| Margrave |
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First of all, let me explain why I’m posting this: I am very, very disappointed with Mythic Adventures. I’ll try to explain why in as short an amount of text as possible.
To use an analogy of sorts, say that your current Campaign is a Volkswagen – a dependable, versatile vehicle that gets you from A to B (in other words, it gets you through the story)
Now, Mythic Adventures is pure rocket fuel. It says on the tin that you can safely pour it into your Volkswagen and watch the magic happen. So let’s say you bite and chuck the rocket fuel in the gas tank.
Sure enough, you’ll be in for a wild ride and have lots of fun! But your car isn’t going to last...
Naturally, there are going to be people reading this post and saying “That’s complete nonsense – Mythic works fine with me!” And I’m sure it does. But those are the people (we continue here with our little analogy) who have traded in their Volkswagen for an actual rocket ship, which runs on rocket fuel. And what does a rocket ship do? It goes thousands of miles per hour in a straight line and takes you to the stars at breakneck speed while you leave the normal world behind entirely. And that is what Mythic Adventures does. You either sign up for the power trip campaign where it’s all taken to the next level, or you don’t and you end up with a car wreck.
Permit me to explain in a little more detail here. I do not have a problem with the Mythic abilities being overpowered. After all, this is Mythic Adventures, it’s supposed to be high-powered. What bothers me to no end, however, is that the powers are all but trivial to use.
As famously quoted by a certain superhero: “With great power comes great responsibility.” I’ve always liked that theme. Take Clerics, for example. They are allowed a small modicum of divine power, but are restricted to using it responsibly, lest they anger the Divine and lose their powers altogether. Or Paladins, whose tenets are even more restrictive. Heck, even Wizards are kept in check by the need to keep spellbooks, ingredients and all – they owe respect to the art of Wizardry, you might say. Now I imagined that Mythic Power (cue children’s choir) would have a similar caveat to encourage responsible use. Nothing could be further from the truth.
Each day, Mythic characters gain a pool of ‘power points’. How much? Three plus double their Mythic Tier. That’s 5 points right from the onset, all the way up to 23 points at the high end of the scale. Consider now that these points fuel the really neat powers – those who can really turn around encounters. Even the most lowly Mythic characters (assuming a party of four) have 20 of these to spend each day. And they don’t even need to do anything to get them. When was the last time you threw over five respectable encounters at the party each day? Unless you keep the pressure on 24/7 (and that means you’re flying a rocket ship!) there is no way you’ll be able to deplete the party’s power points before they refresh at the start of the next day – let alone present them with continually believable challenges.
So, If you were hoping to hear something like this at the table:
“OK, we’ve wounded the Mythic Troll King and he seems staggered. Should I use my Mythic Ability now or wait until we really need it? Oooh – this is so exciting – I can’t decide!”
Forget it. Prepare instead for something like this:
“OK, I still have four points of Mythic Power left for today and we’re nearly in the city anyway. I’m going to use them all on those two kobolds for a bit of fun. Whee!
There’s nothing wrong with you if you think that the second situation sounds like fun. It IS fun. But it can hardly be called Mythic, can it? Some of you might argue that the DM should, in this case sic some bandits or monsters on them in the city to ‘punish’ the players for flaunting their powers. As soon as you, as a DM, agree to step into such an arms race, however, you are boarding the rocket ship and mumbling good-byes to your good old Volkswagen campaign.
I’ll say it again: the problem is not the powers. The problem is that they can be used so trivially that it all becomes a joke.
On the meaninglessness of rewards
Mythic Rocketship... err... I mean ‘Adventures’. Also has a chapter devoted to Mythic Boons. A Mythic Boon is a reward you receive for performing an act of Mythic proportions. To name but a few:
- Exceed the DC of a skill check by 20 or more
- Defeat a Mythic creature who is at full hit points in a single blow
- Score three critical hits in a row without failing an attack roll.
All pretty much entirely luck-based and unlikely to happen. Still, when it DOES happen, I agree that the PC has indeed committed an act of epic proportions. So, what does he get, you wonder?
One Mythic Power point.
Oh.
Go on – re-read that bit and count em. One. It’s completely and utterly pointless. Say we’re back in the Mythic Troll-King’s chambers and the Fighter somehow manages to land three crits in a row. The whole table gasps in awe as that final threat confirmation comes up a nat twenty and the DM grants the PC a Mythic Power point. Cool. What’s he supposed to do with it? In all likelihood, the Troll-King is now very, very dead. It was probably the final climactic encounter in the adventure, right before the heroes collect the loot and rest up. Remember how you automatically regain all of your power points every day? That Boon was meaningless.
Of course, this might be the sort of Campaign where the Mythic Troll King was only defending the door to the chambers of the Troll Emperor who bursts into the room seconds later... But then I dare say you’re flying a rocketship through a galaxy chock-full of Mythic Monsters. And as we all know: if everyone’s special, no-one is.
I’m nearly at the end of this litany now, so if you’ve stuck with me this long, you might as well read the final bit.
Mixing it up: Mythic PC’s in an ordinary world.
In short, the book boldly states: “You can do this, and it will be fine!” In other words, the text on the tin says that it’s entirely safe to pour rocket fuel into your Volkswagen. I’m here to tell you that that’s a bad idea.
The reasoning according to the designers is simple:” Mythic Ranks fit right into the CR system.” Har-har! Seriously guys - pull the other one!
Now hold up for a bit: I like the current CR system. It provides fairly accurate, at-a-glance information on how encounters might go. It’s simple and flexible. Of course, if you’ve played Pathfinder at all, you know it can be broken in several ways. Abusing templates, exploiting certain combinations etcetera. However, that potential for abuse does not make CR a bad system. Let’s continue.
The math goes like this: for every two Mythic Tiers a character has, add +1 to its Challenge Rating.
Excuse me?
Let’s take a closer look, shall we? I’m DM’ing for a party of 4 first level adventurers tonight and I’m going to have them face off with 4 average encounters with 4 Mythic NPCs, one at a time. To keep things simple, we’re making four 1st-level Fighters with two Mythic Tiers. A 1st-level Fighter is a CR1/2 encounter. So, bumping that up by a point to account for Mythic Tiers, we’ve got a CR1 encounter; a perfectly average fight that should cost the party around 20% of their resources. No biggie. Or so, they would have you believe...
I’m not even looking at the stats, not looking for loopholes or obscure synergies to beef up these guys. All I’m doing is giving them their standard allotment of Mythic Power points – 7, if you remember correctly – and two Mythic Path abilities. In fact, let’s just give them one ability (to keep things ‘fair’). That ability would be Absorb Blow and its as common and obvious a choice as, for example, the Power Attack feat. Only without any prerequisites.
What have we created? That would be a CR 1 encounter with in excess of 80 hit points! Absorb Blow is a little bit of awesome that allows you to ignore up to 10 points of damage from a single source at the cost of a single Mythic Power point. Also, it gives you DR1/epic for a full minute afterwards. Yes, our CR1 Mythic Fighter NPC can pull that neat little trick 7 times a day (naturally, he’ll blow it all on a single encounter), effectively giving him over 80 hit points! If the party manages to defeat him, they’ll gain 400xp for their troubles. His three buddies are waiting down the road, by the way.
It doesn’t take a genius to spot that this is just sloppy design. It’s bad math. Worst of all, it can’t be countered. What are you going to do? Toss in more Mythic monsters? Prepare for takeoff!
So, is Mythic Adventures a complete waste of time and money?
Well, no – I believe there’s stuff to be salvaged. Here’s four bits of advice to make it work if you wish to run a long-term Mythic Campaign in an ordinary world where the heroes are special, but they are also challenged and choices are hard. If you prefer the inexorable powertrip rollercoaster ride, the book is fine for you.
1) Reduce the maximum amount of Mythic Power points per day to HALF the character’s Tier, with a minimum of 1. So, A 1st Tier Character has a single point and doesn’t gain an extra point until Tier 3. I’m willing to bet they’ll treat those powers as special now. Don’t forget to make the same adjustment for Mythic Monsters.
2) Characters regain a single point of Mythic Power after a minimum of 8 hours of rest. The rest is mandatory and cannot be circumvented by other powers and abilities that allow you to regain ability uses without rest. That means a 6th-Tier character will need to rest at least 3 days in order to fully regain his 3 Mythic Power points if they were expended.
3) Remove the ‘mythic’ requirement from all Boon conditions. The only requirement is that the foe has a CR above the character’s ADJUSTED level (see below)
4) Consider that each Mythic Tier possessed by a creature adjusts its CR by +1. So, A 1st level/1st Tier character is CR 1. A 3rd Level/2nd Tier character is CR 4.
What we’ve done here is diluting the rocket fuel a little, so we can still drive our trusty, sturdy, proven, Volkswagen campaign through the world, only this time it goes quite a bit faster and has an awesome little flame coming from the tailpipe.
It might still blow up if the mechanic (aka the DM) doesn’t give it a regular checkup, but overall, you’re good to go now.
Hope this was useful to you. Feed-back is welcome.