When Does Mythic Fall Apart?


Advice


I am playing around with ideas for a home brew game. I like the idea at least of Mythic, but I have heard bad things about it, especially at high mythic levels. If someone wanted to use Mythic, at what point would you stop increasing their mythic level?


Tier 3 is a good balance point in my mind.

That said, it really depends on whether or not you're willing to limit some things. There are some pieces like Mythic Vital Strike that are obnoxious at every level, but if you just ban those, it becomes much less of a problem.

And if you're willing to put in the extra effort to rescale enemies (and it will be effort) you can conceivably go to level 20/Mythic 10 with no major balancing issues.


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Depends on what they pick.

In some cases, honestly? Tier 1 breaks it. Mythic Feats are sometimes ridonkulous.

In others, you could make it to 9 or 10.

If you're using Mythic, try to impress on your players that Rule of Cool trumps optimization in Mythic's case. More Seven League Leaps, less Mythic Vital Strikes, basically.

Grand Lodge

Nohwear wrote:
I am playing around with ideas for a home brew game. I like the idea at least of Mythic, but I have heard bad things about it, especially at high mythic levels. If someone wanted to use Mythic, at what point would you stop increasing their mythic level?

I just played my first session with a mythic character and I was surprised at how broken it can be even without trying. Mythic Rage (selectable at tier 1) allows you to recover 1/4 your rage rounds for one mythic point as a free action, and all attacks this round bypass DR. Very easy to abuse as you can imagine. While it was fun as hell to play a mythic character, I imagine scaling the encounters to match the party will be very difficult over time. Each mythic path has a lot of imo broken features. Though I guess to be honest that is the entire point of playing a mythic character.


If you let players that know what they're doing play Mythic, your game will break at tier 1 without question, and it will get more and more ridiculous as you go.

If you give mythic tiers to players that don't know what they're doing, they'll feel super awesome and cool, but basically do nothing special with it that should cause you concern, even at tier 10.


Doesn't Mythic fall apart the moment you decide to play Mythic Characters?


chbgraphicarts wrote:
Doesn't Mythic fall apart the moment you decide to play Mythic Characters?

Not if you have no idea what you are doing, don't examine the mythic list too carefully and happen to completely forget that this wonderful thing called the internet exists where there is an abundance of CharOps people who will happily tell you exactly how to snap mythic in two.

Grand Lodge

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One idea would be to limit the use of Mythic points beyond what the book allows. Base is 3 per day per tier. A GM could either limit that to 1, or instead of Mythic points replenishing at a days rest could restore them only after leveling. This would give the players fantastic abilities, but force them to think twice when using them. I think if it was my game I would choose the latter, that would make challenging the party that much easier while still allowing them to have moments of greatness.


That makes Mythic power pointless, because a system like that already exists. They're called Hero Points, and they actually do MORE than Mythic Power does at a base level.

Plus it makes a number of Mythic abilities essentially pointless. Any of the ones that require Mythic Power to activate (a solid 3/4 of them) become undesirable because they're usable a limited number of times in a period of what could be months of gaming.


It falls apart where classic encounters fall apart: when you rely too much on a single enemy to be a challenge to a group.

Shadow Lodge

What do you mean by falls apart? The rules all function at every tier, it's not like your game will suddenly stop working. If you're using a pre written scenario, like the wrath of the righteous AP, they apparently did not playtest it to realize how ridiculously powerful mythic characters are. Double the enemies in every encounter once you've reached mythic tier 3 and it'll be moderately challenging. In the wrath game I'm currently playing, combats (at level 14, tier 6) rarely make it all the way through one round. Whoever rolls low on initiative doesn't even get to act as the enemies are dead before their turn. If you're writing your own material just be prepared to tweak the encounters once you get a feel for how powerful your characters are.


It doesn't fall apart at all, it makes the game Mythic is all.

The fighters can finally do as much damage as the casters, it's great.

Have been running a game for some time now, the group is level 19, Mythic Tier 9, about to make 20/10.

As long as you understand how the system works, and can make things challenging/fun, it isn't broken.

I just introduced an entire new plane to explain how they keep encountering things that can challenge them (a plane of Lizardfolk with a minimum of ten class levels each, and about 25% of them have mythic tiers also).

The characters are currently collecting fragments of a dead god, to raise her so that she can repair damage that threatens to destroy their home plane.

Mythic isn't broken, it is a way to boost power to new levels, and it's fun.

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