
Ravingdork |

Can you expend more than one uses of your mythic ability in a round?
For example, could you automatically break the paralysis condition of hold person placed on you last round, then take your turn as well as an extra turn, then use both turns to cast super-pumped metamagic'd mythic spells to absolutely annihilate everything that moves?
If so, do you think that this is something that should be limited?

idilippy |

By context I assume the "NO NO NO NO NO!" is for your first question, saying no Mythic Points shouldn't be able to be blown all at once like that. Looking at the playtest I don't see a limit on points spent per turn, though I could have missed it, have to play around a bit and see if I have time to playtest a mythic adventuring day to see if nova-ing is a problem or not.

Harrison |
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Doesn't appear to be a limit from what I see other than the normal action economy. I don't see this as necessarily being a problem unless the table has a typical 15 minute adventuring day.
Or you're up against the BBEG. Situational exceptions aside, while it's entirely possible, it'd probably be really irresponsible to blow your whole load at once instead of spacing it out over the course of the day. Spellcasters of all types should appreciate this, since they have to learn to do that with their default spells.

Drejk |

Mythic Nova? Sounds like a great mythic path name.
If there will be limit to one mythic power expenditure per turn then at 10th tier, with the way the encounter ends within a few rounds and are often separated by a few hours the mythic power regained at 1 per hour might mean that mythic characters will rarely see end of their mythic power pool.

Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32 |
If a limit of one use of mythic power per round is added, any fight against opponents whose attacks allow saving throws is going to turn into this: "Okay, I spend my mythic power to add 1d6 to my save, then do non-mythic stuff on my turn." Rinse and repeat. No cool mythic abilities ever get used.
Edit: Based on my experience with psionic characters who spend power points to perform extra actions, the best way to prevent a "mythic nova" would be to remove the extra turn option from amazing initiative. If players can't use mythic power to break action economy, it becomes much harder for them to nova.

Pendin Fust |

I had this same thought while running a playtest with a Guardian. He could sudden block by spending a mythic power, then add 1d6 to his free attack, then on his turn spend a mythic point to do a swift action thing, spend another mythic point on that attack, and finally spend another mythic point on his normal attack. 5 points in one round. At Tier 1.

Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32 |
I had this same thought while running a playtest with a Guardian. He could sudden block by spending a mythic power, then add 1d6 to his free attack, then on his turn spend a mythic point to do a swift action thing, spend another mythic point on that attack, and finally spend another mythic point on his normal attack. 5 points in one round. At Tier 1.
Actually, your guardian could only ever do one of those things in a round:
Sudden block is an immediate action. Adding 1d6 to a roll is also an immediate action. When you perform an immediate action, you can't take another immediate or swift action until after the end of your next turn.

The Block Knight |

Personally, I don't have a problem with it. If a character wants to blow all of his Mythic points on a single round or combat, then he's extra-awesome for that round or combat. Good for him. This is only really a problem, as I see it, if you're only throwing one encounter at the party per day.
I've played other games that use similar setups (Scion, Exalted, Aberrant) and I've never really run into resource expenditure as a problem. Groups obviously vary though. As Epic Meepo points out, there is a limitation based on action types which should more than suffice for the average combat round.
As for BBEGs, most Mythic Villains in legend are usually pretty clever and smart. A lot of them suffer from hubris, sure, but they're rarely foolish. IF the BBEG of a Mythic campaign isn't engineering situations to weaken the party before he deals with them then the BBEG isn't doing it right. Even if it's just something simple like illusions, simulacra, or false emanations of his true form. Hell, just polymorph a goblin into looking like the BBEG - once the party "novas" on Timmy the Goblin and then realizes their mistake they should learn their lesson. If they're wise.

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Mythic combos eat up points like crazy. And you do start with a few to burn. I think the best way to control the limitations is only one type of Mythic bonus or action can be 'bought' a round. That way you can't spam extra actions, stack bonuses, etc. Which is how I think it works anyway, but as long as that limitation is in place it shouldn't 'break' as easily.

hogarth |

If a limit of one use of mythic power per round is added, any fight against opponents whose attacks allow saving throws is going to turn into this: "Okay, I spend my mythic power to add 1d6 to my save, then do non-mythic stuff on my turn." Rinse and repeat. No cool mythic abilities ever get used.
That's basically my experience with Eberron action points -- since you can only use those action points once per round, people are afraid to use one in case they need help making an important save when the bad guys' turn comes around.

Ravingdork |

Personally, I like the ability to use them more than once a round. Most of the time, many of the abilities are already limited (requiring swift, immediate, or longer actions to use).

Malikor |

Don't forget though, that using a mythic point in its 'base' ability (that is add 1d6 to a 1d12 to a d20 roll) is an immediate action, so if you used it during your turn, you have used your swift for your turn, and if you used it out of turn, then you used your next turns swift.
If the use of a mythic doesn't say it takes a swift or immediate, then don't see why you cannot use more than one use in a round. But maybe limiting the number you can use to 1 per tier, or 1 + 1 per 2 turn, or even just one per 2 tier (min 1).