Level 5 / Mythic 1 playtest...Clockwork fights.


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The Exchange

Pathfinder Lost Omens, Rulebook Subscriber

I started my Mythic playtest last Friday kicking off my massive crazy clockwork army fight and it was fun but we did highlight a few problematic issues. And some really positive!

Lets get the mixed issues out first:

"To the Death" is good. Too good in many ways. The PC's who took it gained what compared to other Mythic bonuses felt like 2 stages of feats. Perhaps it should have been broken into a staged feat? The first granting you the 3X Die Hard (take 1 damage if under 0 if you do anything) and the second granting the full effect fo the feat. Otherwise, it's made my fighters almost careless in fights.

Dual-Path has issues. There is almost NO reason if you are a caster NOT to take Archmage/Hierophant as your primary because in doing so you would loose your Mythic spells. There is no trade off to go say Champion and then Dual Path into Archmage if you were going for a amped up fighty Magus, etc.

There were a lot of questions about what happens to feats and class abiltites that get 'overwriten' by amped up Mythic verions. Like Mythic versions of combat reflexes. What happens if you took the old feat? Do you get to swap it out for a new one? (Great idea btw.) And what happens if you get a Mythic feat and it replaces the feat you have can it count for prereqs towards non-mythic varients? Stuff like that.

Also, consider limiting the use of Mythic points on overcoming spell resistance. People tend to horde points for that. (Translated from previous Hero Point systems.)

Now the good stuff...

Wild Arcana (?) The Archmage ability was SO GOOD! It allowed the Bard (Priest of Ramzir) in the group to undo confusion on a PC in the middle of combat.

The same goes for the mythic ability that forces someone to roll twice and take the worst result on spells. Turned the casters in my party into beasts! Useful but not imbalacing at all.

Mythic Charge is hilarious in combat!

I find the Champions and dealing crits to be nasty. Pefect mix, just make sure to give them something unique for Dual Pathing into.

Mythic Arcane Strike became a party favorite. The 1 minute duration allows for mthic thrown weapons to be reused.

And the most common use of Mythic Points was on saves vs effects.

My party faced off against 2 zombie hordes and one ecounter with a 7th level caster and 4 balistas and they survived. It was hard fought with a lot of harm going around the table, but it was a hoot to play!

Mythic playtest was fun, but needs tweeking!


Thanks for the report!

TheLoneCleric wrote:
And the most common use of Mythic Points was on saves vs effects.

This kind of surprises me. I would expect people to burn them on free attacks. Did you have a lot of mean effects?

Cheers!
Landon


So far I've experienced what Landon mentions, the free attacks and adding to the d20 rolls.

Of course, they haven't come up against a mythic spellcaster yet in my playtest!

TheLoneCleric wrote:
There were a lot of questions about what happens to feats and class abiltites that get 'overwriten' by amped up Mythic verions.

The way I've understood it is that you need the regular feat to qualify for the mythic one. For example, Cleave is required for Cleave(Mythic) which really only allows you to hit non-adjacent foes in your reach, instead of the usual adjacent. It doesn't necessarily replace it, it just makes it better and allows the burning of mythic points to further enhance the feat.

The Exchange

Pathfinder Lost Omens, Rulebook Subscriber

Ya. That part of my confusion over feats is cleared up. Keep in mind the group was Mythic Teir 1 so Amazing Init didn't factor in.

Throwing the group against large area attacks (the clockwork zombies had firebombs) and a high level mage really had them using evasion and MPs for saves. They knew their attacks could drop the NPCs, but the trick was getting close enough to make it count.

DR/Epic didn't matter when it was 5 or less.


TheLoneCleric wrote:
Also, consider limiting the use of Mythic points

I agree wholeheartedly with this. I can't see if it is in the playtest, but I wonder if there should be something like the monk's ki strike for all mythic characters.

If they have at least 1 mythic point left, they can deal mythic damage, otherwise they deal damage normally? I don't know if that would handicap too much though, or if that's a good way to focus on resource management.

Paizo Employee Lead Designer

Interesting thoughts everyone.

Thanks for the playtest notes. I will add this to my list of ideas and concerns.

I am moving this to the Adventure Forum.

Jason Bulmahn
Lead Designer

RPG Superstar 2009 Top 16, 2012 Top 32

Nice report.

TheLoneCleric wrote:
And the most common use of Mythic Points was on saves vs effects.

I was wondering if something like this might happen fairly often.

The Exchange

Pathfinder Lost Omens, Rulebook Subscriber

Mind you next session. First Mythic Boss Fight. That's going to be a bear. They are already down some healing, but are sucking wands fast.

Also, Dual Focus is a god send for some classes. Strength Wizard with 18 STR and 18 INT got the most out of it. So many points to burn on hammering past people.

There needs to be a Mythic Chill Touch, it was so useful vs the clockwork undead. It turned our Wizard into the party 1 shot cleric! He went to town refreshing that spell so he could keep casting it over and over again.

5+ turns of micro turning and light damage was too useful. The wizard kept bringing the spell back each fight.


Pathfinder Rulebook Subscriber

20 STR and 20 INT ;)

The Exchange

Pathfinder Lost Omens, Rulebook Subscriber

Needless to say. Lots of MP to blow around.

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