
DigMarx |

On 11/25/12 I GMed the Mythic Adventures Playtest scenario "The Wrath of Nature".
There were 3 players present. We used the existing 7th level builds of the iconic characters Valeros (fighter), Ezren (wizard) and Kyra (cleric). I felt the 7th level builds were appropriate due to the fact that we were running with 3 PCs rather than 4, and the character sheets were readily available and didn't need to be modified for play (beyond adding the 3 mythic tiers).
The players were all experienced and generally made well-considered decisions while refraining from using out-of-character knowledge and/or metagaming.
I ran the monsters in a manner appropriate to their intelligence. The only change I made to the adventure as written was to substitute a Fire Goddess's Blade for the Bow of Erastil after the second encounter. The gp values aren't equal but the swap had a negligible effect on the adventure.
To sum up my experience:
* I think the players enjoyed using the mythic powers, but Amazing Initiative is just too obvious of a choice. I don't know that it's irredeemably broken, but it needs to be brought in line with the other uses of mythic power. Perhaps as an extra standard action that stacks with Haste, etc.
* I like dual initiative as a monster ability, but it would be unfair to make it a monster-only ability.
* Consideration should be given to making the use of mythic power a once-per-round ability.
I'll let the players speak for themselves here, but I think the Mythic Adventures path abilities are generally good, but there are some very obvious choices, which to my mind means an imbalance. No one used mythic power to add a d6. Similarly, the mythic spells have some clear winners. Mythic CLW compared to Mythic Bless? No brainer. Anyway, that's it for now.
Zo