Harakani |
I've done a PbP Playtest of Ashes At Dawn and introduced the rules to my tabletop group in Broken Moon. The update was not brought into play.
Broken Moon
As a GM very much appreciated the Agile and Savage templates as a way to easily upgrade a few monsters to low mythic.
My experience has been that (Level+Mythic tier) is slightly less powerful than level alone IN COMBAT. I don't have enough numbers to justify this beyond the randomness involved in dice.
One of my players has used their mythic wisdom ability on perception a few times to enormous effect (once to spot guards from two hundred feet away, once to see an invisible caster).
Players had trouble with tracking Lesser Trials.
I found the suggestions around how to make a game feel mythic very useful.
Ashes at Dawn
You can check out the threads if you would like more detail.
Once again I found the templates an easy way to upgrade monsters. Would have been good to have a few more "easy add" templates, maybe at +2, +3 and +4. This would let a GM using a published adventure easily upgrade some monsters to Mythic.
There was a confusion about what happens to a mounted character using Amazing Initiative and wanting to move.
We had a character with DR/- and DR/Epic. The fact these didn't stack made DR/Epic useless for him, despite it was a very appropriate ability for his character to have developed. Not sure if I missed a rule on that.
It did feel to me like there were a few too many points under this system. New iteration should fix that.
"To the Death" proved instrumental in a character's surviving. It was great, but probably appropriately costed.
Despite me trying to push it I saw no love for lesser trials. One players suggested it might be due to the fast pace of the game.