Mythic Adventures

Tuesday, August 28, 2012

Just over a week ago, at Gen Con, we announced the Pathfinder Roleplaying Game hardcover book due to come out next August: Mythic Adventures. Since then, there has been a fury of speculation and excitement about this book, so I thought I would give a recap of what we’ve said so far about this new addition to the game.

What is mythic?

The mythic rules offer a new way to play Pathfinder. It uses all the rules that you are familiar with, but it adds a new layer to the game. Mythic adventurers are elevated above their non-mythic counterparts, gaining powers and abilities beyond their reach that allow them to take on tougher foes and more daunting challenges. A mythic character takes on the agents of deities, rushes headlong into the abyss, and strives to build a legend, all while facing off against a wide variety of foes, from common monsters to other mythic characters. If Elric, Fafhrd, Gray Mouser, Hercules, or King Arthur were created in Pathfinder, they would be mythic characters.

Is this a replacement for epic rules?

Mythic is not epic. You can use the mythic rules with 1st-level characters just as easily as you can with 20th-level characters. You can even use the mythic rules to continue to grow in power once your PCs reach 20th level, taking on some of the toughest adversaries in the game, from ancient dragons to demon lords. Meanwhile a low-level mythic character might take on monsters that you are already familiar with, at a level where non-mythic characters would face certain doom.

So, how does mythic work?

Each mythic character must select a mythic path, which defines some of the powers and abilities he gains, in addition to a few features gained by all mythic characters. As a character advances, his mythic tier might increase. Starting at 1st tier, a mythic character is quite a bit more resilient and can draw upon his mythic power to accomplish incredible deeds. Once he reaches 10th tier (the upper limit of mythic power), he is an unstoppable force, akin to a demigod in some respects.

Mythic tiers are not gained by accumulating experience points. Instead, a mythic character has to accomplish a specific number of deeds to achieve the next tier of mythic power. Using this system, your mythic tier is not tied to your character level. You still gain XP as normal, still gain levels as normal, but occasionally you might increase your mythic tier as well, adding a few new mythic abilities and powers to your character.

It is important to note that while mythic rules add to the game, they do not necessarily make the game more complex.

What are the mythic paths?

The rules currently include six paths for a mythic character to choose from. Each path offers a unique set of abilities to choose from, as well as some abilities that appear in more than one path. The paths you can choose from are as follows:

Archmage: Master of arcane magic, able to call upon his mythic power to cast extra spells, penetrate defenses, and even cast greater versions of existing spells.

Champion: Unequalled in his skill with weapons and styles of fighting. The champion can call upon his mythic power to make devastating attacks, quickly move across any battlefield, and strike many foes with a single swing.

Hierophant: In tune with the gods, be they deities or the spirits of the natural world, the hierophant is the master of divine magic. The hierophant can heal even the most deadly wounds, bring back allies from the dead, and wield the power of the gods.

Marshal: A leader of unparalleled vision, the marshal elevates those around him, granting powerful abilities and bonuses to his allies, even if they are not mythic themselves. Entire armies flock to his banner, and his close friends find his council invaluable.

Trickster: The master of many deceptions, the trickster can influence the world around him in both subtle ways (with a smile) and more direct ways (with a dagger in the back).

Warden: Few can withstand the sort of punishment that the warden takes regularly. No foe frightens this warrior, because he knows that no blow could possibly lay him low. The warden uses his resiliency to protect his allies, the people around him, and the lands he calls home.

What else will be in Mythic Adventures?

In short, everything you need to add mythic rules to your game. The book will contain the mythic paths, deeds, feats, spells, magic items, artifacts, monsters, and a short sample adventure to get you started. In addition, Mythic Adventures will include plenty of tips and advice for playing a mythic character and running a mythic campaign. It will also feature ways that you can add mythic rules to your existing campaign, even if it’s only for an adventure or two.

Mythic monsters?

Oh yes. There will be mythic monsters. This book will include a selection of monsters, from upgrades of existing beasts, such as the mythic minotaur and medusa, to entirely new creations. In addition, there will be a number of simple templates and rules to allow a GM to make any monster mythic. There are also going to be a number of other toys to go in the GMs toolbox to help make a game that can challenge such powerful characters.

Can I have it NOW?

Not quite yet. Mythic Adventures will be released at Gen Con 2013, but you’ll get a chance to play with the rules well before that. We will be releasing a select portion of the rules set, to give you a chance to play with the rules, tell us what works and what needs work. This playtest will hopefully get underway by the end of September, but we will make sure to give you a firm date as soon as we have one. Until then, I want to leave you with this one little mythic rule for you to chew on.

Amazing Initiative (Ex): At 2nd tier, a mythic character gains a +20 mythic bonus on his initiative checks. In addition, he can spend one use of his mythic power each round to take an additional turn, treating his initiative for this second turn as his initiative roll without the +20 mythic bonus. Using this ability is a free action that must be decided at the end of his first action during the round.

Jason Bulmahn
Lead Designer

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Amusing, but not strictly helpful. :)

Silver Crusade

Pathfinder Adventure Path Subscriber
Steve Geddes wrote:
Amusing, but not strictly helpful. :)

I'm building up my reservoir of helpful for the playtest :P

Dark Archive

The Champion path seems kind of monk-ly. Unequaled skill in fighting styles, zipping around the battlefield, being the truck that delivers the smackdown. High mobility, high DPS. Sounds scrappy.

The Marshal path seems like it could be intriguing for a bard, summoner, druid, necromancer, cavalier or other minion-monger / force multiplier.

Silver Crusade

Wondering what social abilities are going to show up, and how they'll be spread out amongst the paths.


Gorbacz wrote:
Hey, there's no Monk path. Guess once again there will be no to fix the Monk class. Again we see no love for The Class That Matters. Whatever we do now? /SARCASM

Ahhh, C'mon man. I like ya, Gorbacz, I really do. I find myself on your side of the fence more often than not. But is there any reason to take a shot at the Monk guys right now? Let's just keep this one clean. It's funny, I'll give you that, but jokes like that just invite them into the thread to respond. Please no.

Cheers,
Tony :)


I've already been posting in this thread...


Posting about Monks? I don't remember that. Or are you implying you're an actual Monk, which would be pretty neat, but not what I was technically referring to.

Now I'm confused.

Shadow Lodge

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

Can't wait


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Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Erik Mona wrote:

I just picked a fight with Jason about Fafhrd and Grey Mouser being mythic (Gilgamesh could kick their asses)...

I like my boss, but we don't have cool workplace conversations like this.


To me, even "average" heroes in Pathfinder are supposed to be capable of becoming "mythic" (as it were)... I am not interested in a supplement that simply heaps more and more powers onto characters that are already pretty powerful- I won't be buying this.

I would have preferred to have seen a supplement designed to assist GMs with epic level (above 12th) campaigns and introduce some "epic level prestige classes" that could fill the same roll as this "mythic tier" stuff... and provide some kind of framework for higher level adventuring.


I've been trying to keep an open mind about Mythic Adventures but every time I see something concrete (like Amazing Initiative) it makes it a little harder not to be negative.

It doesn't matter that much. I don't believe that these rules are going to 'kill' Pathfinder or the game I love. If I never bought another Paizo book I'd still have a good decade of gaming to look forward to with what I've already purchased. I also think it's great that the Mythic rules are exciting Paizo's customers so much. Good for them, and good for all of you who are getting what you want.

As with all things, however, there's always a contingent of any population that won't be pleased with new developments. So far, it sounds like Mythic Adventures isn't going to be for me. That's okay though, and I'm still looking forward to seeing what the Playtest looks like.

Dark Archive

Erik Mona wrote:

I just picked a fight with Jason about Fafhrd and Grey Mouser being mythic (Gilgamesh could kick their asses), and he concedes that he's talking about them more at the end of their careers, and that it's a bit of a stretch to fit them into the paradigm he's thinking about, particularly if you focus on the earlier "grittier" stories that I tend to.

So, I wouldn't fixate too much on those two characters for the time being.

Gilgamesh is one of your 'earlier' stories? I don't think you can get much earlier than that :P


Set wrote:

It would have nothing to do with 'not being worthy,' it would have to do with a group of adventurers deciding that they don't want evil-dude-X to become a god, and trying to stop him from passing the Test of the Starstone.

The Starstone itself would not be rendering any sort of judgement here, it would be purely the PCs deciding that they don't want, say, Tar-Baphon, or Razmir, or Arazni, or Abrogail Thrune, or the Black Sovereign of Numeria, or whomever (perhaps something a bit less human, like an elder aboleth sorcerer or a great wyrm dragon or a creature from Leng), to become the next Starstone Scion, and are willing to cross the chasm to fight him/her/it in the Cathedral, before they reach the Starstone itself.

The PCs might not even have to win, they might just have to force the bad-guy to expend so much of his personal resources fighting them off that it doesn't have enough left to pass the Test. Plus the nature of the Starstone might make it dangerous for everyone in the Cathedral, as challenges appear for both the aspirant, and from the PCs who are trying to thwart his ascencion.

... and THIS ... would make an interesting 1 to 3-part module using mythic adventures. Who wouldn't want to play the adventure to thwart someone from ascending that could lead to dire consequences?

Grand Lodge

Tels wrote:
But the real evil is that Lisa isn't even human man. No, she's actually an agent from an interstellar species sent here to fuel our imagination, forcing us to dream of fake worlds and impossible deeds...

I, for one, welcome our new alien overlords.


I haven't read the comments, but just from the basic description and sample rule I'm seeing a potential problem.

That sample tier 2 mythic ability is huge. Unless it's the 3.5 divine metamagic of the mythic rules that means going up in mythic tiers is a really absurdly big deal. Seriously, that's better than the Diviner Wizard capstone. (maximizing init instead of rolling 1d20 is equivalent to +9.5 and the +1/2 level is +10 at 20 for a total of +19.5 to initiative compared to a flat +20)

Mythic tiers use heroic deeds. If those are individual heroic deeds then there's the risk of players getting ahead of or falling behind the rest of the party. The support classes would lag behind the flashy damage dealing classes and save or die wizards unless the deeds were very carefully laid out and even then more skilled players would tend to pull ahead. Once someone's pulled ahead they'd be able to be more heroic than the rest of their party by virtue of higher epic tier and may pull farther ahead.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber
Atarlost wrote:

I haven't read the comments, but just from the basic description and sample rule I'm seeing a potential problem.

That sample tier 2 mythic ability is huge. Unless it's the 3.5 divine metamagic of the mythic rules that means going up in mythic tiers is a really absurdly big deal. Seriously, that's better than the Diviner Wizard capstone. (maximizing init instead of rolling 1d20 is equivalent to +9.5 and the +1/2 level is +10 at 20 for a total of +19.5 to initiative compared to a flat +20)

Keep in mind that Mythic tiers don't give you additional hit points, saves, or anything else that a normal level usually gives you. These abilities have to be *VERY* good in order to be roughly equivalent to a character gaining one level.


Atarlost wrote:

I haven't read the comments, but just from the basic description and sample rule I'm seeing a potential problem.

That sample tier 2 mythic ability is huge. Unless it's the 3.5 divine metamagic of the mythic rules that means going up in mythic tiers is a really absurdly big deal. Seriously, that's better than the Diviner Wizard capstone. (maximizing init instead of rolling 1d20 is equivalent to +9.5 and the +1/2 level is +10 at 20 for a total of +19.5 to initiative compared to a flat +20.

I'm fairly confident that's the point. It's supposed to be a huge deal, a massive deal in fact. That's why one of the ways to get Mythic Tiers is through being given a gift by a god. Though, as stated elsewhere in the comments, this is one of only a few powers that actually gives a straight numerical bonus. And at the end of the day, initiative isn't a huge deal. Well, it might be for those non-Mythic creatures but once you start getting Mythic Tiers, most non-Mythics of equal or lower CR become mooks anyway (this last part is merely assumption based on current undertones in the design).

Atarlost wrote:
Mythic tiers use heroic deeds. If those are individual heroic deeds then there's the risk of players getting ahead of or falling behind the rest of the party. The support classes would lag behind the flashy damage dealing classes and save or die wizards unless the deeds were very carefully laid out and even then more skilled players would tend to pull ahead. Once someone's pulled ahead they'd be able to be more heroic than the rest of their party by virtue of higher epic tier and may pull farther ahead.

Yeah, almost like the design team planned it this way and then proceeded to carefully lay out how deed progression works so that everyone balances. But I'm sure that can't be the case. That would be weird.


The Block Knight wrote:
Yeah, almost like the design team planned it this way and then proceeded to carefully lay out how deed progression works so that everyone balances. But I'm sure that can't be the case. That would be weird.

No matter how careful the design team is differences in player skill will wreck things, and the design team hasn't been very careful since Core. Witness stuff like the action economy breaking Summoner and the complete marginalization of the rogue and the ring of 3.5 persistent spell.


I recommend we keep this on mythic, so if anyone disagrees with Atarlost's statement to the point of wanting to respond to it, consider making a new thread :)

Dark Archive

Go mythic rules, can't wait!


Wander Weir wrote:
As with all things, however, there's always a contingent of any population that won't be pleased with new developments. So far, it sounds like Mythic Adventures isn't going to be for me. That's okay though, and I'm still looking forward to seeing what the Playtest looks like.

I can respect that. Vast difference between "Not for me" and "Pathfinder is ruined".

Mythic Adventures is not going to be for everyone.

Nothing is.

Except oxygen, I'm pretty sure everyone wants oxygen.

Unless they're plant people...


Laruuk wrote:
Wander Weir wrote:
As with all things, however, there's always a contingent of any population that won't be pleased with new developments. So far, it sounds like Mythic Adventures isn't going to be for me. That's okay though, and I'm still looking forward to seeing what the Playtest looks like.

I can respect that. Vast difference between "Not for me" and "Pathfinder is ruined".

Mythic Adventures is not going to be for everyone.

Nothing is.

Except oxygen, I'm pretty sure everyone wants oxygen.

Unless they're plant people...

Or Lisa, man, she's an alien agent I'm telling you! I managed to escape her Golem Death Squad. Turns out 10 foot tall robots don't fit into manholes very well. One day, Lisa will give the signal, and the extraterrestrials will invade, kill us all and harvest our planet!


Laruuk wrote:
Wander Weir wrote:
As with all things, however, there's always a contingent of any population that won't be pleased with new developments. So far, it sounds like Mythic Adventures isn't going to be for me. That's okay though, and I'm still looking forward to seeing what the Playtest looks like.

I can respect that. Vast difference between "Not for me" and "Pathfinder is ruined".

Mythic Adventures is not going to be for everyone.

Nothing is.

Except oxygen, I'm pretty sure everyone wants oxygen.

Unless they're plant people...

Heh, even a plant can suffocate without oxygen. When there is no light to power photosynthesis, the plant uses oxygen just like any living thing ;)


Tels wrote:
Laruuk wrote:
Wander Weir wrote:
As with all things, however, there's always a contingent of any population that won't be pleased with new developments. So far, it sounds like Mythic Adventures isn't going to be for me. That's okay though, and I'm still looking forward to seeing what the Playtest looks like.

I can respect that. Vast difference between "Not for me" and "Pathfinder is ruined".

Mythic Adventures is not going to be for everyone.

Nothing is.

Except oxygen, I'm pretty sure everyone wants oxygen.

Unless they're plant people...

Or Lisa, man, she's an alien agent I'm telling you! I managed to escape her Golem Death Squad. Turns out 10 foot tall robots don't fit into manholes very well. One day, Lisa will give the signal, and the extraterrestrials will invade, kill us all and harvest our planet!

Don't worry Tels, I'm still with you on this one. I've already started work on my bunker.

Cheapy wrote:
I recommend we keep this on mythic, so if anyone disagrees with Atarlost's statement to the point of wanting to respond to it, consider making a new thread :)

Fair enough, Cheapy, and good call. Nothing to fear from me. I'm not even going to touch design team comments that fall outside statements regarding Mythic.

Owner - House of Books and Games LLC

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Jason Bulmahn wrote:
I want to note, that at this time, there is no limit to how many mythic tiers you can possess, other than the upper cap of 10. The guideline about have no more than half your level is just that, a guideline (and done for good reason as some of the higher tier abilities cue off of higher level abilities from the classes).

Cap? Cap!?!? We don't need no stinking cap!

:-)

(In other words, I fully expect to stretch this system as badly as I'm stretching the current 3.5e system.)

*grin*


I dearly hope that Mythic Adventures ends up being one of the best selling RPG books, ever, ushering in a new golden era for Paizo.

On a different note,

I sort of get the feeling that, unlike some other things that people don't like or isn't in their comfort zone, Mythic Adventures has been in the works for awhile, and will be getting a lot of TLC.

I'm not saying this will in turn make people against the book suddenly want to buy it, but I really don't believe this will cause nearly as much trouble as people seem to think.

Just remember, this is pretty much a GM optional system. If you have players who come to the table saying "Its a hardcover book, a part of the core rules, I demand that you let me use Mythic Tiers", politely remind them that the Bestiaries are also hardcover books and a part of core, and yet monsters are generally off limits as player races.

Or you know, if you wanna bit a bit more jerky, tell the player they can have their Mythic rules, but they must play a Haunt or trap.


Monkeygod wrote:
Just remember, this is pretty much a GM optional system. If you have players who come to the table saying "Its a hardcover book, a part of the core rules, I demand that you let me use Mythic Tiers", politely remind them that the Bestiaries are also hardcover books and a part of core, and yet monsters are generally off limits as player races.

The optional argument doesn't really work in this case, though, because they're planning to devote an entire Adventure Path to the system. That kind of changes the rules.

It's also an indication of just how seriously Paizo is taking this 'optional' rule system. That hasn't happened before and given the success of the APs, they're definitely showing a lot of optimism. Of course, maybe that's well placed, given the enthusiasm thus far.


Most likely it will be possible to run the AP in question without using mythic rules (at least for the PCs). Maybe as simple as "any time the PCs should gain a mythic tier, give them a regular class level instead".


True but like most APs, there will be people that'll skip it. I knew one "friend" who skipped Jade Regent because he was vehemently against anything that was "asian". Another guy hates pirates and skipped Skull and Shackles. And then there was the drow hate back in the day that prevented even me from getting Second Darkness (I regret that now, having bought it recently).


Wander Weir wrote:
Monkeygod wrote:
Just remember, this is pretty much a GM optional system. If you have players who come to the table saying "Its a hardcover book, a part of the core rules, I demand that you let me use Mythic Tiers", politely remind them that the Bestiaries are also hardcover books and a part of core, and yet monsters are generally off limits as player races.

The optional argument doesn't really work in this case, though, because they're planning to devote an entire Adventure Path to the system. That kind of changes the rules.

It's also an indication of just how seriously Paizo is taking this 'optional' rule system. That hasn't happened before and given the success of the APs, they're definitely showing a lot of optimism. Of course, maybe that's well placed, given the enthusiasm thus far.

From some things they've said, it might be more, They're writing these rules so they can do this AP.

Think of it as a giant, separately published subsystem for the AP. It may get pulled into later modules/APs as appropriate. I doubt it'll be in everything.


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Laruuk wrote:

Mythic Adventures is not going to be for everyone.

Nothing is.

Except oxygen, I'm pretty sure everyone wants oxygen.

Unless they're plant people...

Plants use carbon dioxide which, last time I checked, was two thirds oxygen ;)

Now Horta and giant space slugs... :D


1 person marked this as a favorite.

Let's try the logical approach here:

The APs have been, without question, what makes Paizo successful. Without them, they wouldn't have felt confident enough to go forth with the Pathfinder rules.

If we never had the APs, we would never have Varisia, which in turn means we would never have gotten Golarion.

Want to know why, according to multiple Paizo staff including James Jacobs and Eric Mona, we have not gotten something like Pathfinder Modern, despite a fair amount of fans wanting it?

Because they would want to fully support it, just like they do with Golarion and the normal Pathfinder rules. Which includes APs. Even if they attempted to do this, the amount of staff they currently employ means each "faction" would suffer.

There was a recent hiring, done pretty much solely based on wanting to make the APs better.

Take all of this, and ask yourself, do you really, honestly, deep down in the darkest corners of your heart and soul, think that Paizo is going to create a new Adventure Path that actually forces its costumers to do something they may not want to?? Such as buy a new rulebook, and use rules they actively oppose???


Does this mean that any hope of an ELH equivalent will not be considered as a future endeavor?

Scarab Sages

As far as I know, Paizo has not said one way or the other, but it seems unlikely. I would however expect to see some Mythic Adventures, possibly even a Mythic AP in the distant future if the rulebook sells well.

Hard to say without seeing the rules, but this seems like sort of is a "have your cake and eat it too" solution, with Paizo able to leave "epic" play in the sweet spot level-wise that players seem to favor (1st-12th) and still have a Epic (20+) type feel to the game.


redcelt32 wrote:
I would however expect to see some Mythic Adventures, possibly even a Mythic AP in the distant future if the rulebook sells well.

There'll be one at launch, as I understand things. I'm pretty sure the Worldwound adventure path, launching at the same time as Mythic Adventures, is intended to be played using those rules.

I think it will be possible to play using just core, but as I read it the intention is for the characters to be advancing in Mythic Powers parallel to and pretty much independently of their gaining of regular levels.


Monkeygod wrote:

Let's try the logical approach here:

The APs have been, without question, what makes Paizo successful. Without them, they wouldn't have felt confident enough to go forth with the Pathfinder rules.

If we never had the APs, we would never have Varisia, which in turn means we would never have gotten Golarion.

Want to know why, according to multiple Paizo staff including James Jacobs and Eric Mona, we have not gotten something like Pathfinder Modern, despite a fair amount of fans wanting it?

Because they would want to fully support it, just like they do with Golarion and the normal Pathfinder rules. Which includes APs. Even if they attempted to do this, the amount of staff they currently employ means each "faction" would suffer.

There was a recent hiring, done pretty much solely based on wanting to make the APs better.

Take all of this, and ask yourself, do you really, honestly, deep down in the darkest corners of your heart and soul, think that Paizo is going to create a new Adventure Path that actually forces its costumers to do something they may not want to?? Such as buy a new rulebook, and use rules they actively oppose???

maybe I am misreading this, but they have flat out stated the worldwound AP will feature these rules, and what's more that it will be very difficult to run this AP without them. So yes, it seems like for this AP, and the occasional future AP, will require these rules.

Dark Archive

WANT

Liberty's Edge

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

hmmmmm could be interesting , it really depends on how they handle it.
hopefully we will see more information on mythic soon.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber
Monkeygod wrote:

Want to know why, according to multiple Paizo staff including James Jacobs and Eric Mona, we have not gotten something like Pathfinder Modern, despite a fair amount of fans wanting it?

Pathfinder modern would pretty much be a completely different game. On the other hand, Mythic rules is simply on optional expansion of the current rules. There's a big difference. In order to be done properly, Pathfinder Modern would have to be its own separate product line in my opinion.

If you don't want to use mythic rules you'll just have to skip out on one book and one full adventure path next year. Maybe a few other things will come out in the following years, but Paizo will probably mostly go back to non-mythic Pathfinder. I'm not sure what the big deal is, lol.


Hmmm, any chance of paizo taking a page from Green Ronin when it comes to their public play-testing?


DM Doom wrote:
Hmmm, any chance of paizo taking a page from Green Ronin when it comes to their public play-testing?

What has GRR done with their public play-testing that you want for PF to do/avoid?


One thing that has kept me out of the Paizo public play-tests are that they're pretty much done on the forums. Things tend to run based on speculation, arguing, complaining, insulting, and in the end it seems the loudest voices are the ones that are heard. Green Ronin has a simple enough setup. Download the PDF of their rules as they stand, playtest with your friends, submit a report based on play-test guidelines (they have a form you effectively fill out). I think it allows for a more balanced play test without the uproar that occurs on the message boards.

I could be alone in this line of thinking, however, perhaps letting past poor experiences/observations (and Ultimate Magic) kind of taint my opinion on how these Play-tests are handled.


Note: Not saying their method is perfect, by any means, nothing is. I just think something public, but a little more... professional? Not sure if that's the word I want to use but there it is, would be a wiser way to go, possible allowing for more balance for a system known to have a hard time with such things.


DM Doom wrote:

One thing that has kept me out of the Paizo public play-tests are that they're pretty much done on the forums. Things tend to run based on speculation, arguing, complaining, insulting, and in the end it seems the loudest voices are the ones that are heard. Green Ronin has a simple enough setup. Download the PDF of their rules as they stand, playtest with your friends, submit a report based on play-test guidelines (they have a form you effectively fill out). I think it allows for a more balanced play test without the uproar that occurs on the message boards.

I could be alone in this line of thinking, however, perhaps letting past poor experiences/observations (and Ultimate Magic) kind of taint my opinion on how these Play-tests are handled.

Only issue with this is that it really won't stop the uproar. People are still going to talk about it on the forums, only with your way, there isn't a central forum to do it and it would instead flood General Discussion. Although I do agree that there should be less vitriol, the playtests have shown more than speculation. Many people do show the mathematics behind many of the underlying issues of the object they are playtesting, which is very helpful. I do like the idea of guidelines in reporting though, and I think that would help. But honestly, it is impossible to stem the tide of anger and really, the only thing you can do is have a central playtest forum for it so the devs can read the feedback, both good and bad.


I am very much looking forward to this. I think this is a very good idea;
but I just can't help but feel this is sort of giving us what we want with out giving us what we want, level 21+ game play, which maybe a good thing.

Just wish we had something other than the 3.0 DnD rules to go with a little as I do have a 100% legit level 20 character I was hoping to get to at least level 30.

Lets see what happens. This sounds really cool.


Captain Sir Hexen Ineptus wrote:

I am very much looking forward to this. I think this is a very good idea;

but I just can't help but feel this is sort of giving us what we want with out giving us what we want, level 21+ game play, which maybe a good thing.

Just wish we had something other than the 3.0 DnD rules to go with a little as I do have a 100% legit level 20 character I was hoping to get to at least level 30.

Lets see what happens. This sounds really cool.

Perhaps some questions might help.

Why do you want levels above 20? What is it that having more than 20 levels makes you feel?


I think I would like to see an expansion of the Playtest to include a simple, non-public feedback method. Having playtest forums does serve a useful purpose, but sometimes you just notice something simple, get confused, or the like.

Dark Archive

DM Doom wrote:
One thing that has kept me out of the Paizo public play-tests are that they're pretty much done on the forums.

The downside of public playtests is that they are indeed public, and the hoi-polloi can speak their minds.

The downside of private playtests is that I don't get invited to them.

Eh. Whatareyagonnado? /shrug


Set wrote:
DM Doom wrote:
One thing that has kept me out of the Paizo public play-tests are that they're pretty much done on the forums.

The downside of public playtests is that they are indeed public, and the hoi-polloi can speak their minds.

The downside of private playtests is that I don't get invited to them.

Eh. Whatareyagonnado? /shrug

I hope the irony in this post was intentional.


Umbral Reaver wrote:
I hope the irony in this post was intentional.

Made my day :)

Anyways, I like this idea very much because I would never had the chance to play Epic rules as my players do not like Level 15+ because of all the fuss.

But Mythic Rules, definetely!

And, as already been said, these rules are entirely optional, to use continuously or temporrarily - great design.

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