Targas

n10cd1's page

Organized Play Member. 5 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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I had some general thoughts I sent my DM about the mythic tier system, and he asked me to post them here:

--There is a serious lack of feats that don't have prerequisites of other feats. Players will end up choosing their basic feats only to get mythic feats so they don't waste that bonus. Kinda lame.

--Divine favor spell is very weak. Compare it to the other 1st level self-buff spell like mage armor, or 1st level attack spell- magic missile. I think it should have its bonus set to +2 per 3 levels instead of +1 (max of +6).

--In general there aren't really a lot of options. The spell list is small, the path ability list is small (especially when you take into account tier requirements), and the feat list is small and further limited by nearly all requiring specific regular feats.

I think it would be interesting to expand the lists and add some randomness to the mythic power granting (or DM choice based on activity that granted the mythic tier). Since it seems that the idea of the powers comes from gods or "destiny" that the player may not really have control over them - and definately make the flaw random (or everyone will choose dependency - or whatever is found to be the weakest) and occasionally give a random path ability that has optional things you can learn.

Say for instance there is an ability path category for a hierophant for mythic channeling. If I randomly receive (or am granted by the DM) that then I get the ability to spend one mythic power usage to recharge 2 channel usages. In addition I gain access to later choose from a pool of 4 more powers that are related to this main ability- like power current, or the ability to increase the dice level of the channel, or the ability to maximize it.

So every 3 levels give a random path category, and the other levels let the player choose abilities from those categories.

-----But of course randomness removes choices... and having a small number of choices to begin with is what I was initially complaining about :)

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One other thought I had -- kinda along the lines as allowing the temporary usage of mythic tiers -- would be to combine the system with the 'fate points' or 'luck' or whatever they call those points.

You could use one of those 'fate points' to allow access to your mythic tier for one combat (or one day),

Or maybe your tier is the number of hours per day you can maintain your mythic power.

That way mythic powers are not accessible all the time and you have to prepare yourself to tap into your destiny.

Thanks


Disable, Disguise, Intimidate, and Sleight are still throwing errors.

The other skills are fixed now though :)


Salama wrote:


Well actually there is. Here is my sheet with some javascript calculations (done by Matt Marovich)

Pathfinder Beta sheet with some calculations

There are a handful of Java errors on some skills:

getField ("DISABLE MISC MOD")has no properties
4: Field:Calculate
getField ("DISGUSE MISC MOD")has no properties
4: Field:Calculate
getField ("INTIMIDATE RANKS")has no properties
3: Field:Calculate
getField ("PERFORM BLANK MANKS")has no properties
3: Field:Calculate
getField ("PERFORM 2 MANKS")has no properties
3: Field:Calculate
getField ("PERFORM 3 MANKS")has no properties
3: Field:Calculate
getField ("PROFESSION RANKS")has no properties
3: Field:Calculate
getField ("SLIEGHT RANKS")has no properties
3: Field:Calculate

--all of these look like minor typos, "Disguse", 2 spaces in Intimidate, Perform "Manks", "Slieght"

I love this character sheet, so hopefully these errors can be fixed so all of the skills work properly.


I think it's a good start. It kinda covers the earlier idea of a pet that grows as you level up.

The pet should be non-intelligent (or a max of 2 like an Animal).

Being non-intelligent the undead of course would be neutral and should cause no problems with non-evil summoners. They are just hollow animated shells made of previously living creatures. Essentially non-thinking, magically-animated machines.

Apparent desecration of dead bodies is a role-playing issue and not a function of alignent necessarily (especially if you are to allow the spell to be cast by non-evil PCs)

I think the creature should be unsummoned if the summoner looses conciousness, due to combat, spells, or just regular resting. The necromancer should conciously keep that pet animated, but not to the full extent of requiring 'concentration'.


I think it's a good start. It kinda covers the earlier idea of a pet that grows as you level up.

The pet should be non-intelligent (or a max of 2 like an Animal).

Being non-intelligent the undead of course would be neutral and should cause no problems with non-evil summoners. They are just hollow animated shells made of previously living creatures. Essentially non-thinking, magically-animated machines.

Apparent desecration of dead bodies is a role-playing issue and not a function of alignent necessarily (especially if you are to allow the spell to be cast by non-evil PCs)

I think the creature should be unsummoned if the summoner looses conciousness, due to combat, spells, or just regular resting. The necromancer should conciously keep that pet animated, but not to the full extent of requiring 'concentration'.