Mythic Adventures is out - Any questions?


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Is there some form of Epic Regeneration? I am thinking of having something like Great Old Ones in my next campaign, and I think they should simply heal all wounds and not be actually harmed by such minor things like acid or fire.


Doesn't look like it. For monster there doesn't seem to be any regeneration/unkillable ability.


You could just give it the Tarrasque's regeneration.


They do have Great Old Ones in Bestiary 4, whenever it comes out. You can always just give the monsters what abilities you want, such as the Regeneration ##(epic).


I initially asked the question because of Baba Yaga. She's an augmented human with the mythic subtype so it made sense that anyone with Mythic tiers could get the subtype. The subtype gives everything that tiers do, basically, with bonus HP, DR, and a natural armor bonus, but it says that it gives the creature mythic rank.


Mythic Spellpower archmage path ability looks very underpowered compared with Extra Mythic Power, I mean with Extra Mythic Power you can do the same but with the flexibility of do other stuff if you want, I think Mythic Spellpower should give you three free mythic spells instead of two.

What happen with need less players for a campaign, perhaps even solo? This was one of the things I was expecting most :(

Why cap mythic tiers/ranks at 10 if mostly you only gain path abilities, score increases and feats? why not 20, or infinite?

After all this is the base modeling: Increase a score +2 = mythic feat = path ability.
You can have do something like: every tier you gain three mythic abilities (the ones above), and one extra at first, tenth, and every ten tiers there after. And there you go, infinite progression. After all Mythic is a good design, classes can learn something about this.


Epic Mythic Tiers?


edduardco wrote:
Mythic Spellpower archmage path ability looks very underpowered compared with Extra Mythic Power, I mean with Extra Mythic Power you can do the same but with the flexibility of do other stuff if you want, I think Mythic Spellpower should give you three free mythic spells instead of two.

Possibly. On the other hand, it states that you can cast the mythic spells without expending any uses of mythic power. Which may be not intended as RAW, but at a sketchy guess it could mean that you can launch a mythic spell that's chewing up five uses of mythic power... without actually spending any.


there was a thread on this same issue but i can0t find it anymore. Anyway, the conclusion was that you can cast 2 mythic spells for free even if they are augmented, thus saving up to 10 mythic pops instead of just 2. There where also some other consideration on it being selectable up to 3 times instead of a single one like extra mythic power.


Extra Mythic Power can be selected three times too. If Mythic Spellpower allow to cast mythic spells with all the boosts without expending mythic points is great, anyway I hope Paizo realizes a FAQ soon, or perhaps errata?


Marthkus wrote:
Epic Mythic Tiers?

jajaja Unintentionally, but why not. I just that I feel a little frustrated when a read 40+ path abilities and some need to be taken more than once and you only get ten, I want more, some are really nice.


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One of my players asked if he could take a "pair of magical gloves I found in my Mythic Adventures PDF that makes my monk's unarmed strike damage increase by one size category."

Please, tell me all there is to know about these gloves, particularly whether or not they would be appropriate for a NON-mythic game.


+1 to Ravingdork's question. I wait with bated breath.


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That'd be the Stonefist Gloves. Price 10k gold, treat your unarmed strikes as if you were one size larger than normal, also bypass hardness 8 or lower. The additional use if you are mythic is that you add half your mythic tier on your check when making a sunder combat maneuver.

I don't know if the two main functions are balanced at 10k gold, to be honest. It's a very good upgrade for Monks with the virtual size increase at 10k, but the addition of being able to batter down stone doors/walls seems a bit much. The further mythic upgrade is pretty "eh", to be honest.


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I would have pegged the size increase alone at 12-16k. Ignoring 8 hardness or less is...well...not that great. Against doors and walls, all you're really saving is time. It is much better when sundering non-metallic armor, weapons, and shields.


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Well, yes. The "ignore hardness" factor is not overpowered, but it is in addition to the main function, which already seems a bit too good at 10k. I mean, the big upgrade item for Fighters are Gloves of Dueling and those are priced at 16k, with also some secondary stuff mixed in. And Gloves of Dueling previously held for me the title of "waaaay too good" an item at its price listing.


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Yeah. GoD should have been around 24-32k.


I would think ten thousand for a very small damage buff would be fine... why is it too much for you guys? Am I missing something? Is he specifically building a vital strike character?


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My question about the aforementioned gloves wasn't really answered: Is there anything about them that might prevent a NON-mythic character in a NON-mythic game from obtaining and/or using them in the traditional manner?


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Ravingdork wrote:
Yeah. GoD should have been around 24-32k.

Agreed, that was the price range I was personally tagging them, too.

Ravingdork wrote:
My question about the aforementioned gloves wasn't really answered: Is there anything about them that might prevent a NON-mythic character in a NON-mythic game from obtaining and/or using them in the traditional manner?

Sorry, overlooked that. As far as I can gleam from the book, there is nothing saying that only mythic characters can access those items. Legendary items (which are basically created by taking a universal mythic path ability) are an exception, since you need to be mythic to aquire them in the first place.

Trogdar wrote:
I would think ten thousand for a very small damage buff would be fine... why is it too much for you guys? Am I missing something? Is he specifically building a vital strike character?

The gloves should stack with Enlarge Person, which brings up unarmed damage very considerably from the one-size increase which was possible before. I am not saying that I am against it, but compared to other power-up items for other classes, it seems very cheap at 10k. It should at least have the same price as the (IMO already underprized) Gloves of Dueling.


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magnuskn wrote:
Sorry, overlooked that. As far as I can gleam from the book, there is nothing saying that only mythic characters can access those items. Legendary items (which are basically created by taking a universal mythic path ability) are an exception, since you need to be mythic to acquire them in the first place.

What about the Mythic Crafter feat? Is that something that can be ignored by increasing the Spellcraft DC by 5 points? Or is it considered an item creation feat that MUST be met?


Alleran wrote:
Rashagar wrote:

So can shadow type spells become more real than the real spells they're mimicking? If so that does sound fairly mythic.

Dying to get my hands on this now.

Well, only in one select case.

A shadowcaster wizard archetype has the 10th level ability that boosts reality by 20% for shades, shadow conjuration, shadow evocation and so on. It doesn't take it beyond 100% alone, and actually states that this ability can't increase it past that. However, what you can do is use the Mythic feat to grab Eldritch Heritage. Then, when you reach 18th level with a Robe of Arcane Heritage for the Shadow Bloodline, you've technically got access to that bloodline capstone, which includes a free +20% to the reality of your spells. Unlike the shadowcaster archetype, this can.

That means greater shadow evocation and greater shadow conjuration can reach 100%, and shades can reach 120% (shadowcaster gets it up to 100% but can't take it over that, while Shadow Bloodline comes in to push you over the edge). It is, of course, very easy to just rule that the shadowcaster archetype stops applying. I wouldn't do that in my own games, since it is supposed to be mythic and "break the game rules" to a certain extent. So if you take a specific archetype, become mythic, get to 18th level and spend three feats plus the Robe of Arcane Heritage... then yes, your shades spell (only that one spell, mind you, since it's the only one that starts high enough to do it) can get over 100% reality.

There's also the Fabulous Figments feat, which makes it much, much more difficult for non-mythic characters to recognise your spells are illusory. More difficult for mythic characters too, just not as much.

There's precedent that if you have several abilities which combined take you past X, and any of those abilities have text to prevent you from going past X, you can't go past X. For example, a Fighter2/Wizard5 with Varisian Tattoo (+1 caster level for one school) and Magical Knack (+2 caster level, can't go past character level) will not have caster level 8 for evocation spells. Similarly, if you go over 100%, you'll have to do it without the shadowcaster benefits.


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Ravingdork wrote:
magnuskn wrote:
Sorry, overlooked that. As far as I can gleam from the book, there is nothing saying that only mythic characters can access those items. Legendary items (which are basically created by taking a universal mythic path ability) are an exception, since you need to be mythic to acquire them in the first place.
What about the Mythic Crafter feat? Is that something that can be ignored by increasing the Spellcraft DC by 5 points? Or is it considered an item creation feat that MUST be met?

The book is silent on that. The mythic crafter feat itself says "You can create any mythic item for which you have the appropiate item creation feat". Since the book doesn't specifically deny normal crafters from ignoring that prerequisite (like, for example, the CRB does for ignoring the "know the spell" requirement for potions) by taking the +5 to the DC, in absence of a developer saying that it cannot be ignored, I'd have to say that the CRB rules take precedence.


A question that's been bothering me since I read it..

If a Wizard/Archmage takes Perfect Preparation, and discards his spellbook, as it says he can, does he still have the ability to learn new spells from scrolls and other Wizards' spellbooks? And if so, does doing so still cost the same amount to "scribe" the spells onto his brain?


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Nakteo wrote:

A question that's been bothering me since I read it..

If a Wizard/Archmage takes Perfect Preparation, and discards his spellbook, as it says he can, does he still have the ability to learn new spells from scrolls and other Wizards' spellbooks? And if so, does doing so still cost the same amount to "scribe" the spells onto his brain?

The book doesn't say, but as a GM I would say "Yes, because no mythic power should be something which actually cripples your character" and "Yes, because balance".


Also, what if a Tier 9-10 Mythic character (Immortal) doesn't take the Longevity Universal Path ability? Without it he still takes aging penalties and has a max age. Does the character still come back if he dies of old age? Can he die of old age? Also, the image of a Venerable Human [Insert Martial Class here]20/Champian 10 seems hilarious. Heh, "Get off my lawn!"

And another thing: How does the Guardian ability Cling to Life interact with Immortal?

And yet another: How do either of these interact with the Clone spell?

What if you die of old age at Tier 10 after taking Cling to Life and having an active Clone spell?


Plus, with all the things that increase crit multipliers and even one thing that maximizes crit weapon damage, I've had the horrible idea of a barbarian wielding a large falcata... Might be a bit feat intensive...


And yet another question: With the Enhance Magic Items Ability, when you activate a staff's ability that takes 2+ charges, do you have to spend that many uses of Mythic Power, or just the one?


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Dude, you already have the book. Those are questions which are best posed to the designers, the best I could do is give my opinions as a player on them.

Not that I am averse to a dev posting here and resolving some of those questions, although I imagine everybody is in the warehouse right now and getting our late orders out of the door. ^^


magnuskn wrote:
Dude, you already have the book. Those are questions which are best posed to the designers, the best I could do is give my opinions as a player on them...

Which I would be very interested to hear. Opinions are what I'm looking for until a developer covers them either in this thread, a different thread, an FAQ, or some other medium. :D

Silver Crusade

Teller of Tales wrote:

Probably. Though it means they kinda messed up, having two thing (the actual Mythic Subtype and just being Mythic) noted in a stat-block in exactly the same way.

So, if they now publish a monster that has Mythic Ranks, but is not supposed to have the abilities of the Mythic Subtype (like increased Natural Armor, Ability Boni etc.) one will have to check all values to actually know if it has the subtype or not. That could turn monster advancement into a major headache...

Maybe anyone around who has Wrath of the Righteous and can tell us how it's done there? (assuming there are Mythic NPC's in it)

Mythic Adventures page 246 has an NPC with the mythic subtype and a mythic tier (Guardian 4. So ...maybe mythic characters are supposed to have the subtype?

Liberty's Edge

Nakteo wrote:

Also, what if a Tier 9-10 Mythic character (Immortal) doesn't take the Longevity Universal Path ability? Without it he still takes aging penalties and has a max age. Does the character still come back if he dies of old age? Can he die of old age? Also, the image of a Venerable Human [Insert Martial Class here]20/Champian 10 seems hilarious. Heh, "Get off my lawn!"

Tithonus


Diego Rossi wrote:
Nakteo wrote:

Also, what if a Tier 9-10 Mythic character (Immortal) doesn't take the Longevity Universal Path ability? Without it he still takes aging penalties and has a max age. Does the character still come back if he dies of old age? Can he die of old age? Also, the image of a Venerable Human [Insert Martial Class here]20/Champian 10 seems hilarious. Heh, "Get off my lawn!"

Tithonus

Well played, sir.


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magnuskn wrote:
Nakteo wrote:

A question that's been bothering me since I read it..

If a Wizard/Archmage takes Perfect Preparation, and discards his spellbook, as it says he can, does he still have the ability to learn new spells from scrolls and other Wizards' spellbooks? And if so, does doing so still cost the same amount to "scribe" the spells onto his brain?

The book doesn't say, but as a GM I would say "Yes, because no mythic power should be something which actually cripples your character" and "Yes, because balance".

There's a reason you wrote things down again and again with rote learning in school.


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Nakteo wrote:
magnuskn wrote:
Dude, you already have the book. Those are questions which are best posed to the designers, the best I could do is give my opinions as a player on them...
Which I would be very interested to hear. Opinions are what I'm looking for until a developer covers them either in this thread, a different thread, an FAQ, or some other medium. :D

Alright, then, I'll give it the good old college try.

Nakteo wrote:
Also, what if a Tier 9-10 Mythic character (Immortal) doesn't take the Longevity Universal Path ability? Without it he still takes aging penalties and has a max age. Does the character still come back if he dies of old age? Can he die of old age? Also, the image of a Venerable Human [Insert Martial Class here]20/Champian 10 seems hilarious. Heh, "Get off my lawn!"

Technically, yes, IMO he should come back. Something to look out for when leveling your mythic character. ^^

Nakteo wrote:
And another thing: How does the Guardian ability Cling to Life interact with Immortal?

Well, if you aren't brought back after 24 hours, you respawn normally.

Nakteo wrote:
And yet another: How do either of these interact with the Clone spell?

Weirdly, IMO. If your GM has no evil clones of you running around if those abilities interact with the Clone spell, he's doing it wrong. ^^ That being said, normally your clone should awaken after you die, simple as that. The other conditions don't apply, because Clone activates first. Now, as I said, if somebody heals your body or the 24 hours pass, watch out if the GM is practicing his "evil laugh". :p

Nakteo wrote:
What if you die of old age at Tier 10 after taking Cling to Life and having an active Clone spell?

The clone spell doesn't work with death by natural causes, so IMO it's up to Immortal and Cling to Life to work as I said above.

Nakteo wrote:
Plus, with all the things that increase crit multipliers and even one thing that maximizes crit weapon damage, I've had the horrible idea of a barbarian wielding a large falcata... Might be a bit feat intensive...

I'd personally advise against building characters which one-hit CR's way above what they should. Personally, as a GM I am rather opposed to min-max shenanigans like that.

Nakteo wrote:
And yet another question: With the Enhance Magic Items Ability, when you activate a staff's ability that takes 2+ charges, do you have to spend that many uses of Mythic Power, or just the one?

You spend as many charges of mythic power as you'd spend charges of the staff, as it says in the text itself. "When using a staff or wand, you may activate the item by expending one use of mythic power instead of one of the item's charges". I can see an interpretation where you are limited to substituting only one charge, however.


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Ravingdork wrote:
magnuskn wrote:
Nakteo wrote:

A question that's been bothering me since I read it..

If a Wizard/Archmage takes Perfect Preparation, and discards his spellbook, as it says he can, does he still have the ability to learn new spells from scrolls and other Wizards' spellbooks? And if so, does doing so still cost the same amount to "scribe" the spells onto his brain?

The book doesn't say, but as a GM I would say "Yes, because no mythic power should be something which actually cripples your character" and "Yes, because balance".
There's a reason you wrote things down again and again with rote learning in school.

Well, I'd probably add "you spend the money you'd normally use for magic ink to buy coke and sniff it off the feet of halfling hookers", but otherwise not having to spend the money would make life a bit too easy for the Wizard. It ain't as if that class doesn't have all the advantages, anyway. ^^


magnuskn wrote:
Stuff...Lots of it.

Thank you, you have been most helpful. All the stuff non-clone related was about what I thought, but I needed a second or third opinion. The clone stuff.....Yeah, I chose not to even really start on that. Lol

On the topic of the Falcata barb, I agree with being against min-maxing shenanananananagins. I personally enjoy bending the system as far as I can to see how loud of a breaking noise it'll make. However, I dislike it when people play such things because it's no fun when one person outshines the party, which is why I don't play them. They're just a lot of fun to build. And then you post them on the DPR Olympics and make everyone's heads explode.

Ooooooooh, DPR Olymipics comma Mythic anyone?


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Nakteo wrote:
On the topic of the Falcata barb, I agree with being against min-maxing shenanananananagins. I personally enjoy bending the system as far as I can to see how loud of a breaking noise it'll make. However, I dislike it when people play such things because it's no fun when one person outshines the party, which is why I don't play them. They're just a lot of fun to build. And then you post them on the DPR Olympics and make everyone's heads explode.

Sure, as thought experiments those work fine. The problem starts if someone really shows up at a game with one of those and expects to be allowed to actually play it. And then shows up on the board to complain about being denied by his (smart) GM. ^^


magnuskn wrote:


Trogdar wrote:
I would think ten thousand for a very small damage buff would be fine... why is it too much for you guys? Am I missing something? Is he specifically building a vital strike character?
The gloves should stack with Enlarge Person, which brings up unarmed damage very considerably from the one-size increase which was possible before. I am not saying that I am against it, but compared to other power-up items for other classes, it seems very cheap at 10k. It should at least have the same price as the (IMO already underprized) Gloves of Dueling.

Gloves of dueling are significantly better than a die increase. To hit is twice as effective as damage, and the gloves grant both damage and to hit. The hardness ignoring aspect is very limited in its applications. I don't know a lot of adventurers that like sundering their loot.


magnuskn wrote:
The problem starts if someone really shows up at a game with one of those and expects to be allowed to actually play it. And then shows up on the board to complain about being denied by his (smart) GM. ^^

Yep. Met some of those. I've also met people who refuse to play if they're not allowed to break their characters into the middle of next year. If you're not willing to play the game at the level it's meant to be played, or that which the GM's willing to deal with, you're playing the wrong game. To that end, I hear Exalted's good this time of year... :p


Nakteo wrote:
magnuskn wrote:
The problem starts if someone really shows up at a game with one of those and expects to be allowed to actually play it. And then shows up on the board to complain about being denied by his (smart) GM. ^^
Yep. Met some of those. I've also met people who refuse to play if they're not allowed to break their characters into the middle of next year. If you're not willing to play the game at the level it's meant to be played, or that which the GM's willing to deal with, you're playing the wrong game. To that end, I hear Exalted's good this time of year... :p

Someone told me at one point that they had a player try to play pun-pun (this was 3.5). The player was being totally serious. The DM didn't buy it.


There are ways to sneak Pun-Pun into a game. But it's not advisable, since you're then pitting yourself against the GM. And players only ever win that fight if the GM is either stupid, inexperienced, or incompetent.


So, back on topic, is anyone else a bit underwhelmed by the Marshal? Or have I just played with a few not-normal group of people who don't work together very well?


If they've changed from the playtest version then I wouldn't be surprised. I had a Bard/Marshal player that was VERY effective in my low-level playtests.


137ben wrote:
Someone told me at one point that they had a player try to play pun-pun (this was 3.5). The player was being totally serious. The DM didn't buy it.

I'd just have the actual Pun-Pun show up in-game as soon as the player tries to start the loop, explain that he's not stupid enough to let a second individual attain omnipotence by abusing the laws of reality, and then have him take away the PC's toys and disappear.

Quote:
So, back on topic, is anyone else a bit underwhelmed by the Marshal? Or have I just played with a few not-normal group of people who don't work together very well?

I haven't had a chance to look closely at the Marshal yet (I'm prowling through the Archmage and Champion paths primarily right now). From what I recall, it's very Leadership-focused and ally-boosting (bards, basically), and that can be a bad thing in the case of the former, since Leadership is already either at or near the "best feat in the entire game" position.


It may have already been said but my take is that mythic's best use (outside of WOTR) is powering up small parties to be able to take on full party content without the problems of overleveling (having access to things like fly/teleport before the adventure assumes they do). A two person party with mythic tiers can be essentially made the equivalent to a four person non-mythic party of the same level. Thus its a way to run non-mythic APs as-written with small parties. Maybe add one mythic tier to certain bosses and you are good to go - no need to depower/rewrite the whole thing.


Pawn512 wrote:
It may have already been said but my take is that mythic's best use (outside of WOTR) is powering up small parties to be able to take on full party content without the problems of overleveling (having access to things like fly/teleport before the adventure assumes they do). A two person party with mythic tiers can be essentially made the equivalent to a four person non-mythic party of the same level. Thus its a way to run non-mythic APs as-written with small parties. Maybe add one mythic tier to certain bosses and you are good to go - no need to depower/rewrite the whole thing.

I was hoping this too, but there's a few trouble spots for this technique. You will want to take a look at a few abilities that cause a guaranteed victory against non-mythic, like the Mythic Hexes path ability of the Archmage. With those removed, it should work well.


edduardco wrote:


Why cap mythic tiers/ranks at 10 if mostly you only gain path abilities, score increases and feats? why not 20, or infinite?

After all this is the base modeling: Increase a score +2 = mythic feat = path ability.
You can have do something like: every tier you gain three mythic abilities (the ones above), and one extra at first, tenth, and every ten tiers there after. And there you go, infinite progression. After all Mythic is a good design, classes can learn something about this.

Because the designers wanted to make sure there was in-house consistency with the setting of Golarion and with the range of level support for the products they publish.

An ever-increasing or infinite system works fine with your suggestions for a homebrew game where the DM knows his players and table expectations. It doesn't work for for a company trying to build a consistent set of rules to define products they're selling to the entire player base.

I won't get into it further here since that's not what this thread is for, but the designers of the game have addressed this question and the issues surround it over a dozen times since Mythic was announced. There are threads floating around here somewhere in which James Jacobs, Jason Bulmahn, and the other "top men" discuss the reasons at length.


Pawn512 wrote:
It may have already been said but my take is that mythic's best use (outside of WOTR) is powering up small parties to be able to take on full party content without the problems of overleveling (having access to things like fly/teleport before the adventure assumes they do). A two person party with mythic tiers can be essentially made the equivalent to a four person non-mythic party of the same level. Thus its a way to run non-mythic APs as-written with small parties. Maybe add one mythic tier to certain bosses and you are good to go - no need to depower/rewrite the whole thing.

THat is one of the best uses of it for me. My wife GMs me solo. We've been doing gestalt (to cover different necessary abiltiies) and tossing Mythic on that was the final piece to make it work.

Other ways I've thought about using it -

If the campaign is one with Linear fighter/Quadratic Wizard issues (I've never had them, but it seems a common pain point) - give all the martial Mythic ranks tied to martial classes, but not for any caster.

The other one I thought about. The PC may be low/mid tier mythic (3 or 4 rank) - and monsters (or undead or demon or creatures of your choice) are supposed to scary. So the PCs have those recuperative powers against sentient races, but they run into skeletons and their Full rest and night doesn't bring it all back, or saves aren't as good. Instant way to make one monster type "all that and more"


So, back in the Mythic Playtest, this thread arose with the following observations

Rocket Surgeon wrote:

Hiya.

I've run a couple of playtests with my group this last week. We mostly found that the problems in the basic document has been addressed elsewhere, so I won't repeate them here.

What I would like to mention is that when we sat after the second playtest and started talking about it we all had kind of an empty feeling from it.

As we exprerinced it the Mythic rules as they are now adds some power to the game, but it doesn't add any flavor. Everything gets a boost and some new toys, but these are essentially a better version of the toys we already have, though with the added bookkeeping needed due to new
costs and new currencies.

The Spells are the same but with a little added power and so are the feats. There's no Myth, no real feeling of otherness and awe. It feels like a boring, uninspired expansion for an online game, just raising the power level without adding anything truely different or interesting.

The different paths seems interesting at first, but in effect they end up being just non-class-specific "classes" which adds some new powers to the game, feels like I might as well play a ghestalt game and dispense with doing a new form of bookkeeping.

Sorry to be a grouch, but as the Mythic rules look like now there's very little Myth and quite a bit of Ick to them and they are diffenately not living up to their name :(

Myself wrote:
This thread speaks to something I had noticed during my reading of the rules, but had a hard time putting into words. Normally, if I read a new set of rules that come with a helping of "awesome" I get inspired to use the rules. When I read the mythic rules I really didn't get that feeling at all. It felt more like reading some functional rules for the topic, but nothing that would inspire me to want to use them in a game. They don't fit together in an elegant manner that makes me admire their simplicity (not surprising given the stage of the rules and the fact that this is a playtest) and there's far too many +1 type rules and not enough new capabilities. For the most part I'm not seeing the rules for creating mythic heroes, I'm seeing rules for creating mythic bookkeepers.

And a response by Jason Bulmahn

Jason Bulmahn wrote:

Hey there folks,

I think this is an interesting discussion and one that we are having internally as well to ensure that this book is more than just a few numbers tossed around. I personally have the feeling that too much of the playtest ended up being a simple mechanical bonus without the added "oomph" to make it mythic. There is a difference between auto confirming crits.. which is certainly useful, and jumping up in the air, grabbing a dragon and slamming it into the ground. The first is probably more mechanically valuable, but the second is much more "mythic".

Suffice to say, we are working to add more of the later to the rules. Much of the rest that is described here as an issue deals with tone and setting. The text dealing with that was not included in the playtest for a number of reasons, but primarily because it just was not ready yet. There is going to be a significant section of the book talking about how to build mythic games and how to make it more of a impactful change in your game than just some numbers. We are getting there.. but for now, the playtest needed to focus on the mechanical. Its hard to playtest background info.

At any rate, thanks for all the feedback folks.

Jason Bulmahn
Lead Designer

How well do the published Mythic rules go to addressing the issues raised in that thread? I'll admit having held off on purchasing these rules as what I saw in the playtest did not inspire me all that much. I'm curious if these rules are worth taking a look at?

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