paizo.com Recent Threads in Mythic Adventures Playtestpaizo.com Recent Threads in Mythic Adventures Playtest2017-06-02T21:07:05Z2017-06-02T21:07:05ZForums: Adventure Feedback: Playtest over!Jason Bulmahn (Director of Game Design)https://paizo.com/threads/rzs2plxi?Playtest-over2013-03-25T22:22:14Z2013-03-25T22:22:14Z<p>Hey there,</p>
<p>As mentioned in the main thread, all of these threads in the playtest forum will be locked with the end of the playtest. If you are using one of these threads for a play by post or to keep touch with an ongoing game, please flag it "thread is in the wrong forum" and the mods will move it over to the play-by-post forum so that it can remain open.</p>
<p>Thanks again for all of your diligent playtesting. I hope you had a good time!</p>
<p>Jason Bulmahn
<br />
Lead Designer</p>Hey there,
As mentioned in the main thread, all of these threads in the playtest forum will be locked with the end of the playtest. If you are using one of these threads for a play by post or to keep touch with an ongoing game, please flag it "thread is in the wrong forum" and the mods will move it over to the play-by-post forum so that it can remain open.
Thanks again for all of your diligent playtesting. I hope you had a good time!
Jason Bulmahn
Lead DesignerJason Bulmahn (Director of Game Design)2013-03-25T22:22:14ZForums/Mythic Adventures Playtest: General Discussion: End of the PlaytestJason Bulmahn (Director of Game Design)https://paizo.com/threads/rzs2plxg?End-of-the-Playtest2013-03-25T22:18:11Z2013-03-25T22:18:11Z<p>Hey there Everyone,</p>
<p>Technically, the playtest ended quite some time ago, but due to a few illnesses and looming deadlines, these forums never got the proper send off they deserved.</p>
<p>So, without further delay...</p>
<p>Thank you! Thank you for all of your comments and feedback on the Mythic Adventures playtest. </p>
<p>Your feedback has proven to be immensely valuable to us in our development of this exciting rulebook. There have been a lot of changes based on your thoughts and while I would love to spoil a bunch of them right now, I think I should probably save some of those tasty tidbits for August when we are about to release the book. I could go on and on about how we totally reworked the lesser trials, moving them to a GM reward tool as opposed to an advancement mechanic... oops. See, there I go. Running my mouth.</p>
<p>Expect to hear a lot more about Mythic Adventures in the coming months. Thanks again for helping us make this a great book.</p>
<p>All of the threads in the forum will be locked.</p>
<p>Jason Bulmahn
<br />
Lead Designer</p>Hey there Everyone,
Technically, the playtest ended quite some time ago, but due to a few illnesses and looming deadlines, these forums never got the proper send off they deserved.
So, without further delay...
Thank you! Thank you for all of your comments and feedback on the Mythic Adventures playtest.
Your feedback has proven to be immensely valuable to us in our development of this exciting rulebook. There have been a lot of changes based on your thoughts and while I would love to spoil...Jason Bulmahn (Director of Game Design)2013-03-25T22:18:11ZForums/Mythic Adventures Playtest: General Discussion: Undead companion questionRocky Williams 530https://paizo.com/threads/rzs2plp9?Undead-companion-question2013-03-23T21:28:29Z2013-03-23T21:28:29Z<p>Howdy. I was curious. All the abilities that state they're used for/with animal companions, familiars, eidolons (and whatever else is specifically mentioned), should they also work with an undead companion, like what the Undead Lord archetype gets? I would say yes, but wasn't sure if there were any official thoughts on this?</p>Howdy. I was curious. All the abilities that state they're used for/with animal companions, familiars, eidolons (and whatever else is specifically mentioned), should they also work with an undead companion, like what the Undead Lord archetype gets? I would say yes, but wasn't sure if there were any official thoughts on this?Rocky Williams 5302013-03-23T21:28:29ZForums/Mythic Adventures Playtest: General Discussion: Mythic Adventures = Advanced Prestige Classes?gurpsgmhttps://paizo.com/threads/rzs2pj9f?Mythic-Adventures-Advanced-Prestige-Classes2013-03-02T12:28:10Z2013-03-02T12:28:10Z<p>Hi all!</p>
<p>On first read-thru it seems to me that this is just a different way to add more prestige classes to the game. The tier progression is only from 1 to 10 just like a prestige class. There seems to be at least one path to follow for each standard class: Fighter, Mage, Cleric, and Rogue.</p>
<p>There are, however, some really great feats and skills for Mythic characters to use.</p>
<p>The really nice thing is that true heroes (like "Hercules" for instance) have some really good foes to fight. Just look once at the Mythic Hydra.</p>
<p>The Mythic Rewards available in the playtest seem more like artifacts to me.</p>
<p>Although I'm not sure =if= you can do this, but a generic "mythic" template would be nice to add to virtually any monster in the game.</p>
<p>Well, this is only my opinion, and Your Mileage May Vary.</p>Hi all!
On first read-thru it seems to me that this is just a different way to add more prestige classes to the game. The tier progression is only from 1 to 10 just like a prestige class. There seems to be at least one path to follow for each standard class: Fighter, Mage, Cleric, and Rogue.
There are, however, some really great feats and skills for Mythic characters to use.
The really nice thing is that true heroes (like "Hercules" for instance) have some really good foes to fight. Just...gurpsgm2013-03-02T12:28:10ZForums: Player Feedback: Are Mythic Spells hard on spontaneous casters?Umbral Reaverhttps://paizo.com/threads/rzs2pcx3?Are-Mythic-Spells-hard-on-spontaneous-casters2013-01-12T04:53:55Z2013-01-12T04:53:55Z<p>A prepared caster only needs to have theoretical access to the base spell in order to gain the mythic version; a wizard needs it in the spell book and a cleric needs only to be able to prepare it.</p>
<p>A spontaneous caster must <i>know</i> the spell. That's a huge cost in comparison to the wizard's minor cost of some gp for scribing and the cleric's zero cost.</p>
<p>Is there a better solution?</p>A prepared caster only needs to have theoretical access to the base spell in order to gain the mythic version; a wizard needs it in the spell book and a cleric needs only to be able to prepare it.
A spontaneous caster must know the spell. That's a huge cost in comparison to the wizard's minor cost of some gp for scribing and the cleric's zero cost.
Is there a better solution?Umbral Reaver2013-01-12T04:53:55ZForums/Mythic Adventures Playtest: General Discussion: Mythic Adventures - Update 12/21/12Jason Bulmahn (Director of Game Design)https://paizo.com/threads/rzs2paun?Mythic-Adventures-Update-1221122012-12-21T20:21:28Z2012-12-21T20:21:28Z<p>Hey there Everyone,</p>
<p>Development on the Mythic Adventures rules is continuing here at the office and I thought I would take a moment to give all of you an update before many of use disappear from the offices for the Christmas break. Please feel free to use the following changes as part of your Mythic playtest, but make sure to note that you are using the updated rules in any feedback you might post so that we can easily tell if you are up to date.</p>
<p>1. All of the following rules changes have to do with the base mythic abilities common to all characters. There are other changes being made, but for this update, we are focusing on a few broader issues.</p>
<p>2. The following changes, by necessity, impact various other parts of the document. To keep things simple, we are not posting those changes. Most of them are self explanatory at this point.</p>
<p>3. There is NOT a revised version of the pdf. These changes are not in that document. At this time, there is no plan to update the pdf.</p>
<p>The rules changes are summarized below. Thanks again for playtesting. See you on the boards.</p>
<p>Jason Bulmahn
<br />
Lead Designer</p>
<p><span class=messageboard-bigger><b>Mythic Adventures Playtest Rules Changes</b></span>
<br />
The following changes alter pages 4 through 6 of the playtest pdf.</p>
<p>1. Gaining Tiers: We have removed lesser trials from the rules at this time, shifting them instead to a system of GM-focused guidelines for rewarding mythic characters during play. They are no longer part of the advancement system for mythic characters. Now, when a character performs a suitably mythic act (subject to GM discretion), he is rewarded with one use of mythic power. </p>
<p>2. Base Mythic Abilities: The following changes have been made to a number of mythic base abilities. The levels at which you gain these abilities has not been changed. The surge ability is gained at 1st level, along with mythic power.</p>
<p><b>Mythic Power (Su)</b>: Mythic characters can draw upon a wellspring of power to allow them to accomplish amazing deeds and cheat fate. You can draw upon your mythic power a number of times per day equal to 3 plus your mythic tier. This power is used by a number of different abilities gained by mythic characters.</p>
<p><b>Surge (Su)</b>: You can call upon your mythic power to overcome difficult challenges. You can expend one daily use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the results. Using this ability is an immediate action that is taken after the original roll is made and the results are revealed. This can change the outcome of the roll. The bonus gained by using this ability increases by one die size at 4th tier and every 3 tiers thereafter to a maximum bonus of 1d12.</p>
<p><b>Amazing Initiative (Ex)</b>: At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, on your turn, you can expend one use of mythic power as a free action to take an additional standard action during your turn. You cannot use this ability more than once per round.</p>
<p><b>Mythic Saves (Ex)</b>: At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effect as long as that ability did not come from a mythic source, such as a mythic creature or character. If you fail such a saving throw, you take the full effects as normal. If the spell comes from a mythic source, you treat the results of any saving throw required by the spell or special ability as normal.</p>
<p><b>Unstoppable (Ex)</b>: At 8th tier, you can expend one use of mythic power as a free action to immediately end any one of the following conditions that is affecting you: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those caused by the same spell or effect that caused the selected condition. Using this ability can be done at the start of your turn even if a condition would prevent you from acting.</p>
<p>3. The Mythic Flaw ability has been moved to the GM section of the book. GM's now have a choice as to whether or not mythic characters in there game have a flaw. Such a flaw is decided by the GM, using the existing flaws as guidance.</p>
<p>Thanks again for participating in the Mythic Adventures playtest. We here on the design team hope you have a happy holidays.</p>Hey there Everyone,
Development on the Mythic Adventures rules is continuing here at the office and I thought I would take a moment to give all of you an update before many of use disappear from the offices for the Christmas break. Please feel free to use the following changes as part of your Mythic playtest, but make sure to note that you are using the updated rules in any feedback you might post so that we can easily tell if you are up to date.
1. All of the following rules changes have...Jason Bulmahn (Director of Game Design)2012-12-21T20:21:28ZForums: Adventure Feedback: Results from Kain's Game (Ongoing)Peter Stewarthttps://paizo.com/threads/rzs2p8v4?Results-from-Kains-Game2012-12-09T22:31:00Z2012-12-09T22:31:00Z<p><b>First Mythic Encounter</b></p>
<p>PCs are located <a href="http://dicefreaks.superforums.org/viewtopic.php?f=51&t=4063" target="_blank" rel="nofollow">here</a>. They are Level 14-15 / Mythic 1.</p>
<p>Last night we played through our first mythic encounter - that is encounter against a mythic opponent. The opponent was a 15th or 16th level monk built with a high point buy, a single mythic tier, and a collection of active buff (because he ambushed the party). He was supported by a collection of level 1 or 2 mooks that shared his appearance, adding to confusion early in the fight.</p>
<p>Over the course of approximately six rounds the party demolished a couple dozen mooks and were eventually able to overcome their opponent. Though the opponent was specialized for grapple - and was quite successful against the two handed fighter - our sword and board's anti-grapple specializations made him a nightmare for the opponent. The details of the fight are fairly tedious, but I reached the following initial conclusions about mythic.</p>
<p>1. Fleet charge is brokenly good for NPCs and PCs because it allows them to full attack every single round. The damage per round output increase for our fighters was comical compared to their pre-mythic selves. Even against an opponent with an AC in excess of 43 they dealt somewhere near or around 500 damage in the course of two or three rounds.</p>
<p>2. Fleet charge is brokenly good because it allows PCs and NPCs to full attack characters that go out of their way to avoid getting full attacked - like casters. Given that a full attack is generally enough to outright kill a caster this seems problematic. In the past my wizard has been pretty good at keeping a party fighter or other barrier between hard hitting melee characters and herself. Last night had our opponent desired her head I don't know that I could have stopped it short of outright fleeing (and perhaps not even then).</p>
<p>3. NPC opponents with mythic tiers have the power of those tiers exaggerated by the fact that they can and should burn every available mythic point as quickly as possible. Having them draw from the same size daily pool as a character who may fight through 4 or more encounters a day. While one could argue that the same is true of other characters with limited use abilities such as spellcasters or maguses, I would argue that the effect is exaggerated by the ability to burn multiple mythic points a round.</p>
<p>4. Martial characters have plenty of methods of shutting down old spellcaster escape tricks (like dimension door) but there are virtually no additions to caster survivability - which seems problematic.</p>
<p>5. The hit point bonuses provided by mythic tiers don't seem particularly meaningful. Certainly not on par with the vast increases on damage provided.</p>First Mythic Encounter
PCs are located here. They are Level 14-15 / Mythic 1.
Last night we played through our first mythic encounter - that is encounter against a mythic opponent. The opponent was a 15th or 16th level monk built with a high point buy, a single mythic tier, and a collection of active buff (because he ambushed the party). He was supported by a collection of level 1 or 2 mooks that shared his appearance, adding to confusion early in the fight.
Over the course of...Peter Stewart2012-12-09T22:31:00ZForums/Mythic Adventures Playtest: General Discussion: Why was Mythic released vs Epic content?Lord Phrofethttps://paizo.com/threads/rzs2p7hf?Why-was-Mythic-released-vs-Epic-content2012-11-29T22:11:27Z2012-11-29T22:11:27Z<p>This question is probably going to make some people angry but I am curious. Why did Paizo decide to release the Mythic style content instead of Epic (lvl 21+) content?</p>
<p>On a note I PERSONALLY do not care for Mythic. The reason being is that I felt that Pathfinder was sort of a overpowered 3.5 and I was hesitant to start playing it for that reason and finally started playing it in the last year. Mythic just seems like an overpowered Pathfinder. Now I understand there is nothing wrong with that and some of possibilities ARE interesting. I was just curious why Paizo decided to release this instead of making rules for play beyond lvl 20 which do require all their own rules as the basic D20 system does start to break down after a certain point. </p>
<p>I also understand a lot of people do not like Epic (I personally am of two minds; its nice to sometimes see that character I have been leveling for 15-20 lvls keep going on to new adventures but it can get a bit ridiculous at times) but the possibility of continuing existing characters or having an adventure of Mythic like proportions (sorry bad word play pun) is nice.</p>
<p>So was there any particular reason this decision was made?</p>This question is probably going to make some people angry but I am curious. Why did Paizo decide to release the Mythic style content instead of Epic (lvl 21+) content?
On a note I PERSONALLY do not care for Mythic. The reason being is that I felt that Pathfinder was sort of a overpowered 3.5 and I was hesitant to start playing it for that reason and finally started playing it in the last year. Mythic just seems like an overpowered Pathfinder. Now I understand there is nothing wrong with that...Lord Phrofet2012-11-29T22:11:27ZForums: Player Feedback: Mythic Tier vs Path Tier and Dual Path/Path DabblingRecklesshttps://paizo.com/threads/rzs2p6e7?Mythic-Tier-vs-Path-Tier-and-Dual-PathPath2012-11-20T04:34:01Z2012-11-20T04:34:01Z<p>Several abilities/features mention specific Path Tiers, as in</p>
<p>"add your Champion Tier as an insight bonus"</p>
<p>Path Dabbling specifically states that you count your Trickster Tier as the Path Tier for the ability you nab. </p>
<p>Dual Path does not say anything about Path Tiers.</p>
<p>Does that mean that you/your allies/whatever is being referenced do(es) not gain insight/whatever bonus based on your second Path, as it is treated as 0 tier?</p>Several abilities/features mention specific Path Tiers, as in
"add your Champion Tier as an insight bonus"
Path Dabbling specifically states that you count your Trickster Tier as the Path Tier for the ability you nab.
Dual Path does not say anything about Path Tiers.
Does that mean that you/your allies/whatever is being referenced do(es) not gain insight/whatever bonus based on your second Path, as it is treated as 0 tier?Reckless2012-11-20T04:34:01ZForums: Player Feedback: Mythic Longevity feat, please?Analysishttps://paizo.com/threads/rzs2p66v?Mythic-Longevity-feat-please2012-11-18T18:32:43Z2012-11-18T18:32:43Z<p>I like much of what I see in the playtest document, and will comment further on several things after doing some experiments. There is one thing that I would like to point out directly though: I am really missing some form of ability, either a mythic feat or a universal path ability, that lets a character live longer than their usual racial lifespan. Mechanically, it could be exactly the same as the Wizard Immortality discovery or the Alchemist Eternal Youth grand discovery.</p>
<p>There are some common arguments against this:</p>
<p><b>1. This is a fluff ability, so having it as a character option is a waste of a feat etc. that could have gone to increase combat efficiency</b> </p>
<p>However, there are multiple class capstones (wizard, some druids and monks, time oracle, imperious sorcerer, alchemist) that does this already, so as the game is written so far, it is the kind of ability that gets taken as a feat, and it would be unfair to characters with those builds to assume it is an ability that every DM will provide for free. Currently, no other class/archetype combination than those described above, and certainly no multiclass or prestige class characters, can live beyond the time span their race gets, even when they become powerful enough to kill demigods, casually raise the dead or make their own pocket dimensions. Furthermore, it does have a rules effect. With an option like this in place, there can be, for example, martial characters with the experience of age (i.e. mental ability stat bonuses) still keeping up physically.</p>
<p><b>2. It is not needed since any NPCs that need to be Really Seven Hundred Years Old can just be DM fiated to be so with no rules needed, or assumed to have won the bidding for the Sun Orchid Elixir regularly.</b></p>
<p>However, I am sure I am not the only one who prefers that the rules for PCs allow for, in principle, everything that NPCs can do. We may be a simulationist minority, but in this case, a few lines of feat text is all we need to be kept happy. Furthermore, in a Mythic game starting at a level higher than first, being able to make a centuries-long backstory can help explain why this particular character has achieved Mythic power - it can be the culmination of very long training and exploration, or mean the character is a literal survivor of some past Golden Age. Not everyone will want this option, but for those who do, it will enrich the game.</p>
<p>To summarize, if possible, please add some generally accessible option to the final product that allows a character to escape death from old age without having to reincarnate into a kobold, become an Always Evil undead, or have all 20 levels of one of a handful of classes.</p>I like much of what I see in the playtest document, and will comment further on several things after doing some experiments. There is one thing that I would like to point out directly though: I am really missing some form of ability, either a mythic feat or a universal path ability, that lets a character live longer than their usual racial lifespan. Mechanically, it could be exactly the same as the Wizard Immortality discovery or the Alchemist Eternal Youth grand discovery.
There are some...Analysis2012-11-18T18:32:43Z