Simple fixes to WoTR and Mythic that will keep this AP going to the end. (No Spoilers)


Wrath of the Righteous

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captain yesterday wrote:
they mostly got bored with their characters and wanted to do something different (i.e. i got book 1 of Iron Gods and they said "kill em off! we're fighting robots!":-p)

My group would never say that and we're all very happy that Iron Gods is almost over.


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

Wait, you almost already took your group through an AP which has just stopped being published? How much do you guys play each week? :p


i think she's saying its not her cup o' tea:)


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Pathfinder Adventure Path Subscriber

Yup, what the captain said. It is not my cup of tea.


Well i hope you have a Rogue ready to fleece all the giants coming in for Knee Replacements:D (you know because of all the Kneecaps you'll pulverize:p)
unless Giantslayer isn't your cup o' tea either:-)
looks good to me but Hell's Rebels sounds better:)


Pathfinder Adventure Path Subscriber

More the 2nd... I am eagerly awaiting Hell's Rebels and bought all of CoT for extra ideas or plot threads in the region (hopefully).


so what if anything are you playing now?
*sorry magnuskn for going off-topic but curiosity and what not, also tiny t-rex has blessed me with a moment of peace:)*
edit: well except for the exceptionally loud keyboard he's blasting right behind me:)


Pathfinder Adventure Path Subscriber

I am running Skulls & Shackles. Needless to say, its a much different experience.

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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Elorebaen wrote:

I appreciate the thoughtfulness and willingness to make mythic work for WoTR.

Side comment, have the Legendary guys, like Jason, offered any insights on Mythic mechanics as they relate to what magnuskn and Tangent101 have spoken on?

Hi guys,

We are including a section on "Making Mythic Work" in the upcoming Mythic Hero's Handbook that addresses a lot of the issues that have been brought up here and offers potential solutions for people running a mythic game. For those who have given up entirely on mythic, I don't know that the solutions we offer would change your mind, but I think it's great advice to include in our three-volume hardback expansion to the mythic rules. They aren't for everybody, but I think the advice and suggestions made in this thread and elsewhere are helpful for people coming into a mythic game to see where the danger spots are and make an informed decision about how and whether to address them in a way that makes the game more fun.

One thing that I think is easy to overlook about the mythic rules is that they offer a great toolbox and a very interesting system for adapting and intensifying different elements to a regular Pathfinder game. I think it is great for monsters in particular, in that it lets you do things with them that live up to their flavor text in ways that legacy design doesn't always allow. I like mythic spells as a way to model ancient or exotic magic from fallen empires, a limited resource that can only be used in a certain way. Mythic classes and feats could represent specialized training for an ancient master, or the effects of a divine blessing or the presence of an artifact or relic or whatever twist of fate you want to envision. They can also be taken away, and since it's an overlay system you can remove the mythic without disrupting the character underneath.

Long story short, using the mythic rules does not necessitate running an entire "mythic campaign." Could you just tailor rules yourself? Sure. But what mythic offers is a systematized method of, for lack of a better word, fudging the monsters, magic, and other elements in the campaign in a structured way.

FWIW, the change I most regretted seeing between the early drafts of the mythic rules and the final was the amazing initiative ability, which is a great bad guy ability (helping correct action economy) and not such a great PC ability (making it worse). A lot of other abilities create problems, especially with stacking, but I think action economy is public enemy #1.

P.S. I'm running a mythic version of mostly Reign of Winter (with a healthy dose of Jade Regent and Carrion Crown tossed in at the beginning), and PCs are currently at 11th level and 5th tier. Party mix has been interesting - a druid, fighter (tower shield), oracle, fighter/rogue, magus (recently killed/possessed by an intellect devourer, replaced with sorcerer), ranger (recently replaced with cleric), and another player who's been a gunslinger, ninja, and now samurai. Interestingly, the most campaign-impactful mythic spell has probably been mythic endure elements, since it negated all of the cold weather, difficult terrain, fog/mist/etc. issues throughout the campaign.

I've seen some mythic things be very effective, and others not so much. I have probably two optimizers in the group; the rest are pretty mellow. It's been interesting seeing which abilities come to the fore.


I've likewise used Mythic for Reign of Winter. And I strongly encouraged one player to take Mythic spells so to get Mythic Endure Elements.

I suspect that my variant on critical hits probably eliminates half of the problems for melee-sorts doing hundreds of damage in one blow (though I did it also to reduce die-rolling and save time) - treating Critical Hits like (non-Mythic) Vital Strike also helps with this. Eliminating the Swift spellcasting (outside of the Feat) would likewise reduce how overpowered spellcasters get with Mythic (and Fleet Strike as a move action diminishes the impact of that ability). My concerns about higher Mythic Tiers are probably unfounded, especially as I can modify things if I see the need.

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