additional standard actions to 5 Mythic Points. Please note that Hero Points are able to do this same exact thing - allow an extra move or standard action for the use of one Hero Point. Hero Points don't recharge overnight. So to make this skill more balanced, having it be a huge chunk of the character's Mythic Points makes sense.

3. Don't allow the Initiative boost for Mythic Tier 3 (and up).

4. The Archmage Mythic casting abilities (either casting any spell or recasting memorized/known spells) are no longer Swift actions but instead are Standard actions. This is a broken ability. The Swift Spell Feat increases a spell level by +4. And Hierophant doesn't allow it anyway.

5. After the players have reached the 3rd Tier, start giving every single foe the Advanced Creature template. Don't boost XPs to compensate.

6. For Mythic Boss Encounters, consider maximizing hit points and then tripling that amount. To compensate, reduce the damage of the enemy by half (though feel free to modify this on the fly). A Mythic Big Bad should not drop in one round. But just increasing hit points alone will likely result in one-sided rocket tag where the players all die because they are taking so much damage in return.

7. Nerf Mythic Power Attack. Only allow it to increase damage to +3 (much like Mythic Deadly Aim).

Small note - #7 is vital. I cannot emphasize enough how much damage players can do with the current broken state of Mythic Power Attack.

8. Double the Mythic point cost of Mythic spells.

9. This is up to you. Nerf critical hits for both sides. Have critical hits act like Vital Strike - the ONLY thing...

I'm nearing the end of running Book 1 and am considering using all of these suggestions.

Have you and others who have had direct experience running this AP considered "patching" the Mythic Rules for this AP? As in, agree on a set of house rules to keep Mythic Rules in check?


i dont think tangent is running wrath rot grub, i thought he was running it in reign of winter. But yes those are all great ideas!


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captain yesterday wrote:
Skeld wrote:
CWheezy wrote:
captain yesterday wrote:

just remember when complaining about WotR

you all asked for it, for years!

Yes, everyone asked for a horrendously balanced system which is basically unplayable as written.

Do you really believe what you said?

People have been asking for an AP that went to high and/or "epic" levels for years. That is undeniably true, as has been Paizo's insistence that high/epic levels are difficult to do in an AP. Whether or not Mythic is horrendously [un]balanced, as you say, is beside the point that Capt. Yesterday was making.

-Skeld

thank you! And yes as long as i've been playing with APs there has been a loud contingent asking for a high level change the world close the worldwound AP. Well here it is you asked for it:)

Just because people received what they asked for doesn't mean it necessarily was done properly or in good quality.

It's poor form to blame the people requesting something for when Paizo (or anyone else) makes a mistake.


Apples to Oranges:)


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

A high level AP is totally fine, although the last two or three levels are hard to do right. The added multiplier of mythic was, IMO, completely unnecessary and detrimental to the AP overall.


captain yesterday wrote:
i dont think tangent is running wrath rot grub, i thought he was running it in reign of winter. But yes those are all great ideas!

No, I've not run this yet. I want to, but given my two groups each meet monthly (though sometimes every three weeks if I'm lucky) and one group is only a quarter of the way through Book 2 of Reign of Winter (and currently at the 2nd Mythic Tier) while the second is in Book 3 of Runelords (and at the 1st Mythic Tier) it is entirely possible Paizo will be putting out a new Mythic AP before one of the groups is ready for a new AP! ^^;; (Though I am cutting out bits from RoW to speed things along.)

My suggestions are based off of observations on multiple threads and problems that quite a few GMs have mentioned, and the reasons why these are problems. I have run campaigns for two decades now, so I'm hoping my ideas aren't just a lot of hot air and are in fact viable. ^^;;


Tangent101 wrote:
captain yesterday wrote:
i dont think tangent is running wrath rot grub, i thought he was running it in reign of winter. But yes those are all great ideas!

No, I've not run this yet. I want to, but given my two groups each meet monthly (though sometimes every three weeks if I'm lucky) and one group is only a quarter of the way through Book 2 of Reign of Winter (and currently at the 2nd Mythic Tier) while the second is in Book 3 of Runelords (and at the 1st Mythic Tier) it is entirely possible Paizo will be putting out a new Mythic AP before one of the groups is ready for a new AP! ^^;; (Though I am cutting out bits from RoW to speed things along.)

My suggestions are based off of observations on multiple threads and problems that quite a few GMs have mentioned, and the reasons why these are problems. I have run campaigns for two decades now, so I'm hoping my ideas aren't just a lot of hot air and are in fact viable. ^^;;

Okay. And yes they do seem like useful suggestions that I'll consider while running my campaign.

What do folks think of making Fleet Warrior a 6th-Tier ability? Or eliminating it entirely?


Pathfinder Adventure Path Subscriber

That's a dangerous path to go down. I feel that most of the tier abilities are not set correctly. I had fun with my players listing 6th tier abilities and seeing how many of those were worse then 1st or 3rd tier ones. That whole section could use better balancing.

Scarab Sages

Pathfinder Adventure, Adventure Path Subscriber

My experience with high level APs is that they run off the rails around level 12-15, depending on the AP and the group involved. But by that point, switching to a more RP focus is what everyone is happy with anyway.

I think the frustration is that for this AP, the "meat" of the AP - chapters 2-4, things got nuts in a hurry (because of Mythic).

I like that Paizo tries out new rules elements in the APs (Caravan in Jade regent, Kingdom in Kingmaker, ship combat in Skull and Shackles). The key thing is whether or not is was an integral part. it is easier to drop or fix caravans, kingdoms, and ship stuff from the other adventure paths. There really isn't a good system in place in WOTR for removing the mythic.

I'm running WOTR as non-mythic right now, but my group just finished book 1, so our progress isn't relevant yet. I've learned a lot reading through the various threads on this message board, and look forward to the challenge of running WOTR non-mythic.

I think that any group STARTING this AP needs to go in with eyes open. The story is fantastic. The overall plot, and things you get to see and do are cool. But a GM needs to be prepared to seriously slow down, modify, or eliminate the mythic content. A GM may find that even further changes are needed.

Unfortunately, that means this AP is probably a lot more work for most GMs than another AP would be. I think a GM + players needs to weigh the amount of work/change that would go into this AP against the perceived fun value and make the call on playing it (or be prepared to stop it mid-way).

There's still lots of great APs out there, and I have every confidence in Paizo's ability to continue making fantastic APs. I believe Paizo learned a lot from the feedback on this AP and hopefully will be a bit more cautious with design choices on future APs.

But I like to be optimistic about these things. I've still got my AP and Module subscription and am happy with both.

Scarab Sages

Wiggz wrote:
A 12th level Gestalt Barbarian won't have any more hit points, a higher BAB or faster access to feats or Rage powers than a standard Barbarian of the same level,

A 12th level fighter/barbarian gestalt will have better AC, a higher attack bonus, twice as many feats, and hit harder than a standard barbarian.

Nearly every single bonus the fighter gets stacks with barbarian class features.

-Gestalt is still less powerful than mythic for most builds.


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It depends on the amount of Mythic you allow.

I've seen more than one person suggest "only go up to 5 Mythic Tiers" and then I hear complaints saying "but it's supposed to go to 10 Tiers!"

Bullpucky. If 10 Mythic Tiers completely breaks the game? Don't allow it. If Mythic Power Attack, as-written, breaks the game? Nerf it. If Mythic Archmage breaks the wizard due to Swift spellcasting? Eliminate the Swift spellcasting.

This is your game. You can modify it as you wish. People talk about using Gestalt characters instead of Mythic - well, gestalts MODIFY the damn game. So limit Mythic already.

I seriously hope Paizo has taken a cold hard look at the problems with Mythic when working on the new classes. There were problems with some of them - and only some needed fixes were enacted. I'd love to see more significant alterations in place when the Advanced Class Book comes out. And I seriously hope Paizo takes note of both the flaws with Mythic AND whatever flaws happen with the Advanced Class Book and enacts some significant playtest alterations for new books.

Most of all, I'd love to see Paizo pull out a Mythic Version 2 that rewrites a bit of the Mythic Rules so it's more playable. Multiple people (besides me) have in multiple threads pointed out problems with Mythic... and how to possibly fix it. If an Addendum came out with significant rules rewrites, that would be handy. If they reprinted the book later with the changes, that would be even better... but I kind of doubt we'll see that happen. Books cost money to print, after all! ^^;;

But as I said - it is your game. Modify it. Enact the changes to Mythic I and others have suggested. Limit the number of Mythic Tiers to 5. Enhance encounters, if only by tripling the hit points of some of the monsters. (Mind you, that can be quite handy - I added several levels of Fighter and over 60 additional hit points to one of the ogres my Runelords group faced... and a group of five with two cohorts took three rounds to kill that beast. They did not expect the fight to last that long. It was worth the extra time, and made the fight a hard-fought one.)

Make the game your own.


Artanthos wrote:
Wiggz wrote:
A 12th level Gestalt Barbarian won't have any more hit points, a higher BAB or faster access to feats or Rage powers than a standard Barbarian of the same level,
A 12th level fighter/barbarian gestalt will have better AC, a higher attack bonus, twice as many feats, and hit harder than a standard barbarian.

Those two statements are not in conflict. Of course a Gestalt character is going to have advantages over standard characters - the point was that the power jump is nowhere near what would be provided by Mythic in its stead. Action economy is the same which is key, and the 'Dazing Assault' feat (for example) is taken by an 11th level Barbarian/Fighter Gestalt and an 11th level Barbarian at the same time and offers the same benefits.

Grand Lodge

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Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Tangent101 wrote:

Bullpucky. If 10 Mythic Tiers completely breaks the game? Don't allow it. If Mythic Power Attack, as-written, breaks the game? Nerf it. If Mythic Archmage breaks the wizard due to Swift spellcasting? Eliminate the Swift spellcasting.

This is your game. You can modify it as you wish. People talk about using Gestalt characters instead of Mythic - well, gestalts MODIFY the damn game. So limit Mythic already.

It is impossible to over-emphasize the validity of this advice. The game is a block of clay; it is meant to shaped and molded into what you need.

-Skeld

Dark Archive

@ Skeld & Tangent: Agreed. However, when I try to bring this up in other contexts on the site, I get harassed hardcore.


those ahead of their time are often mocked dont give up!


I am currently playing in the AP and we became Mythic not long ago.

Our DM pointed towards this thread to point out we should be careful not to break the game with our advancement choices.

So far my thoughts are, that considering most of our party has no experience with Pathfinder (except me) or is particularly aware of how to optimize (except me) that won't really be a problem.

Example: We wiped in the Grey Garrison because people in the party kept opening doors, so the second floor was basically one big encounter and my cleric could not keep up in the end. (That party was Monk;Paladin;Sorcerer;Cleric;Inquisitor)

I am however worried about myself.

The party consists of: (Don't ask me the Races, i am terrible at remembering them, humans or half elves mostly)
Ranger - Build taken from a non-mythic optimization forum. Capable at any range. No true specialization.
Paladin - Cleaving Goodness, my main rival. Standard Evil must die build.
Magus - Hit things a lot with magic charged sword.
Cleric - Summon specialist. Can't wait to get SMIV for multiple Lantern archons.
Tiefling Rogue (Knifemaster) - My Character. Hit often, hit hard, get sneak attack.

Basically my question boils down to, based on your experience with the AP, how likely are the mentioned problems going to appear with this party and specifically me.
Assume that everyone but the Rogue will likely take flavour feats over effect chaining and exponential increase feats. Also the Ranger and Paladin mostly ignore their spells at least for now.

As it pertains to me, how badly can a Rogue (one without maximum initiative as I generally don't care about that) contribute to said breaking? (I get sneak attack virtually always due to the party being mostly melee with summons to act as helpers and having 'gang up')

My current goals on mythic feats: Weapon finesse (have already) - Imp two weapon fighting - Imp critical

Abilities Goals (Trickster): Defensive Move(have)- Fleet warrior - the sneak doubler on crits


Pathfinder Adventure Path Subscriber

As long as the ranger and the paladin remember their base class abilities, this should be easy... assuming the ranger has demon as a favored enemy. Those two will probably be all the dps your group needs.

You are taking some of the more powerful abilities (fleet warrior is the most powerful choice for dps classes I believe); finesse and imp crit only add to that.

A magus could be very challenged in this due to SR everywhere and demons being immune to electricity for the standard magus attack. If he doesn't know to take eldritch breach/spell pen he will be very bored.


OVERALL BOOK 1 IMPRESSIONS

Last night we finished Book 1, so as promised I'm posting my experiences here. (And I'm double-posting to my campaign thread as well since I doubt many are as Paizo-addicted as I.)

PLOT: The plot is the best I've seen in a first module. The PCs are thrown into the heart of the battle for the Worldwound from the moment the book starts, and there is no let-up at any point. My fighter's player said the same -- This module drops you in and drags you down the road kicking and screaming. Its major shortcoming is something most groups would probably love: It's easily the most combat-heavy first book we've ever played, and has the least "down time", so we finished it in record time. (Only what, 6 sessions or so?) I'm stuck between 4 of 5 and 5 of 5 stars. But I'm leaning towards 5. It really is a great first module.

POWER CREEP: The amount of loot is downright ridiculous. When your group of 4th-level PCs finds a +1 evil outsider bane longsword and says, "Eh, another one?" and is hard-pressed to decide whether or not to give it to a PC, they've got an "excess loot" problem.

This was especially apparent in the Gray Garrison. This was supposed to be a grinding, brutal dungeon crawl that took the group several sessions to get through. Combining the swarm of NPCs that go with them, enough healing potion drops to fill a swimming pool, and their not-at-all-out-of-iine decision to arm every single PC and NPC with cold iron weapons, arrows, and bolts, the garrison was a cake walk. The only combats that even gave them pause were Othirubo (who might have killed a PC if he'd had time to get his Protection from Arrows up) and Deradnu (who was a single crit confirmation roll away from killing Irabeth).

FINAL BOONS: This was really the point at which the AP jumped the shark (hee hee -- first time I've ever used that term). With the boons and the mythic tier, I think the fighter is now unstoppable. We'll see as we go through Book 2.


so are you giving them everything then? scales, devotion point awards and all? just curious, good stuff!


From what I've seen on the forums, the game doesn't go off the rails seriously until the third book. At that point the players have their cake, can eat it as well, and walk all over that cake. I would suspect that just the loot alone could make a non-Mythic party a viable contender in defeating the entire series. How much of this is due to the problems D&D 3.5 and Pathfinder have at higher levels, and how much is a result of Mythic, remains to be seen.


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captain yesterday wrote:
so are you giving them everything then? scales, devotion point awards and all? just curious, good stuff!

I think the best answer is, "So far, I'm playing it as-written."

I just noticed there's no spoiler tag in the thread title:

- Yes, they found the scales, though I rolled for random effects instead of giving them one of each effect.

- Yes, they made the massive Diplomacy rolls and said all the right things to get Anevia, Aravashnial, and Gwerm all helpful, and they got the mongrelmen. If you're familiar with my campaign journals, you'll know this is pretty much standard for my RP-heavy group, so this one didn't surprise me at all, but it did give them 4 mongrelman rangers and Irabeth for the Gray Garrison, and those rangers were brutal.

- I let them buy cold iron stuff because in a city like Kenabres the notion of cold iron being hard to come by is really unbelievable. "Yeah, we fight demons, and we're on the front lines. But no, we don't stock cold iron." Nah, I just couldn't do that. But it would have made the garrison significantly harder.

- The Devotion Points utterly amazed me. I expected them to get 2, maybe 3 tops, because they are the kind of group that cleans defiled shrines. But when they found the first group of bodies and the sorceress asked the cleric, "Merissa, would you please say some benedictions over these poor souls so that they may be laid to rest?" I thought, "Uh oh."
By the time they found the helmets and the fighter said, "We should fix those!" I knew I was in for it.
They managed 10 of the 11 available Devotion points, and it staggered me because it was the ONE thing I didn't want them getting so I didn't give any clues at all about them.


My group continually surprises me.

But that's the fun of GM'ing, so it's all good... so far...

Grand Lodge

Since the general consensus seems to be that mythic tiers seem closer to +1 CR rather than +1/2 as written, I wonder if capping the campaign at MT 5 would solve some issues in the second half of the AP.

It's something I'm contemplating doing. I just wonder if it will hurt the players in the long run or make it more balanced. Perhaps reworking and condensing down to 5 tiers to at least make sure they get some of their cool powers without getting too crazy with them.

The Exchange

Capping it at 5, mechanically, will avoid some of the key issues. One of the major factors are abilities such as those which allow you to auto-confirm/maximize crits. This in combination with Foe-Biter, keen weapons and Unstoppable strike can produce incredible damage. When you have two optimized damage dealers using Battlemind Link and teamwork feats to produce multiple attacks of opportunity off of each other's crits...

There are ways to focus-fire that become fully available at Tier 6-7 which severely alter the amount of damage produced. However, it won't mitigate everything. This said, you will be able to operate with far closer to normal maximum HP on key NPCs and avoid trivialized fights.

If you want to keep the full scale of mythic, increase HP significantly or use tricks to make sure people aren't pulling all of their tricks at once. The tactics on the big bads are usually pretty impressive as is. It's more a matter of making sure they don't pancake people through abuses of the system.


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Finished the AP last night, with the PC's effectively narrating through the last two books. Walked through all the encounters like they were nothing.

... And everyone had a blast doing so.

It was a unique roleplaying experience unlike any previous pathfinder experience, which will honestly probably not be repeated due to balance issues.

But since everyone had a great time and will remember this campaign for a long time, I'd have to label the AP a Great Success myself.


KrispyXIV wrote:

Finished the AP last night, with the PC's effectively narrating through the last two books. Walked through all the encounters like they were nothing.

... And everyone had a blast doing so.

It was a unique roleplaying experience unlike any previous pathfinder experience, which will honestly probably not be repeated due to balance issues.

But since everyone had a great time and will remember this campaign for a long time, I'd have to label the AP a Great Success myself.

Definitely sounds like my group, but I'll be polling them as we go through each module to see how they're feeling about it overall. First one went WAY fast. They may want to slow things up a bit; otherwise we'll be done in 8 months or less!

Scarab Sages

KrispyXIV wrote:

Finished the AP last night, with the PC's effectively narrating through the last two books. Walked through all the encounters like they were nothing.

... And everyone had a blast doing so.

It was a unique roleplaying experience unlike any previous pathfinder experience, which will honestly probably not be repeated due to balance issues.

But since everyone had a great time and will remember this campaign for a long time, I'd have to label the AP a Great Success myself.

I'm glad everyone had a great time, as that's probably the only requirement when you get down to it.

Though I do have to ask, did you use all original stats or upgrade anything for the last two books?

Grand Lodge

I'm already capping the amount of mythic power they recover each day, which limits the amount of tricks they can pull per fight. They're only recovering 1 point per mythic tier, which makes using them much more significant. However, I'm also heavily utilizing the mythic boon suggestion from the book, awarding mythic power back to players upon doing impressive or especially heroic deeds.


Lochar wrote:
KrispyXIV wrote:

Finished the AP last night, with the PC's effectively narrating through the last two books. Walked through all the encounters like they were nothing.

... And everyone had a blast doing so.

It was a unique roleplaying experience unlike any previous pathfinder experience, which will honestly probably not be repeated due to balance issues.

But since everyone had a great time and will remember this campaign for a long time, I'd have to label the AP a Great Success myself.

I'm glad everyone had a great time, as that's probably the only requirement when you get down to it.

Though I do have to ask, did you use all original stats or upgrade anything for the last two books?

At some point in book 4 (when the Mythic stuff hit a critical mass),I actually stopped trying to tweak things to make things 'challenging' when it became apparent that making encounters take longer and more confusing was making things less fun for all involved, and I actually stopped to ask the group if anyone was not having fun because of the lack of challenge. No one objected to narrating past the encounters where victory was inevitable anyways, and from there we pretty much just proceeded through the plot.

So in book 6, we mostly stopped for the big encounters where I tried to make sure that everyone got a chance to drop an encounter with their world-destroying gimmick of choice.

So really, I kinda winged it. As written, the AP didn't really stand a chance. If you wanted to play it like any other AP... Yeah, that'd take a ton of work.

Luckily for my group, it worked as written. Sort-of ;-)

Grand Lodge

I know some people were running this with Non-mytic does anyone have some points to make about that?


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
KrispyXIV wrote:

Finished the AP last night, with the PC's effectively narrating through the last two books. Walked through all the encounters like they were nothing.

... And everyone had a blast doing so.

It was a unique roleplaying experience unlike any previous pathfinder experience, which will honestly probably not be repeated due to balance issues.

But since everyone had a great time and will remember this campaign for a long time, I'd have to label the AP a Great Success myself.

Well, the story is very good. The mythic system however is pretty bad, which you are not exactly disproving by stating that you just gave up on playing out the combats and simply narrating the AP. :p

But I guess we all went over this earlier in the thread, that the thread title should have been about Mythic Adventures, not Wrath of the Righteous.

Grand Lodge

I don't think Mythic Adventures is a failed product. The only issue here is that the AP that utilizes is didn't properly account for the spike in power that mythic provided.

In a homebrew setting, a GM can easily compensate and plan around the mythic capabilities of their PCs. But if you're running this AP as written, you're a little hamstrung.


I personally think Mythic is highly dependent on what you want from it, and I've learned enough about it that if I did run it again I'd do it a lot differently.

Next Mythic campaign I run may include one tier, maybe two. Things start to get crazy real quick, and I fealt things were utterly 'unplayable' in the game sense on the high end.

Still fun though, and that's a win in my book.


I may very well limit Mythic in my two games to only two tiers. I'm not entirely sure though... the Runelords doesn't really need to go past 2 Tiers, but Reign of Winter I made the mistake of giving them a second tier for closing the Winter Portal. The Third Tier wouldn't happen 'til a side-adventure after they recover Baba Yaga's Hut (I was going to run the Mythic Adventures mini-module for their third trial with the excuse of Queen Elvanna having trapped the Cauldron and the Keys). Still, RoW could easily remain at 3 Tiers after that, and I'll get to see how broken that third tier is.

Though I have been modifying Mythic in any event - I only gave players +1 to a stat instead of +2, and I'll probably increase the cost in Mythic Points for certain 3rd Tier abilities (ie, ones that replicate Hero Points).


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ThreeEyedSloth wrote:

I don't think Mythic Adventures is a failed product. The only issue here is that the AP that utilizes is didn't properly account for the spike in power that mythic provided.

In a homebrew setting, a GM can easily compensate and plan around the mythic capabilities of their PCs. But if you're running this AP as written, you're a little hamstrung.

Yet the AP was written by professional RPG designers.


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Pathfinder Adventure Path Subscriber

I think that its okay to call it a failed product, but there are still some things that can work in it. Heck, some of the designers have hinted as much.

Liberty's Edge

magnuskn wrote:
ThreeEyedSloth wrote:

I don't think Mythic Adventures is a failed product. The only issue here is that the AP that utilizes is didn't properly account for the spike in power that mythic provided.

In a homebrew setting, a GM can easily compensate and plan around the mythic capabilities of their PCs. But if you're running this AP as written, you're a little hamstrung.

Yet the AP was written by professional RPG designers.

It was written simultaneously with the mythic rules, with no real time to playtest individual encounters or similar things, and little timne to adjust to changes in said rules.

That's a hell of a disadvantage to be operating under, even for professionals (James Jacobs has said it's the hardest AP he ever had to work on, for example).


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

Yeah, but if a new car comes out and then suddenly wheels start serially falling off, people still get angry at the manufacturers. Why exactly are we supposed to have such low expectations for our RPG products?

Grand Lodge

The only solution then is to go out there and create something better.


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

Yeah, that is the same fallacy which is applied to movie critics or anybody else whose opinion one does not like. I can criticise that a car is badly manufactured without anyone sane rolling out this ridiculous canard, but as soon as something in the industry of entertainment is criticised, suddenly it's okay to demand that only professional writers can do that.

Grand Lodge

No, you just always seem intent to slam and complain about things that aren't exactly the way you personally wanted them to be. You could just create your own subset of rules that fit your campaign better than Mythic, instead of grudgingly using them anyway and grumbling about how bad it is.

Scarab Sages

Because when we buy a product, we expect it to work more or less as advertised.

You don't buy a vacuum, watch it alternate between zero cleaning and ripping your carpet up, and shrug and say "Well when it's ripping carpet it's at least cleaning it as well."


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ThreeEyedSloth wrote:
No, you just always seem intent to slam and complain about things that aren't exactly the way you personally wanted them to be. You could just create your own subset of rules that fit your campaign better than Mythic, instead of grudgingly using them anyway and grumbling about how bad it is.

Yeah, as it happens when there is something I don't like, I criticise it. In the case of mythic rules, I am far from the only one.

And in case you haven't noticed, this AP is supposed to be played with the rules from Mythic Adventures. Since the rules are pretty bad and horribly balanced overall, this has caused large issues with many groups, getting to the point where good GM's like Aldarionn and Seannoss have abandoned their campaigns, because they did not want to deal with the problems anymore. Since this AP plus Mythic Adventures cost me more than 200 dollars in total, I think that entitles me to also voice criticism of how it was handled. If you don't like that, I recommend you turn your eyes elsewhere.


Pathfinder Adventure Path Subscriber

I'm past the AP and am more interested in fixing the rules now.

Nut, as Magnus pointed out, why shouldn't we complain? We were sold, and bought, a faulty product or untested product. The forums are just about a buyer's only source to vocalize our frustrations.


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I'm with magnuskn with this. Mind you, I've been suggesting multiple fixes left and right. But Mythic was broken upon publication.

If I were to look at one cause as to why this product went out the door broken, I'd say it's the new product schedule. Paizo pushed this product out the door when it was still in the alpha test level of functionality. When computer gaming companies do this, fans rightfully protest, and THOSE can often be patched to function!

Yes, new products are one of the lifebloods of Paizo. But the Adventure Paths are their real money-earner. I would rather see a new rules product released every 18 or 24 months that functions properly and effectively than products that are broken going out the door. And what's more, we've not even seen an official erratum yet. It's like Mythic is the red-haired child that they're pretending didn't happen.

I seriously hope the new class book coming out isn't half as broken. Isn't that sad that I'm hoping it's only PARTLY broken? Mythic set the bar quite low. In fact, I'd be willing to say Mythic Adventures is about as functional as the latter 3.5 D&D books put out by Wizards of the Coast, when they were gouging customers for every cent they could get, even if the products were crap.

I want better for Pathfinder and Paizo.

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