Pathfinder Roleplaying Game: Mythic Adventures Playtest (OGL) PDF


Product Discussion


Yes!

Lantern Lodge

2 people marked this as a favorite.
Pathfinder Adventure, Rulebook Subscriber

It's demon lord clobberin' time!

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

YES! So Much Yes!

Shadow Lodge

AWESOME! Let's get to it!!


Neat!


One of the things I was reaaally hoping for was the scaling items that had been mentioned/hinted at? There are still some cool item ideas in here, though.

Scarab Sages

2 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Am I the only one who sees the champion path abilities and thinks "Hello Incredible Hulk?" Aerial Assault, Devastating Smash, Sweeping Strike, Wall Smasher and To the Death?

Tell me that doesn't sound like the Incredible Hulk.

Liberty's Edge

2 people marked this as a favorite.

I have to admit from the hints dropped regarding this I feared real interest. I'm only in the first dozen or so pages of this document and I really, really like what I see. I get it now, epic but not necessarily level 21-30. Sooper Genius.


Looking forward to this, and wondering if this will be added to the list of compatible products on the Pathfinder Compatibility License for 3rd party publishers.


Is this the forum where we're supposed to post feedback, or is that somewhere else?


From my cursory skim-read, it looks like mythic non-casters can actually get 10 mythic spells by using the "universal path abilities", whereas a mythic spellcaster can only get 5, due to its inability to select said universal path ability.

Also, mythic fighters are still weaker than mythic wizards and clerics. Clerics can sunder all of his deity's favored weapons within 60 feet by, I guess, saying words. A fighter can choose between hitting stuff better, or harder, for the most part. Why can't mythic fighter hit the ground with a hammer and knock everyone on their ass? I mean he can do it if I'm GM, but what if I'm playing?

Also the Trials read like an achievement list, it's weak. Getting 3 crits in one combat doesn't make you mythic. I know it says they're suggestions, but if most of the suggestions look like achievements, guess what they're going to be in most games?

Other than that I appreciate this product's aim, and hopefully it only gets better.


Old Gumphrey wrote:
From my cursory skim-read, it looks like mythic non-casters can actually get 10 mythic spells by using the "universal path abilities", whereas a mythic spellcaster can only get 5, due to its inability to select said universal path ability.

Yes, non-casters could take mythic casting and get up to 5 mythic spells, but you have to cast the normal version and know the mythic version in order for it to work. So a 20th level fighter that knows mythic time stop is a complete waste.


Well it should be 3 crits with a natural 20.


Nawtyit wrote:
Old Gumphrey wrote:
From my cursory skim-read, it looks like mythic non-casters can actually get 10 mythic spells by using the "universal path abilities", whereas a mythic spellcaster can only get 5, due to its inability to select said universal path ability.
Yes, non-casters could take mythic casting and get up to 5 mythic spells, but you have to cast the normal version and know the mythic version in order for it to work. So a 20th level fighter that knows mythic time stop is a complete waste.

Fair enough.

Dragon78 wrote:
Well it should be 3 crits with a natural 20.

Fair enough!

Designer

Chris Davies 721 wrote:
Is this the forum where we're supposed to post feedback, or is that somewhere else?

Please post your feedback in the Mythic Adventures Playtest forums. Thanks!

Webstore Gninja Minion

Adventureaweek wrote:
Looking forward to this, and wondering if this will be added to the list of compatible products on the Pathfinder Compatibility License for 3rd party publishers.

We generally don't make that decision until we're closer to the release date for the product. Given our past history, though, I'd say there's a very good chance this will end up on Exhibit B list.

Grand Lodge

Looked at the playtest. Absolutely not something I wanted to see done up, nor will my group ever use it. Doesn't even remotely feel like Pathfinder anymore. Almost feels like something a 3pp would do up using their Pathfinder license in name only.


Sorry you feel that way, I for one think this is a very welcome addition to my Pathfinder Set, and from looking at the Playtest and based off of the feed back I get when I run my players through it will be something I look forward to purchasing.


Just started reading it, so bear with me...

Initial thoughts:
This fills a needed gap. That is, many of us have wondered, "How would you write up Hercules? Elric of Malnebone? Perseus." These heroes have divine gifts, extraordinary abilities, or simply the machismo to do more than the average person even though their stories don't have them gaining a lot of experience points. This idea of Mythic Tiers offers a solution to this.

Is this "Epic Levels"? No. It doesn't seem to address playing a class level beyond 20th. I've never understood why anyone has an issue with class levels beyond 20th. A 20th level wizard can't accomplish the kinds of magic that even old Merlin could do. I'd like to still see some development beyond 20th level for characters.

All that said, I am going to read on and post comments about specific things.

Ken


Ok, so my first concern:

Amazing Initiative (Ex): At 2nd tier, you gain a +20
mythic bonus on initiative checks. In addition, you can
expend one use of mythic power each round to take an
additional turn, treating your initiative for this second
turn as your initiative roll without the +20 mythic bonus.
Using this ability is a free action that must be decided
at the end of your first action during the round. This
additional turn allows you to take the full range of
actions available to you, but both turns still only count as
one round for the purposes of durations and other effects
based on rounds.

The wording of this power doesn't seem to explain it very well.
There is no "turn" in the pathfinder rules.
Second, it is stated, "Using this ability is a free action that must be decided at the end of your first action during the round."
Do you mean after the first standard/move/swift/free action? Or did you mean after the end of the last action in the round? It seems a bit odd to make this decision so early in the round.

I think this power would be better described to state that it grants a bonus action at the end of the round, performed on the same initiative, after all other actions are taken. If two mythic characters choose to use this ability, the actions occur in order of initiative.

Currently it almost sounds like the character steps out of time and is able to move about freely without anyone else reacting. By making it a
bonus action, it implies that others can still react. Also, you should specify that anyone holding their action until the end of the round must take their action at the end of the round in initiative order with the mythic character, else they give up their action for that round.

Just my thoughts,

Ken

Webstore Gninja Minion

Kenneth, please post your thoughts in the forums created for Mythic Adventures Playtest Feedback, rather than on this thread.


Liz Courts wrote:
Adventureaweek wrote:
Looking forward to this, and wondering if this will be added to the list of compatible products on the Pathfinder Compatibility License for 3rd party publishers.
We generally don't make that decision until we're closer to the release date for the product. Given our past history, though, I'd say there's a very good chance this will end up on Exhibit B list.

Exhibit B list?


My second concern:

author said wrote:
Force of Will (Ex): At 7th tier, you can exert your will to cause events to unfold as you would like. As an immediate action, you can expend one use of mythic power to reroll any d20 roll you have made, or force any nonmythic creature to reroll any d20 roll. You can use this ability after the results are revealed, but the roller must take the results of the second roll, even if it is worse.

My concern here is that, by allowing this to occur -after- the first roll, you are taking out-of-character knowledge for making in-character decisions. It is almost a precognitive ability.

Hence, I would rather see this be used as a way to influence before hand the outcome of a future action (without a precognitive aspect). This would then require the player to state the intent to do so BEFORE the die is rolled by the game master (or other character).

The result would then be a modification to the roll. Thus, rather than a reroll, it would apply either a -20 penalty or take +20 bonus (like True Strike). Or, if you really want to make this extraordinary, cause that action's die roll to be automatically treated as a natural 1 or a natural 20. The result being either extraordinary failure or extraordinary success.

To me, this is more like influencing fate and destiny by will, and less like using a character power to manipulate other players and the game master.

Just my thoughts,
Ken


Liz Courts wrote:
Kenneth, please post your thoughts in the forums created for Mythic Adventures Playtest Feedback, rather than on this thread.

I apologize. I thought that's what this board was. I will repost my thoughts there, and read the other posts to make sure I am not repeating what others said.

Too many boards, blah! :)

Ken

Dark Archive

Adventure Path Charter Subscriber; Pathfinder Adventure, Starfinder Adventure Path Subscriber
kevin_video wrote:
Looked at the playtest. Absolutely not something I wanted to see done up, nor will my group ever use it. Doesn't even remotely feel like Pathfinder anymore. Almost feels like something a 3pp would do up using their Pathfinder license in name only.

Fortunately for you, Mythic is entirely optional. While it will see some support (as has been the case with other books published in the RPG line), it's not considered part of the core game. So if you don't want it in your Pathfinder RPG game, don't buy the book. Use the stuff you do like in your Pathfinder RPG game.

Sovereign Court

[For the benefit of GMs, I typed up an email you can copy and paste this invitation for all the gamers you know to make announcing and getting players easier.]
* * *
.
* * *
.

MYTHIC ADVENTURES
Hey friends,
Who would like to join me in playtest of Mythic Adventures? (If not, no worries, I understand -- and you don't have to read any further.)

This seems like another familiar way to play Pathfinder RPG as mythical heros, where your very actions write the pages of history and legend.

I am attaching a Free .ZIP file of the FREE Playtest rules. If you cannot unzip on your computer, I put directions at the bottom of this email how to get your own copy.

If you would like to participate in the playtest, I ask three things:
1. Respond to this email
*Let me know if you want to participate by 11/30/2012
2. Read the rules (*spoiler alert* Please stop on p.48 unless you wish to know the playtest adventure)
*Jot down any feedback/thoughts as your read to make your feedback later easier to summarize
3. Focus on feedback for PAIZO designers
*If you playtest you must write up your feedback for PAIZO and post to forums. (The feedback isn't for me.)

GAME SET UP:
I will gather a variety of players for a special game session in December. If more than 8 players are interested, I will hold 2 sessions. I have not yet determined game level or setting but I will follow up with those interested.

For those who cannot extract the PDF from my .ZIP file, you may try downloading directly from PAIZO (its free!)

Instructions: 1. Create an account username/password at PAIZO 2. Click the link below 3. Click "add to my downloads" 4. Click Downloads and download the game.

http://paizo.com/products/btpy8voq?Pathfinder-Roleplaying-Game-Mythic-Adven tures-Playtest


Kenneth.T.Cole wrote:

Ok, so my first concern:

Amazing Initiative (Ex): At 2nd tier, you gain a +20
mythic bonus on initiative checks. In addition, you can
expend one use of mythic power each round to take an
additional turn, treating your initiative for this second
turn as your initiative roll without the +20 mythic bonus.
Using this ability is a free action that must be decided
at the end of your first action during the round. This
additional turn allows you to take the full range of
actions available to you, but both turns still only count as
one round for the purposes of durations and other effects
based on rounds.

The wording of this power doesn't seem to explain it very well.
There is no "turn" in the pathfinder rules.
Second, it is stated, "Using this ability is a free action that must be decided at the end of your first action during the round."
Do you mean after the first standard/move/swift/free action? Or did you mean after the end of the last action in the round? It seems a bit odd to make this decision so early in the round.

I think this power would be better described to state that it grants a bonus action at the end of the round, performed on the same initiative, after all other actions are taken. If two mythic characters choose to use this ability, the actions occur in order of initiative.

Currently it almost sounds like the character steps out of time and is able to move about freely without anyone else reacting. By making it a
bonus action, it implies that others can still react. Also, you should specify that anyone holding their action until the end of the round must take their action at the end of the round in initiative order with the mythic character, else they give up their action for that round.

Just my thoughts,

Ken

I think, given the wording, that a 'turn' is another word for a round, and 'first action' sounds like 'first standard/move/swift/free action'. That's what I think, at least. The holding action part I didn't quite understand, could you clear that up a bit?

Lantern Lodge

Sounds to me like you get a full set of actions on two occasions in a round, each set behaving as though it was your only and normal chance to act that round, so you get the standard, move, etc each time choosing to use this ability at your first initiative number set of actions.

The only other thing to consider is that full round actions seem to still take a full round but whether you can take a five foot step at each initiative pass is unclear.

Note: Initiative pass is a term I got from shadowrun where you can act mutliple times each "round" if you have the right ability or spell.


I took a look into this playtest, and while I think it is a good idea, it still leave one wanting for a truly Epic feeling. I will likely end up purchasing it, simply from a completion-ist standpoint, but I doubt it will get used, it adds a new level of complexity to the game. PLEASE, come out with a traditional Epic guide, I.E. Level 20+!!!

Dark Archive

I love the direction the playtest packets are taking Mythic adventures. To me, there's more to being epic than bigger numbers.

Lantern Lodge

@ Eric
We don't need a special guide to 20+, you just build the encounters differently. The core rulebook tellyous a couple of different ways to advance level beyond 20.


So I played a game last night using the module.

First bit: we felt a bit overpowered. Not sure if the +1 LA/tier is exactly balanced. Admittedly, we had a GM having to deal with two psychotically experienced roleplayers. We were actually under level, but...well, it might have also had to do with a magus slashing the treeant with a falcata with the mythic scorching ray inside. Turns out they don't like fire...

Second: I'd add a few clarifications, especially the 'swift action attack' powers, namely at highest BAB (or whatever they should be at). Absorb Blow was a question we bumped into as well: my magus used it to soak a lightning bolt, but does the DR and energy resist apply immediately to the damage that triggered it?

I'm sure this will be addressed in the full version, but the 'hybrid' classes like magus could use some more path options. I did archmage, but I almost regretted it as I played since I used the Guardian ability I picked up using a mythic feat far, far more than the archmage abilities I got. Again, I'm sure we will see more options later, which is really where I think this will get awesome.

Otherwise, this was a LOT of fun. Really felt like we became heroes of legend. I think they found a good balance. It's all the stuff I would want from an epic level game without the stupidity.

Webstore Gninja Minion

Twilight_Crow, please make sure your feedback gets to the proper forum, the Mythic Adventures Playtest Feedback Forum!


So is this the Epic Level Handbook for Pathfinder, or something else entirely?

Webstore Gninja Minion

Mythic is different than Epic levels, though the intent is similar. Reading through the playtest documents should give you an idea of what to expect!


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
Stratagemini wrote:

Am I the only one who sees the champion path abilities and thinks "Hello Incredible Hulk?" Aerial Assault, Devastating Smash, Sweeping Strike, Wall Smasher and To the Death?

Tell me that doesn't sound like the Incredible Hulk.

especially with the barbarian archetype that makes it like the hulk as is?


I plan on implementing the Mythic Levels in my campaign using the playtest. They are currently Lvl 7 and after this adventure will receive a pearl from a goddess that will allow them to temporarily gain a ML. This only lasts as long as an encounter/storyline, but it sets them down the path to mythic. If the encounter/storyline appeals to Karthalia, the ML may become permanent.

I was going to wait until 20th level to implement, but that will be a while away. After reading the playtest, I wanted to implement it sooner.

We'll see how it goes!

Toni D.


2 people marked this as a favorite.

This GM rates Mythic Adventures a perfect 10 for content and playability (two thumbs up).

I just ran an epic evil adventure (a reunion with my old epic 3.5 crew, who are all above 30th level), converted everyone into Pathfinder (using the official conversion guide), then used Mythic Adventures and applied the Mythic tiers to the PC’s opposition (elven high mages and bladesingers).
The PC’s where confounded with enemy’s that could bypass their resistances and immunities, produce obscenely powerful spell effects with normal spells (which they couldn’t counterspell), and act twice in a round with “Amazing Initiative” Mythic ability.
It was a truly epic adventure that took over 12 hours to play out, and seamlessly wove in their old 3.5 characters (converted to PF). The new content provided interesting new challenges for the evil PCs (who were otherwise next to unstoppable).

My hat is off to Jason Bulmahn and his crew and anyone else who helped produce such an excellent product. I’ll be getting Mythic Adventures as soon as it’s released in August (can’t wait).

That’s my feedback.

Your Immortal DM
(YIDM)

PS – in case anyone would like to see the PC’s opposition, see the links below:
Ualair the Silent, Grand Mage of Myth Drannor
http://www.4shared.com/office/2R8j9Ub7/Ualair_the_Silent_PF.html

Philogiston, Nature Seer in the Grove of Renewal and Oracle of Fire
http://www.4shared.com/office/EdeLrCiq/Phlogiston_PF.html

Josidiah Starym, Bladesinger and Arms major in the Army of the Art
http://www.4shared.com/office/ywgwOS0v/Josidiah_Starym_PF.html

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