Welcome to the long-awaited playtest of Mythic Adventures. This exciting book, due out in August 2013, gives you the chance to play a hero that is a cut above the ordinary sellsword, more powerful than your average hedge wizard, and able to take on challenges far beyond those of his ordinary contemporaries. Like Hercules and Achilles, these heroes inspire legends with their every deed, facing horrible foes and taking on dangerous quests that most would consider impossible. This playtest is a sample of the rules, giving you all the tools you need to run a mythic game or two right now, as well as the chance to tell us what works and what needs work.
Mythic Adventures is more than an ordinary sourcebook. It offers players and GMs a new way to play the Pathfinder RPG, from the humble beginnings of 1st level, to the lofty realms of power of 20th. You can use these rules to run a campaign where the players are mythic from the first session just as easily as you can use them to run a campaign where they are only mythic for a single game. The mythic rules can be used how you want, at any point in the campaign.
Put simply, the mythic rules allow characters (and monsters) to break some of the fundamental rules of the game. They allow a character to cheat death, to change the outcome of die rolls, and even to act twice in one turn. While mythic characters do get some statistical bonuses to denote their raw potential, much of their power comes from what they can do that others cannot, at least without having quite a few more levels. How many levels is the big question. This is where you come in.
The playtest of these rules is important to help us balance the overall system. These powers and abilities add a lot to the capabilities of characters and monsters, and it’s important to see how much this addition affects the overall power balance of the game. We need you to use these rules in your game, even if for just one or two sessions, and to give us your impression as to how the rules affect the game. While your initial impression from just reading the rules is valuable, actual play experience is by far more useful to our process. When playtesting the rules, please keep the following points in mind.
- All playtest feedback should be posted to the following Mythic Adventures Playtest forums: General Discussion, Player Feedback, GM Feedback, Adventure Feedback.
- Please check the forum for any similar topics before posting, and add to an existing thread whenever possible.
- Please try to read the entire document before posting. You may find that your question is answered in a later section of the rules.
- Remember, we would prefer actual playtest feedback. Use the rules, don’t just imagine how they might work.
- Be civil! Remember that everyone on the forum is here for the same goal, to make a better game. Remember that the experience of others may be different from your own and starting an argument over a differing viewpoint does no service to the playtest. Posters who violate these guidelines will find themselves given a timeout and have offending threads locked.
- Have fun. These rules are designed to add an extra edge of excitement to your game, allowing you to throw over-the-top situations at your characters. Share your stories with us and your fellow playtesters.
Now get out there, grab the document, give it a read, and play! I am looking forward to reading your thoughts, comments, and criticisms about these rules. The playtest will run from now until noon (PST) on Monday, January 14th. See you on the boards.
Jason Bulmahn
Lead Designer