| Athaleon |
| 2 people marked this as a favorite. |
Hear me out.
I'll be the first to tell you, Mythic is broken, no one uses it, and it piles more complication onto a game that is already overly complicated at high level. But there are two very good reasons to incorporate something resembling Mythic into the mid-to-high-level progression (say, level 7 and above) of the base game. The first is it'll help close the gap between casters and non-casters, by letting non-casters be unabashedly superhuman in a genre famous for enforcing realism selectively.
The second is that, as I see it, the quality of high-level play is what will make or break PF2. 3rd edition D&D, including PF1, already works mostly well at the low levels. If high-level gameplay doesn't meaningfully improve, there's little reason for fans of older editions to switch. High levels are where things go pear-shaped, as casters start to run away with the game, and crunch overload makes the game increasingly cumbersome to play (let alone run). This is why PFS ends at level 12, most APs end at level 15-17, E6 is a very popular set of houserules, and—most importantly to this argument—5e's solution was to stretch the low-level experience across all 20 levels. PF2 can differentiate itself from its predecessor, from 5e, and from the large number of other fantasy RPGs out there, by making the high levels both playable (streamlined and well-balanced) and by making them feel like high levels whether you're playing a spellcaster or not—in other words to keep the power ceiling high for everyone, not just casters. A tall order, but well worth it.
A major obstacle will be, as I mentioned, the additional complication that Mythic adds to the system. But I think this can be partially alleviated by making a slimmed-down version of Mythic part of the universal progression rather than being a parallel system bolted on to the core. For example, the abilities could run on existing class resources (Stamina, Ki Points, etc) rather than an additional pool of Mythic Power. Character levels are an easy substitute for Mythic Tiers. Many fiddly little abilities of marginal usefulness that exist only to fill in dead levels (see Monk), could be outright replaced by Mythic progression—though I do believe it should remain part of universal progression rather than having (for example) Champion path abilities parcelled out among Fighter, Barbarian, etc. Combined with an overall streamlining of the base game's rules for 2e, adding pared-down and more thoroughly edited/tested Mythic mechanics to the game at high levels need not make the game overly complex.