Mythic and Adventure Paths - How Can you do it?


Advice


So with the release of Mythic Adventures, I'm sure there are a lot of players and GMs who would like to give the PCs the opportunity to become mythic in an adventure path. I, for one, would like to put my party in Carrion Crown through mythic. But the question is how? This is all so new to all of us, apart from what little we had from the playtest last year.
This is likely going to take time, but I wanted to go ahead and ask if anyone has ideas so far (because I know there are people who could have come up with something by now).
The flat out question is this:
What are some ways to incorporate mythic into an adventure path?


well for starters...you know the Now Releasing ...Wrath of the Righteous AP is doing just that right?

If you are asking about Carrion Crown specifically...You could stage up several of the big scenes into mythic encounters, and possibly event use Mythic Tiers as a temporary effect. They get the benefit for that sequence then they go dormant til another mythic encounter is present,'waking up' again for it. You could stage up the tiers as you wanted using the on/off switch as desired.


Rathendar wrote:

well for starters...you know the Now Releasing ...Wrath of the Righteous AP is doing just that right?

No, I wasn't aware of that. I'll have to look into that.

Shadow Lodge

I have actually been running Rise of the Runelords mythic AND gestalt, but I don't use XP, I just let my players know when they can level. That way, as I notice the challenges are starting to get to be a bit much, they get a boost. I also rebuild every single big enemy as mythic, starting with the second book, when they ascended. I find, very much like in PFS, that if there is only 1 enemy, they almost always smoke it, but if there are 2 or 3, they have a challenge. Just remember to follow the rules of .5 CR per mythic tier and count your PCs as higher ACL vs the challenges. Don't hesitate to use templates (Advanced is super easy and ramps it up a bit), but don't make every single encounter a death fight, the players are heroes and they want to feel like it, so if they have a real struggle against something, don't ramp up the next couple so they can get their confidence back. In our most recent encounter, the poor ranger could only hit on a 17+ and she is well built, it was just a tough encounter. The next several will be pretty generic thug type fights.

The key is to find the place where you enjoy running it and they enjoy playing it, the rest is just gravy.


Heofthehills has the same approach I would use. Thing is, I have so many players I'm already beefing up the opposition in a game before I even consider Mythic. I'm glad they have a Mythic AP out there though.

On another note, I would make a campaign "Mythic" at high level if I was going there. For example, in Rise of the Runeloards, I'd do it around #4 or #5, then the party start to make inroads into legendary realms of Thassilon. In Curse of the Crimson Throne, regaining Serithtial would be a great "first mythic task".

Shadow Lodge

I had the final fight of Act 2 be when they ascended, and I'm going to go very slow from there. I also am not letting my players choose their mythic abilities because they are gifts from the gods in the mindset of Forgotten Realms Chosen.


Reasonable, though I'd have made it later.

Shadow Lodge

If I were running a full party, I would do it at the end of Act 4 OR Beginning of Act 5 depending on which fight you thought was more important.

But I only have two players.


I plan on running RotRL with two players. We're not very good at Pathfinder as a general rule, my plan is to add approximately one mythic tier every half-book and possibly start them at higher than level one (I'd rather err on the side of overpowering than underpowering them).

I know one of the design goals was for smaller groups to be able to play APs as written, so I'm hoping it will work out for us.

Scarab Sages

Our Gm has been running RotRL for 5 players and we've been using Mythic since the playtest. I believe his essential changes were to apply the Advanced template to everything, and to apply Mythic levels or templates to BBEG's and select monsters. It has been working well so far :)


Oh man, this is something I have been doing recently!

As of late, my party for Reign of Winter had dwindled to just me an another PC, we ended up deciding was the best course of action.

We worked together to devise a way to balance and implement the game without essentially breaking it - I know, farcry.

Warning: Spoilers of Reign of Winter AP.

Mythic Ascension:

Alright so in Book 1, the meeting of the BLack Rider - My PC's Wizard mistrusted witchcraft and denied the boon, putting into what we considered the Mythic Path.

Having found a purpose in stopping the Winter Witches and alike.

Being that it's a solo adventure, the Wizard had done quite a considerable lot - Battling the Winter Portal's camp with several NPC's and as far as Defeating Radosek Pavril.

TLDR.

Our idea of Balance
-We introduced Mythic as a means for Solo adventure
- Happens at key moment in story

To balance,
-Decrease the amount of enemies per counter, however adjusting their stats so its appropriate ( your idea )
-Turn some Boss fights into Mythic
-Work out w/ Player how they want to go about furthering their Mythicism.

So far, we've beaten Book 1 and its been great so far.


I've been mulling it over and thinking about making Way of the Wicked a Mythic Adventure as well. Not for the power boost, but for the feel of it, where these players are a cut above the rest, but have certain people also in that category that likely work against them.

I tend to change APs a lot to work better for my group and to run smoother (I usually succeed at this effort, but not without occasional stumbles), and I have very lax house rules, and while I think this would be a positive addition, I can't help but think they might be reluctant to accept it because they haven't planned for it, and had any expectation when the characters were drawn up originally (a couple players tend to plan very far in advance, and optimize towards their goal thoroughly).

Do you guys think that the mythic tiers can be added to a character without much planning for them to be used? I get the feeling that's the case, but I want to know what you guys think.

Scarab Sages

Swivl wrote:

I've been mulling it over and thinking about making Way of the Wicked a Mythic Adventure as well. Not for the power boost, but for the feel of it, where these players are a cut above the rest, but have certain people also in that category that likely work against them.

I tend to change APs a lot to work better for my group and to run smoother (I usually succeed at this effort, but not without occasional stumbles), and I have very lax house rules, and while I think this would be a positive addition, I can't help but think they might be reluctant to accept it because they haven't planned for it, and had any expectation when the characters were drawn up originally (a couple players tend to plan very far in advance, and optimize towards their goal thoroughly).

Do you guys think that the mythic tiers can be added to a character without much planning for them to be used? I get the feeling that's the case, but I want to know what you guys think.

Mythic is very much a system apart but congruent to the core system. I can't see many ways someone's build could be "ruined" by introducing a sub-system that sits on top of the normal rules. Their characters will still do exactly what they built them to do, but now they'll have some extra goodies layered on, like icing on an already delicious cake.


Hi Captain Zimri.
I am currently gm'ing Carrion Crown (just finished Broken Moon - Stairs of the Moon).
(How) did you go about this? I can follow the "icing" thought. But how and where to tweak the story and EL?
I see three Mythic showdowns; Stairs of the Moon commune with Desna, Dark Young of Shub -Niggurath in Wake of the Watcher and AA endgame in Shadows of Gallowspire. Stairs of the Moon being our Ascension point.
I feel like Trials could be any Captain or Lieutenant fight where players are excited to survive. I'd Fudge bad guy hp, atk, ..., to match my wanted Mythic Tier progression.
Personally I don't know. How will this new mechanic empact ingame? Carrion Crown, in my opinion, is pretty epic with drops of mythic.
Still, I am considering a slow progression of Mythic tiers. Has anyone done this and want to share their insights?
Thank you.
Nikolai


Pathfinder Adventure Path Subscriber

I was considering implementing Mythic in my current RoW. I run it online which is already considerable overheard as I have to convert everything into virtual tabletop.

The non-mythic party is already smoking almost every encounter (party of 6, all GM's, high optimization.)

I'm changing the tactics as they conclude the first book just because most of the tactics could be improved.

I thought Mythic would be a nice thing to 'splash.'

To address the original topic on how?
My thoughts:
Don't bump to mythic early.
Keep it in reserve for boss fights.
Don't use mythic every fight. (Maybe swap out a mob or two like those pesky skeletons.)
Limit mythic uses/day and mythic features.
I would consider limiting it to a single mythic element per character. Whether it's a spell, feat, etc...

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