zergtitan |
Wouldn't a Level 20 Wizard already have access to the immortality discovery anyway? Wizards are ridiculously easy to make immortal.
There is a considerable difference between immortality from aging and immortality from death.
Matrix Dragon |
Well, this will be the first core/supplement book for Pathfinder I won't be getting. Mid to high-level PCs are a pain to deal with as it is, but adding mythic levels alongside them would be a headache I prefer not to have.
They designed mythic for low level characters as well for people who don't like high level games ;)
donato Contributor |
Jason Bulmahn Lead Designer |
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I think you will find that Mythic actually eases some of the problems with High Level play, letting mythic characters ignore and break some of the rules that hinder the characters. Its a bit more complicated in some senses, but we feel that the payoff is worth it. Of course, the book is designed to be used with all levels of play, not just mid and high, so everyone can get a taste of what it means to be legendary.
Jason Bulmahn
Lead Designer
Sean K Reynolds Designer, RPG Superstar Judge |
mach1.9pants |
Being able to run a standard adventure with fewer PCs is one of the goals of the mythic rules.
I love that, since school I have never run more than 2 PCs. Everything becomes a struggle with just 2 -though my family of 4 boys will eventually sort that problem out, I just need to be patient ;)
Swashbucklersdc |
Quick Q guys - If I intend on running a RotRL campaign with only two players, do you think adding Mythic levels (perhaps only 1 or two) to their characters would aid in balance/survivability?
Or would it perhaps be too much power...?
James Jacobs, in his thread Ask James Jacobs Anything, gives out the formula used for adding Mystic Tiers to your characters, showing how much of a challenge rating increase each tier gives. I will find and link it when able...
Tracer-Actual |
Tracer-Actual wrote:Quick Q guys - If I intend on running a RotRL campaign with only two players, do you think adding Mythic levels (perhaps only 1 or two) to their characters would aid in balance/survivability?
Or would it perhaps be too much power...?
James Jacobs, in his thread Ask James Jacobs Anything, gives out the formula used for adding Mystic Tiers to your characters, showing how much of a challenge rating increase each tier gives. I will find and link it when able...
Hey thanks! That would be very much appreciated.
The_Minstrel_Wyrm |
If I recall, this book will feature rules for legacy weapons i.e. weapons that scale with level. Is that correct?
Donato, that is something I have wondered also. (And like yourself, I think I recall seeing that somewhere) ...
Just not sure where it was ... ;)
ArgentumLupus |
Are the power levels in the Mythic rules something like what would be displayed by a Chosen or Champion of a god? I'm talking Erevis Cale, Drasek Riven, Elminster, Dove Falconhand type Chosen. Especially Erevis Cale, I love that character. How many Chosen get into a fistfight with their god in an ally?
Wolfgang Baur Contributor; Publisher, Kobold Press; RPG Superstar Judge |
Some design notes by SRM on Mythic spells on this Deep Magic blog update.
BigWeather |
Can this be used as a way of doing EL6 (or EL8) play? Normal character advancement through 6 or 8 then just mythic from then on? Will it, in essence, keep some of the lower-CR foes that normally become irrelevant relevant while still offering an advancement path for the PCs? Or does the advancement path actually widen the gap?
Meaning, going to CL6 then to CL6+ML10 vs. going to CL6 then to CL16?
Justin Franklin |
Can this be used as a way of doing EL6 (or EL8) play? Normal character advancement through 6 or 8 then just mythic from then on? Will it, in essence, keep some of the lower-CR foes that normally become irrelevant relevant while still offering an advancement path for the PCs? Or does the advancement path actually widen the gap?
Meaning, going to CL6 then to CL6+ML10 vs. going to CL6 then to CL16?
According to what has been said that would make you a CL6 + ML10 for a party should make them about the equivalent of CL11
Juda de Kerioth |
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and then there will be Advanced Mythic Guide for sure with options for the new base classes
And Ultimate Mythic with mythic paths for magus, gunslinger?
and then Ultimate Mythic Guide, with more options for Mythic options and Mythic Archetypes...
I don´t Know for sure, but that makes sense since the fact that only six option will be so bored after a few months form its release...
I suggest this because, 11 core classes never will be enough, plus six more classes never will be enough, plus two more classes never will be enough!!
Mythic Archetypes could be a great Idea (since the mythic issue are a kind of archetype itself)
The Block Knight |
I don't think Mythic Archetypes make sense though. Archetypes are variations on Class abilities. Mythic Tiers are based on Paths, and your Path abilities aren't set in stone anyway - you pick what you want out of a list each time you gain a Tier. So they would really just need to add more Path options rather than "Mythic Archetypes". Not sure how you would even archetype Paths.
As for Path choices for the Magus and Gunslinger, we have those, they're called the Archmage (for spell-focused Magi), Champion, Guardian, Marshal, or even the Trickster. I suppose Hierophant doesn't really fit. Mythic Paths are not really Class-specific so there's not really a need for Paths based on Classes. All you need to do is offer Class-specific or Class-based Path Options that can be selected upon gaining Tiers. Which the developers already said they would be incorporating into Mythic Adventures(at least, I'm pretty sure they've alluded to it).
Juda de Kerioth |
Mythic Paths are not really Class-specific so there's not really a need for Paths based on Classes.
i will not say more after it shows itself, but when people start to feel tired to the paths or maybe in less time, the paths will pop up and spread like a toilet paper rolling stairs down!!
Lord Mhoram |
The Block Knight wrote:i will not say more after it shows itself, but when people start to feel tired to the paths or maybe in less time, the paths will pop up and spread like a toilet paper rolling stairs down!!
Mythic Paths are not really Class-specific so there's not really a need for Paths based on Classes.
I also expect to see a fair amount of 3rd party material as well. It won't be as bad as 3.x prestige classes, but expect to see a lot. Heck, Kobold Press has a new Mythic Path for the Deep Magic kickstarter as a met stretch goal - Saint ( great idea for a Mythic Path I think).
Odraude |
The Block Knight wrote:i will not say more after it shows itself, but when people start to feel tired to the paths or maybe in less time, the paths will pop up and spread like a toilet paper rolling stairs down!!
Mythic Paths are not really Class-specific so there's not really a need for Paths based on Classes.
I actually disagree. Given the customization abilities of each path, I think it'd make more sense to instead give more Path Abilities and options to further customize the six paths. The Paths are generic enough to allow for that.
Also, there hasn't been a new class in two years. So I suppose worrying about an avalanche of new classes is moot.
Robert Brookes RPG Superstar 2014 Top 4 |
Just remember that the mythic rules from the playtest don't represent 100% the mechanics that will be in the finished version. There was a lot of great discussion and development from players of the game that came from the playtest that changed the way certain abilities and principles of the mythic rules functioned.
PathlessBeth |
and then there will be Advanced Mythic Guide for sure with options for the new base classes
And Ultimate Mythic with mythic paths for magus, gunslinger?
and then Ultimate Mythic Guide, with more options for Mythic options and Mythic Archetypes...
I don´t Know for sure, but that makes sense since the fact that only six option will be so bored after a few months form its release...
I suggest this because, 11 core classes never will be enough, plus six more classes never will be enough, plus two more classes never will be enough!!
Mythic Archetypes could be a great Idea (since the mythic issue are a kind of archetype itself)
I hope so. People who like high-powered games in 3.X have basically gotten one book in 13 years: the ELH for 3.0. That's why there aren't as many of us left--the people who like high powered games have fled to Exalted or GURPS:(
Yora |
The breaking point seems to be somewhere around 10th level. Since you often hear from a great number of people that their campaigns rarely, if ever, get that high, it's not really a major concern if you are not fond of super-heroics in a generic fantasy RPG.
But out of curiosity, what characters from fiction would you consider to be mythic characters. Based on what you considers it means to be a mythic character.
- Galadriel from Lord of the Rings most certainly. And basicall all the noble Noldor of the first generations in the Silmarilion. These people are not normal mortals (as much as that term applies to the elves anyway), but have the power to get toes to toes with major demons. And Galadriel also seems to have powers that are unique and not shared by anyone else.
- All force users in Star Wars. In a game with numerous spellcasting classes, their abilites are not that special, but within the setting magic isn't something you simply learn. It's people with a mystical power that allows them to do things that their species simply are not normally capable of.
- Flemeth from Dragon Age. Flemeth simply defies some of the very basic rules of how magic is supposed in the world of Dragon Age. And it is this special nature that allows her to reach such a high level as a spellcaster. Usually, when a demon tries to possess a mage, it devours the mages soul. But in the case of Flemeth, her soul devoured the demon and apparently that happened rather early on when she still was starting to learn magic.
-- Also Anders, who got special powers by allowing a friedly demon to take a ride, but two souls inside one body didn't really turn out as they had planned it.
- The Witchers, from The Witcher (duh). Their powers are based on alchemy more than anything else, but the effects are still the same. They become faster and more durable and able to surive magic that would kill normal people straight away. But those are things that just help them surviving lots of dangerous situations, they still have to learn to swordfighting and monster hunting like everyone else. They are not neccessarily stronger, but it gives them a clear edge.
magnuskn |
The breaking point seems to be somewhere around 10th level. Since you often hear from a great number of people that their campaigns rarely, if ever, get that high, it's not really a major concern if you are not fond of super-heroics in a generic fantasy RPG.
In my experience level 9 to 11 is the tipping point where the standard encounters in APs begin to be very easy as presented, especially if RAW magic item crafting is allowed.
Robert Brookes RPG Superstar 2014 Top 4 |
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Oh also, Yora, mythic can be applied at any time. So you can conceivably have a character who is a Commoner 1/Mythic 1. It represents a supernatural "greatness" beyond that of normal men. Maybe descended from a god, maybe special power gifted in a time of crisis by otherworldly beings, maybe you found a b+@!!in' magical hammer that makes you Thor, etc.
goldomark |
2 people marked this as a favorite. |
I have to agree. Having a party of say level 5 PCs face the mythic king of kobolds sound pretty awesome (not sarcastic). The PCs themselves do not need to be mythic, this just gives more options to GMs, and adds more dept and flavor to Pathfinder.
This sort of rule supplement, and others like Ultimate Campaign, really prolong the longevity of the edition.