
Matrix Dragon |
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I just wanted to post my thoughts on the current mythic rules now that I've run a good number of fights involving mythic enemies against a non-mythic party. I hope that these aren't too late to be of any help.
If you want some details about the type of campaign that I was running, feel free to take a look at my Mythic Serpent's Skull topic. I will update it with notes on the final boss fight at some point.
1. Monsters with mythic templates need more things to do with their mythic power points.
This issue may be fixed when the mythic feats are finalized, but I figured I should mention it. I found that monsters that I added mythic templates to often had nothing useful to do with their mythic power. At least, nothing nearly as useful as what a player could gain from a mythic tier. Perhaps the templates should come with one or two options for ways that they can use their powers?
2. Mythic power attack is overpowered
I specifically avoided using this feat against my non mythic players because I knew it would lead to them dying too fast. After running the fights, I'm pretty sure that I was right. This combined with having two full round attacks (from agile template) every round would have wiped my party. Please don't include things like this in the final product: high level characters and monsters do too much damage per round as it is.
The final boss that I threw at the players would have gained +8 damage per hit from this one feat. He would have been killing two players per round between this and his agile template.
3. The invincible template doesn't work as advertised
This template could use some work. Right now Agile is a far more powerful (and useful) template. The main issue that I noticed was that its deflect blows ability wasn't very reliable. It is basically just a wasted ability against opponents who have a very high attack bonus.
You may want to also think about allowing it to negate secondary effects that happen even when the monster makes a saving throw, perhaps at the cost of a mythic point. My 'Invincible' final boss spent two or three rounds being staggered because of the staggering critical feat. He always made the save, but was still staggered due to the ability's secondary effect.
I also find it odd that this template allows him to automatically break out of effects that last for more than one round (by re-rolling the save), but he can't do the same against effects that last only one round. Basically, effects that last only one round are more reliable against invincible bosses since they can't be re-saved against.
4. Having multiple turns in a round is amazing, but also confusing.
I have run several monsters with the Agile template. This is an amazing template for making a creature into a much bigger threat against the party, but it also leads to some confusion. There are many things about how having multiple turns in a single round works that need to be clarified. For example: what happens when the creature delays its action?
5. Having a limit on the number of spells that can be cast per round is a very good idea.
I'm using the updated rules for Amazing Initiative (extra standard action instead of extra turn) and the suggestion of allowing only one spell + one quickened spell per round no matter how many actions a character has.
I threw a mythic hierophant (tier 2) at my players. One of his spells was Stormbolts, and since he was at tier 2 he had Amazing Initiative. If he had been able to cast Stormbolts twice per round by using amazing initiative he would have annihilated the party. 34d8 damage with two chances of stunning is no joke.
Sure, it can break the suspension of disbelief a bit, but preventing spellcasters from casting too many spells per round keeps them from novaing their enemies into oblivion. At the very least it makes them be a bit more creative about how they case multiple spells by using staves and spell-like-abilities.