
Father Tully |

I just finished my mythic playtest (Level 10 / MT 5) with the following party (25 pt buy, 62K starting wealth, relatively inexperienced players):
On character creation, dual path and dual power were very popular options. Players were frustrated with most of the mythic feats requiring a regular feat as a prereq. Many wished there was a mythic feat for extra mythic power. The universal mythic path abilities other than extra mythic power were completely dismissed. Giving them a 25 point buy was probably a bad idea, as they were able to crank their primary stats very high using stat boosting items and the mythic bonuses (24 was the the minimum highest stat in the party).
I ran them through several combats:
This was a Warmup fight. The party took a fairly large amount of damage from smites, but rolled over these 6 fairly easily. Extra attacks from the marshal order ability were very powerful and generally given to the 26 STR barbarian with the two handed weapon. No party members dropped.
The party was annoyed by the defensive abilities, but this encounter was little more than a speed bump. The block ability wasn't successful in three uses (though it was primarily used against the barbarian's attacks). I really wished the invincible template gave the creature one or two uses of mythic power to keep it relevant.
This encounter was fairly dangerous. The party was fairly loud on the way up, which gave the arcane guardian nagas time to cast improved invisibility. The royal naga managed to talk long enough to lower their guard while the invisible guardian nagas got some nasty attacks from their bonus spells (sirocco, waves of ecstasy, icy prison, and overwhelming grief). The uses of the mythic spells were nice, and the nagas got several mythic fireballs, which seemed pretty fair. The DC was in a range where there was danger of failure and one player was even set on fire by the secondary effect. The Royal Naga's spells were basically irrelevant thanks to the mythic saves ability, which feels a little too good (or I ran it wrong). It was a beast in melee though, and put the barbarian below 0 twice.
I warned the party that the hand was coming for them, and they did their research and prepared. They manged to crush the hand in two rounds thanks to a good choice of battle field with minimal damage taken thanks to awful rolls by me. Smite evil was crazy good here with the Anti-paladin's huge Charisma mod. The ability to take an extra turn at initiative -20 was also very popular here, and contributed to the rout. The savage mythic template was pretty disappointing. The bleed damage was cool, but I wish this template also conveyed 1 or 2 uses of mythic power.
All in all, the players had a good time and enjoyed the rule set. I regret that I didn't get a chance to test any of the pregenerated mythic monsters, and thought that the mythic templates were a little too weak and not very mythic. If I were to do it again, I would have used much stronger monsters, as the mythic characters are very resilient.
Thanks for giving us the opportunity to playtest!

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Nice playtest, I noticed, that they didn't face enemies with serious or dedicated casters (more like witches or wizards, rather than nagas).
A group that consists mostly of melee characters, usually doesn't have a lot of problems steamrolling melee encounters - even outside of mythic play.
I would love to read your next playtest results (your players equipment would have been very interesting too, since mythic characters tend to invest a lot in statboosting items, and neglect other areas like mobility - at least the ones I build).