Mythic Adventures - balance concerns


Product Discussion


2 people marked this as a favorite.

First, I want to extend my thanks to the Paizo staff for publishing Mythic Adventures and I'm VERY excited to try out these options in my campaign.

I also want this thread to be a place where folks can figure out what rules might NOT work in their games and how GMs should deal with them: whether that be selective exclusion or adjusting their campaigns and encounters.

I understand that "balance" can mean different things and that, in the end, the goal is to have fun, which is different for every GM and every group.

Okay, so enough with the disclaimers!

After looking over the entire book, I went back to Chapter 1 and started reading through the Path Abilities, and found a couple under Archmage that seemed to be too powerful:

Mythic Hexes (Su): Your hexes are more effective against non-mythic targets. When you use a hex that requires a saving throw against a non-mythic target, that target is automatically affected for 1 round (which doesn't count toward the hex's duration) and can't attempt a saving throw to resist the hex...

I immediately wondered: What could stop a melee fighter from running up adjacent to a CR 20 non-mythic dragon, the witch casts her slumber hex, and the fighter coup de graces the dragon? Sure, mooks could get in attacks of opportunity against the fighter -- but not against the witch, and the witch wouldn't even need to use any of her mythic power!

I understand that mythic abilities should be Capital P Powerful, but I don't want a path ability (a 1st-tier one at that) that negates the drama of even the most important boss battles. The only way I see this could be countered is to make every important opponent mythic...

The next Path Ability I'm concerned about:

Rapid Preparation: You can prepare a spell in an open spell slot in only 1 minute instead of the normal 15 minutes. You can prepare spells in all of your available spell slots in only 15 minutes instead of the normal 1 hour. As a swift action, you can expend one use of mythic power to instantly prepare one spell in an open spell slot.

That last sentence seems to negate the strength of spontaneous casters. Why be a sorcerer, when a wizard can have many more spells in his spellbook, all of which are "unlocked" via a swift action?

Perhaps I am I overly concerned about this... after all, mythic power is a precious resource that could otherwise be used to cast mythic versions of spells and do many other awesome things. How did these Path Abilities work out during the playtest?

Contributor

The Rot Grub wrote:
Mythic Hexes (Su): Your hexes are more effective against non-mythic targets. When you use a hex that requires a saving throw against a non-mythic target, that target is automatically affected for 1 round (which doesn't count toward the hex's duration) and can't attempt a saving throw to resist the hex...

I honestly think that with the right hexes, Mythic Hex is the most powerful mythic ability in the game.

Here's the thing, though, too many players (and admittedly some GMs) are reading the powers without reading the, "Constructing a Mythic Adventure" section. There are some very key points to running a Mythic Campaign that need to be kept in mind when evaluating Mythic abilities.

1) 1/3 of the encounters designed for Mythic PCs should calculate APL based on the actual level of the PCs.

2) 1/3 of the encounters designed for Mythic PCs should calculate APL on the PC's modified APL, that is, Level + Tier.

3) 1/3 of the encounters designed for Mythic PCs should fall into either category.

What this is saying is that for anywhere from 1/3 to 2/3 of the encounters that you throw at your PCs should be one CR higher. This means everything from that on-level encounter with the goblins to the CR + 3 big bad guy. ANY of them can be made harder at your leisure. If your PCs can handle more, throw more at them.

The other big balancing fact for Mythic is that -NOTHING- increases your vital statistics. There are no saving throw bonuses, no attack roll benefits, no AC bonuses, and so forth. Sure, there are ways to improve these stacks (Mythic Ability scores and some new magic items spring to mind), but as a whole your players are not going to have better stats then what they already have aside from more hit points. If you're throwing a harder dragon at your players, that means your players are probably going to suffer attacks and damage from those monsters, and because they're even tougher, those monsters are possibly going to have ludicrous saving throw bonuses, even if they're not Mythic creatures.

Mythic Slumber Hex and Mythic Ice Tomb are a little too good for my tastes, however.

Quote:
I immediately wondered: What could stop a melee fighter from running up adjacent to a CR 20 non-mythic dragon, the witch casts her slumber hex, and the fighter coup de graces the dragon? Sure, mooks could get in attacks of opportunity against the fighter -- but not against the witch, and the witch wouldn't even need to use any of her mythic power!

Dragons are immune to sleep effects.

Quote:
I understand that mythic abilities should be Capital P Powerful, but I don't want a path ability (a 1st-tier one at that) that negates the drama of even the most important boss battles. The only way I see this could be countered is to make every important opponent mythic...

Well ... yeah. Why put Mythic heroes against non-mythic villains? Its interesting for the PCs to overcome Mythic challenges when they aren't Mythic themselves. Its not epic for Mythic PCs to trample every non-Mythic villain that comes their way. The simple act of trying to oppose such heroes of legend should be enough to make a villain Mythic, actually.

Quote:

The next Path Ability I'm concerned about:

Rapid Preparation: You can prepare a spell in an open spell slot in only 1 minute instead of the normal 15 minutes. You can prepare spells in all of your available spell slots in only 15 minutes instead of the normal 1 hour. As a swift action, you can expend one use of mythic power to instantly prepare one spell in an open spell slot.

That last sentence seems to negate the strength of spontaneous casters. Why be a sorcerer, when a wizard can have many more spells in his spellbook, all of which are "unlocked" via a swift action?

One of the first abilities that you get for free in the Archmage Path allows you to spend Mythic Power to cast any spell that is on your spell list, even if you don't know it. Spontaneous spellcasters actually win out here because they can select that ability AND a Path ability at 1st level while Prepared spellcasters need to use their first Path ability on Rapid Preparation (if they want it).


2 people marked this as a favorite.

In the first case the dragon wouldn't be affected becsuse it is immune to sleep. But really the problem there is more slumber hex than the mythic hex. You could add a stipulation that the auto fail bit works only if the non mythic monster has equal or less hd to the witch level. This would prevent insta win..

As for the. Second mythic power wizards can already do most of that power except the part requiring a the use of mythic power. Let the wizard do this eats up his power and means he is not doing other stuff.

Silver Crusade

Well the slumber hex seems to be the problem (as usual), while I don't like the mythic hex ability (it makes adventure design harder) it isn't that broken.

And as the others have mentioned already, spontaneous casters already get access to their whole spell list though an Archmage ability.

I am actually quite worried, about the damage output of mythic characters, adding mythic tiers to npcs might be a very good way to kill player characters (and completely shatter the guidelines for npc damage).


Some of the problems I think people will run into with the Mythic rules (which is basicaly the same problem I see with people running high level games) is a refual or inability to adapt. People bemoan that the PCs are unbalanced when the truth is the GM should be the one who is doing the balancing with encounter design.

As a example of things I am already seeing...why would you throw a non-mythic NPC or creature as a BBEG at a party of Mythic characters? There are a lot of Mythic powers and feats that totaly own a non-mythic character. I would heavily recommend if you are going to have BBEG fights eith make them Mythic themselves, give them the feat Mythic Companion, or have it more be a group of BEGG than just a single target.

Start thinking outside the box.


I don't see a problem with this. The example Mythic adventure in the book specifically has an encounter against formerly tough, non-mythic opponents made to allow the players to use their new abilities, smashing monsters that would have given them problems before. In a way, the Mythic power is its own narrative, with non-mythic creatures being slightly lesser compared not only to their mythic counterparts, but also to the players. While non-mythic creatures certainly have their place in that kind of adventure, it seems that the CR curve is higher for the PCs than for the monsters in terms of the power of the abilities .
I would suggest that DMs running an adventure with Mythic PCs be cautious as the number of non-mythic encountersas well as the type of creatures used. Its all well and good to make the PCs feel like badasses, but its also very anti-climatic to one-shot a non-mythic Wyrm Red Dragon, Titan, and Balor all in one day. Pacing mythic and non-mythic is the key.

Owner - House of Books and Games LLC

1 person marked this as a favorite.

See, I look at it in such a way that I don't really worry about balance concerns. By definition the mythic rules are imbalanced. Really. The way I see it, a party with mythic characters will be playing a different sort of game. Sure, they can accomplish crazy things. Great! So they should be actually doing crazy things.

They won't be ridding the town of that goblin tribe, nor tracking down that pesky owlbear lair, nor going after a few random bandits. That's not the point. They should be doing the kind of crazy, off the wall stuff that you see in superhero comics. That's the point :)

I'm dealing with a bit of the same issue with the new campaign I'm preparing to start up. They've all designed their own races (using a 20-point ARG build), and have a 25-point buy. AND they're all first level. In their first game, they took out a wyvern with ease. So what? It's not like I'm going to punish them for it - I'm still in the phase of judging what the difficulty level ought to be for them, and then we'll start getting to the heart of the matter.

And they did make the observation (similar to above) that while they're really powerful because of their monstrous builds, they are still first-level characters and have a bit of a glass heel, too.

Anyways, I don't view this as any different than the old 3.5e epic rules, or, really any high-level play in general. If you're going to try to min/max the Mythic rules, you will break the game. No question. So you can't play as if that's the point. You have to play as if you now can tell epic, world-spanning stories you'd never have been able to tell with the core rules.

And if someone has an "I win" combination, well, either create an in-game reason why it can't be done every time (I've done that in the past), have a tacit agreement that it won't be used all the time (not as good, but that's been done too), or have lots of opponents for whom that magic combo doesn't work (my least favorite, as I'm a fan of versimilitude, and to suddenly have 95% of the opponents immune to sleep just breaks it down for me).


I'm kind of in agreement with everybody here, about adjusting to maintain The Fun. My concern becomes, however, that if my player who has a witch takes Mythic Hex, then that means every significant battle means I need to have a mythic creature. I've been intending to keep mythic power rare in my campaigns.

For Wrath of the Righteous (which I intend to run), I'll be curious to see how they design encounters beginning with Chapter 2, after mythic power has been achieved by the PCs. I'm assuming it will be a "high-mythic" campaign with many mythic creatures peppered throughout, just as with the island in the sample mythic adventure.

In a "high-mythic" campaign, I can see Mythic Hexes being not so much of a problem. But if intend mythic PCs to have significant encounters with non-mythic creatures, then I'll need to consider whether to permit certain PC choices.

Quote:
One of the first abilities that you get for free in the Archmage Path allows you to spend Mythic Power to cast any spell that is on your spell list, even if you don't know it. Spontaneous spellcasters actually win out here because they can select that ability AND a Path ability at 1st level while Prepared spellcasters need to use their first Path ability on Rapid Preparation (if they want it).

This allays my concern for now. Thanks.


Regarding the Wrath of the Righteous encounters, James Jacobs has said

Spoiler:
that the vast majority of the encounters in Wrath of the Righteous are against non-mythic demons, so the witch player with Mythic Hexes will probably be a serious problem when balancing encounters.

Link

In any case, if the WotR AP turns out to be too easy, I'm ready to rewrite/rebuild encounters and enemies to provide a decent challenge.


1 person marked this as a favorite.
The Rot Grub wrote:
I'm kind of in agreement with everybody here, about adjusting to maintain The Fun. My concern becomes, however, that if my player who has a witch takes Mythic Hex, then that means every significant battle means I need to have a mythic creature. I've been intending to keep mythic power rare in my campaigns.

Again I will point out the Mythic Companion feat (page 70 of Mythic Adventures) which gives non-mythic creatures and characters the ability to be treated as if they were Mythic in regards to effects and abilities. This means you can challenge a Mythic party with a non-mythic character without them steamrolling over them wioth Mythic powers.

Also will repeat have multiple enemies in a significant fight...people who have been put to sleep by Mythic Hex:Slumber can still awaken as normal. Don't be afraind to do ithis...and include one or two extra guys in the battle just so you can.


On my first glance through the PDF the only issue i have as initial 'gut instinct' is the mythic spells. None of the path abilities etc really bother me. Everyone seems to get a good boost from them.

But spellcasters get mythic spells on top of the bonuses from their path. Which isn't to say I have a wholesale dislike of the mythic spells. I thought stuff like lightning bolts turning 90 degress was neat. But Given the now ability to in some cases cast multiple spells a round im not sure the way a lot of the mythic spells were improved was needed.

I'll re read everything again when my book actually arrives and I can examine things easier.


First of all, I share Mojorat's concern and will see how these rules operate in play.

But aside from the casters vs. martials question, isn't Vital Strike now super-duper powerful?

Can a Champion now do the following:
move action to move up to an opponent
standard action to use Vital Strike (non-mythic or mythic)
use Mythic Power... swift action to use Sudden Attack, AGAIN using Vital Strike

Am I reading something wrong here?

If not, then isn't a melee fighter getting roughly the equivalent of two full attacks of damage (actually, BETTER than that since with Sudden Attack you can roll twice and add your tier and keep the better roll), especially if you have Mythic Vital Strike?

I am also concerned that the mythic powers seem to give PCs more actions per round, while giving monsters not that as many actions per round... Was this an issue in the playtest?


I think alot of that may depend on how much their expenditure of mythic power matters over the course of several fights.

Basically, it is a limited amount per day resource. The answer may be throwing more fights at the Pcs so they use resources. This really is more of a 15 minute work day issue i think.

The problem from what i understan is they want players to use the mythic power. Apparently with hero points players tend to conserve it like misers until something really important turns up.


Well, hero points are much rarer than Mythic Power. But I see your point about having more encounters.

It also means throwing more tough creatures at the players that they'll feel compelled to use their Mythic Power on. I think I'm seeing how Wrath of the Righteous can go all the way up to Level 20 now.


The Rot Grub wrote:

First of all, I share Mojorat's concern and will see how these rules operate in play.

But aside from the casters vs. martials question, isn't Vital Strike now super-duper powerful?

Can a Champion now do the following:
move action to move up to an opponent
standard action to use Vital Strike (non-mythic or mythic)
use Mythic Power... swift action to use Sudden Attack, AGAIN using Vital Strike

Am I reading something wrong here?

If not, then isn't a melee fighter getting roughly the equivalent of two full attacks of damage (actually, BETTER than that since with Sudden Attack you can roll twice and add your tier and keep the better roll), especially if you have Mythic Vital Strike?

I am also concerned that the mythic powers seem to give PCs more actions per round, while giving monsters not that as many actions per round... Was this an issue in the playtest?

That technically doesn't work, but it's actually worse than that. Sudden attack let's you make an attack (with some bonuses) as a swift action so it falls under the same restrictions as combining Vital Strike with Spring attack. On the other hand, Amazing Initiative is a tier 2 base mythic ability that allows you to spend a mythic power point to gain an extra Standard action once per turn as a free action. Therefore if a t2 or higher Champion wants to nova they can burn two points to be able to do two Vital Strikes and a Sudden Attack/Fleet Charge and still have a move action left over.

Silver Crusade

The Rot Grub wrote:

I'm kind of in agreement with everybody here, about adjusting to maintain The Fun. My concern becomes, however, that if my player who has a witch takes Mythic Hex, then that means every significant battle means I need to have a mythic creature. I've been intending to keep mythic power rare in my campaigns.

For Wrath of the Righteous (which I intend to run), I'll be curious to see how they design encounters beginning with Chapter 2, after mythic power has been achieved by the PCs. I'm assuming it will be a "high-mythic" campaign with many mythic creatures peppered throughout, just as with the island in the sample mythic adventure.

In a "high-mythic" campaign, I can see Mythic Hexes being not so much of a problem. But if intend mythic PCs to have significant encounters with non-mythic creatures, then I'll need to consider whether to permit certain PC choices.

Quote:
One of the first abilities that you get for free in the Archmage Path allows you to spend Mythic Power to cast any spell that is on your spell list, even if you don't know it. Spontaneous spellcasters actually win out here because they can select that ability AND a Path ability at 1st level while Prepared spellcasters need to use their first Path ability on Rapid Preparation (if they want it).
This allays my concern for now. Thanks.

I would go so far to say no to the slumber hex, you won't have to add lots of undead and constructs to your encounters, and the player will have a hex he can actually use.

Silver Crusade

Froze_man wrote:
The Rot Grub wrote:

First of all, I share Mojorat's concern and will see how these rules operate in play.

But aside from the casters vs. martials question, isn't Vital Strike now super-duper powerful?

Can a Champion now do the following:
move action to move up to an opponent
standard action to use Vital Strike (non-mythic or mythic)
use Mythic Power... swift action to use Sudden Attack, AGAIN using Vital Strike

Am I reading something wrong here?

If not, then isn't a melee fighter getting roughly the equivalent of two full attacks of damage (actually, BETTER than that since with Sudden Attack you can roll twice and add your tier and keep the better roll), especially if you have Mythic Vital Strike?

I am also concerned that the mythic powers seem to give PCs more actions per round, while giving monsters not that as many actions per round... Was this an issue in the playtest?

That technically doesn't work, but it's actually worse than that. Sudden attack let's you make an attack (with some bonuses) as a swift action so it falls under the same restrictions as combining Vital Strike with Spring attack. On the other hand, Amazing Initiative is a tier 2 base mythic ability that allows you to spend a mythic power point to gain an extra Standard action once per turn as a free action. Therefore if a t2 or higher Champion wants to nova they can burn two points to be able to do two Vital Strikes and a Sudden Attack/Fleet Charge and still have a move action left over.

Yeah Vital strike has become a very good option, and mythic characters should consider how to spend the additional action. Activating a magic item might be more effective, depending on the situation on the battlefield..


Froze_man wrote:
That technically doesn't work, but it's actually worse than that. Sudden attack let's you make an attack (with some bonuses) as a swift action so it falls under the same restrictions as combining Vital Strike with Spring attack. On the other hand, Amazing Initiative is a tier 2 base mythic ability that allows you to spend a mythic power point to gain an extra Standard action once per turn as a free action. Therefore if a t2 or higher Champion wants to nova they can burn two points to be able to do two Vital Strikes and a Sudden Attack/Fleet Charge and still have a move action left over.

Mythic, indeed!

It certainly makes me second-guess the guideline that "2 mythic tiers equal +1 to CR". It seems to me that a GM needs to think more in terms of challenging PCs with a series of encounters, and, if they enter a climactic battle with a lot of Mythic Power left over, be prepared to adjust on the fly.

I think the very nature of Mythic -- providing exceptions to mythic creatures to be extraordinary -- makes it more challenging to quantify difficulty. But that's the same quality that makes it more interesting and dramatic, so I'm willing to try it out.

The Exchange

It's one obvious ability that you might need to ban Ifyou throw mythic abilities in a non mythic game. /not concerned


In case of the hex problem, you can houserule or hope for a future errata that requires to spend a mythic power use to do so.

Liberty's Edge

Alexander Augunas wrote:

One of the first abilities that you get for free in the Archmage Path allows you to spend Mythic Power to cast any spell that is on your spell list, even if you don't know it. Spontaneous spellcasters actually win out here because they can select that ability AND a Path ability at 1st level while Prepared spellcasters need to use their first Path ability on Rapid Preparation (if they want it).

This is incorrect. There is no slot cost to using the free ability of the archmage path. You spend a mythic power and a swift action to cast the spell. Prepeared casters aren't punished in any way.

Rapid Preperation, on the other hand, does exactly what it says it does and allows archmage players who select that ability to fill any one of their empty slots as a swift action (or was it free) with a use of mythic power.

Scarab Sages

3 people marked this as a favorite.

I finished Wrath of the Righteous about a month ago and here are a few things I would recommend to make the experience more exciting:

*Demon lords: give them some of the benefits of 10 mythic ranks while in their domains (the +natural armor, +SR, +mythic versions of feats). Don't bother giving them mythic powers (as per the mythic rank) but give them a flat +2 on d20 based rolls (like the ability score increase of the advanced template, but not towards things like AC).

*PCs and path abilities: abilities that give a static benefit dependent on tier should be "+1/2 tier" instead of "+1 per tier), and abilities that give a benefit upon expenditure of mythic power should be "+1 per tier" or whatever they were before (whichever is lower).
This should also be applied to those trait things introduced in the first part of the AP.

Reasons for the changes (based on case studies):
-My party heavily abused AOs with the ever ready mythic ability such that they were effectively getting 4 AOs per round

-the wizard at CL 20 could bypass SR 50 with a 6 on a d20! (CL 20 + archmage trait + mythic spell penetration + greater/regular spell penetration feats = 20 + 10 vs. demons + 10 + 4 = +44 vs. SR). It is my opinion that things with SR with CR higher than the party should ignore 50% of the PCs spells via SR if the PC did everything they could to be an SR badass. I would have been happier if the wizard had +34 vs. SR instead (as per my path ability fixer upper).

-mythic spells that let you outright ignore energy resistance and immunity should be changed to "1/2 of the energy damage is arcane damage that is not susceptible to immunity/resistance". I find it ridiculous that the wizard could mythic empowered fireball and swift mythic empowered fireball (both augmented) for 60d6 fire damage (average 7*30 = 210 damage) without anyone else being damaged (cuz let's face it, everyone knows how to well place a fireball).

*Some of the abilities and feats and spells need revision to be more in line with them (not a lot of them). I will post some of my suggested revisions for anyone to try them in this post.

If you want to read about how my players fought against Hepzamirah or Deskari, click to go to the relevant post.


I ran WotR and mythic was crazy powerful but it also had someone of most challenging fights at high levels. Sure most of the encounters were push overs but there were a few interesting once that proved a real challenges. All of them were mythic encounters with the dual initiative ability.

Scarab Sages

12 people marked this as a favorite.

Mythic Adventures Potential Comprehensive Errata

Here are some thoughts I have on mythic adventures and how to better balance.

Note: effects that 1/2 tier are rounded up

Base Mythic Abilities
Mythic Power: characters get 3 + tier uses of mythic power per day
Amazing Initiative: only gain the initiative bonus (lose the ability to take an extra standard action)
Unstoppable (clarification): no limit to number of uses at start of turn

Path Abilities
General Fix: if the path ability provides a static bonus without need to expend mythic power, the bonus equals 1/2 your tier. If mythic powers needs to be spent to obtain the bonus, the bonus is equals your tier.

Abundant Casting: add “This ability does not work with spells that require a material or focus component worth 1,000 or more gp.”
Arcane Metamastery: instead of lasting 10 rounds, it lasts until the end of your next turn
Absorb Blow (clarification): the DR and resistances don’t stack with themselves. Apply the best benefits, and the duration is reset from the last time absorb blow was used
Cage Enemy (clarification): teleporting = leaving one’s square
Clarion Call: allies get 1/2 your bonuses for a number of rounds equal to half your tier
Dimensional Grappler: an immediate action is required to prevent the teleport, no action is required to accompany the teleporter
Divine Metamastery: change as per Arcane Metamastery
Flash of Rage: cannot use rage powers during this rage and cannot apply class, feat, or spell-based benefits to this rage
Flexible Counterspell: change to “you can instead spend a spell or spell slot of a level higher than the target spell.”
Inspired Defense: when spend a mythic power, add half your tier (not your whole tier) to the saving throw bonus (all saves) from inspire courage
Mythic Companion: the animal companion instead gains 1 use of mythic power per 2 mythic tiers you have
Mythic Hexes: change to “non mythic foes take a –4 on saves against your hexes. If choose a second time, this applies to your major hexes.”
Mythic Spellpower: clarification that you don’t need to pay mythic power to cast the augmented versions of mythic spells when using this ability. Each additional time this is taken, instead gain 1 more use per day (not 2).
Perfect Strike (clarification): -2 mythic power (instead of 1) when using any of the champion’s strike abilities = get both Champion’s Strike benefits and Perfect Strike benefits for that attack
Relentless Healing (clarification): both effects only work If the target died within 1 round
Shatter Spells (clarification): requires a standard action to use
Speedy Summons: put on 3rd tier list
[i]Titan’s Rage (clarification):
the target is treated as flat footed, but it is not flat-footed against everything else

Feats
Arcane Armor Training (clarification): the benefits only apply to Arcane Armor Training (not AA Mastery)
Catch Off Guard: add 1/2 tier to damage and CMD
Deadly Stroke: DC is modified by 1/2 your tier (not your tier)
Dreadful Carnage: penalty on attacks, saves, etc. equals half your tier, not your tier
Eldritch Heritage: only gain the 1st and 3rd level abilities. If take the non-mythic Improved Eldritch Heritage Feat, also gain the 9th and 15th level abilities
Fleet: increase base speed by +5 ft per 3 tiers
Gnome Trickster (clarification): the mythic feat grants a pool of uses equal to 1/2 your tier that can be used to activate gnome spell-like abilities (1 use = 1 casting of Sp)
Mounted Combat: can negate an additional number of hits equal to 1/2 your tier
Power Attack: remove the sentence “in addition the bonus damage…weapon’s critical multiplier.”
Spell Mastery (clarification): full round action = prepare 1 spell from Spell Mastery list; -1 use of mythic power and a full round action to prepare all spells from Spell mastery as many times as desired
Spell Penetration: add only 1/2 your tier to caster level checks to penetrate SR, not the entire tier
Vital Strike: roll for 1 attack, but treat the damage as if it were two attacks (if you have non-mythic Vital Strike). Bonuses that would not be multiplied on a critical hit are only added once when making this attack.

Two new mythic feats:
Improved Mythic Vital Strike: as mythic Vital Strike but treat the damage as if it were three attacks. Must have non-mythic Improved Vital Strike before taking this feat.
Greater Mythic Vital Strike: as mythic Vital Strike but treat the damage as if it were four attacks. Must have non-mythic Improved Vital Strike before taking this feat.

Spells
Antimagic Field: change to “select up to” instead of “select a number of”
Arcane Cannon: you must spend a spell or spell slot of the same level in addition to the spell being conducted by the arcane cannon
Circle of Death: increase the hit dice limit by 1/2 your tier (not your tier)
Cloudkill: increase the hit dice limit by 1/2 your tier (not your tier)
Contagion: the highly contagious nature of the disease is not inherited when the disease is obtained by anyone other than the original target of the spell
Deep slumber (clarification, non-augmented): works as the non-augmented mythic sleep
Divine Pursuit (clarification): add tier to the skill bonus
Dominate Person: you and the caster add 1/2 tier to the roll and DC, respectively
Ear-Piercing Scream: dazed for 1 round per 3 tiers
Elemental Body (augmented): a number of times equal to 1/2 your tier, can add 1/2 your tier to the DC
Expeditious Retreat: add 1/2 your tier to AC
Finger of Death: the target is not staggered by this spell
Fire Snake: increase the damage to 1d8 per CL. When Augmented, increase the maximum damage to 20d8
Fireball (augmented): half of the fire damage is arcane power that bypasses resistance and immunity, the other half is regular fire damage
Flame Blade (augmented): half of the fire damage is arcane power that bypasses resistance and immunity, the other half is regular fire damage
Flames of the Faithful: fire damage increases to +1d10 and ignores fire resistance/immunity
Fly: add 1/2 tier to AC and Reflex saves
Force Punch (clarification): CMB = CL + tier
Form of the Dragon: reverting/returning to a form is a free action
Form of the Dragon (augmented): increase the non-mythic version’s breath weapon damage by a number of similar dice equal to 1/2 your tier (e.g. if 12d8 base damage, then add a d8 per 2 tiers)
Heal (clarification, augmented): there is no material cost for the restoration
Knock: add 1/2 your tier to the dispel magic check
Lightning Arc (augmented): half of the electricity damage is arcane power that bypasses resistance and immunity, the other half is regular electricity damage
Meteor Swarm (augmented): half of the fire damage is arcane power that bypasses resistance and immunity, the other half is regular fire damage
Mislead (augmented): gain mythic invisibility in addition to greater invisibility from non-mythic mislead
Scorching Ray: half of the fire damage is arcane power that bypasses resistance and immunity, the other half is regular fire damage
Wall of Force (clarification): mythic disintegrate works normally on mythic wall of force

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

What you'll generally find is that Mythic works best when kept to the NPC/Monster side of the table, used for special challenges to your cracked out non-mythic player characters.


LazarX wrote:
What you'll generally find is that Mythic works best when kept to the NPC/Monster side of the table, used for special challenges to your cracked out non-mythic player characters.

I am running Iron Gods (currently book 3) and i can say that the above is true.


I am doing a homebrew game with mythic for a party of 8 not counting the NPCs and cohorts. Some fights they are just going to steamroll and that is fine. Every fight doesn't have to be truly dramatic. But when you want the drama like with the dragon fight add in a dozen Kobolds with class levels as the minions or throw in a Drake or two. Divide their focus. Attrition is a very useful tactic. And the half CR is bogus. It is defiantly a +1 or more at first tier.

I recently threw a pack of Werewolves at them. The party was around 11 strong and there were 6 Lycans. I got them when they were sleeping so only two people were on watch. Ambushes are also good. Play up the mystery of the Mythic stuff and if it is not common in your world and the group is showing off their sparkly abilities have powerful groups take notice. Try to put them on edge and use it cautiously. I was able to use a friendly NPC to warm them that showing off is dangerous. That ability is uncommon. Oh and give it a physical manifestation. My groups eyes glow. And the best description of them ascending was going Super Sayian, glowing, floating, waves of energy. And they can spend a point to replicate it. The Wizard is the one who wanted that.


ThassilonWiz4299 wrote:
<excellent list>

You're missing one of my pet peeve mythic feats: Mythic Augment Summoning. If you summon a creature with DR/-, it is now nerfed to only have DR/Epic. MA also changed DR/Epic to be much easier to bypass, so even if your summons would normally have DR/<something else>, they could still be easier to hurt with MAS than without MAS.

After the Ask Mark Seifter thread started, I asked him about MAS, and he said that it should be written differently than it is:
Quote:
Hmm, maybe it means, "change to include epic" so like DR/evil would become DR/evil and epic? It certainly doesn't seem to say that, but that's how I'd do it.

Which was essentially what I said I thought it should be a year earlier.

Otherwise, good list.


My only real issue is ThassilonWiz's list is that essentially halving the mythic power amount would push players towards banking it all for giant novas, rather than using it more freely throughout the course of a session.

Though I guess if that's what you're after - mythic power being banked for use in "boss" fights and otherwise only used in emergencies - then that's fine.

My own preference is to see mythic pwoer get used over the course of multiple encounters, and that generally happens in my game.

I'd also rather keep the amazing initiative bonus action, just because of the options it opens up.

(Disclaimer: My own experience with mythic is that I'm playing in a mythic game that's currently level 9/tier 3, and I'm running a game that's level 18/tier 5 (with tier 6 coming soon). The only ability I've modified so far in my own game was fleet warrior (to grant a 3rd iterative attack at 6th and a 4th iterative attack at 9th, rather then letting the champion full attack at all times immediately), though I expect to modify vital strike and foebiter when they finally get used in my game. The main spellcasters in my game are a witch and an oracle, so a number of "problematic" mythic spells simply haven't come up.)

Community / Forums / Pathfinder / Pathfinder First Edition / Paizo Products / Product Discussion / Mythic Adventures - balance concerns All Messageboards

Want to post a reply? Sign in.
Recent threads in Product Discussion