|Matthew Morris RPG Superstar 2009 Top 32, 2010 Top 8|
One perception I have from pt 2 is that being Mythic is a thing that 'plot NPCS' pick up on. Kind of a 'that kid's got potential' thing, even if the NPC never sees it.
I believe JJ has said that part of his personal consistancy is that the heroes of an AP are 'the only ones at the right place at the right time.' With Mythic at least there's a 'sense' of it.
Campiness aside, I look at the Mythic heroes as beign like Hercules from the TV show (And Xena got a mythic tier when she reformed).
just try to give it a shot:) also there are other APs in the sea then the 5 you just listed.
I don't like the idea behind wrath of winter as I understood it. Travelling to other realms especially including our own earth for example.
I let the chance slide to join a JR game because I found the friendship/hate rules dissuasive. Especially the part that gave xp for high charisma (because with high cha your friendship score was higher.)
We wanted to play shattered star but can't do it until the group it through with rise of the runelords for fear of spoilers.
Council of thieves is also played in a different group composition but wasn't one I strongly regretted not being able to join.
Second darkness was not chosen for play because "you have to save arrogant elves who hate your backside despite you saving them" (not my words or opinion)
And why curse of the crimson throne was no option I don't remember.
but mythic adventures is pretty cool.
I guess it is somewhat polarizing. But the same is true for the different APs.
I am going to cast my opinion into the disagreeing ring. Mythic certainly isn't for everyone and it is absolutely a different kind of game, but that's what I'm excited to see. I love playing at all levels and in all different ways but the over the top is something that has been missing in Pathfinder, hell we don't even have just regular high-level play support in published adventures, so this fills a niche for my group and I. For me this isn't going to be the way I always play the game because I enjoy all of the aspects too much but for now, color me excited.
And then, of course, there's the level of ridiculousness. Seriously, close your eyes and picture a medium human who's been fighting for about a decade or so with a really cool sword standing toe to toe with a gargantuan four-headed eight-armed monster (so toe to head, actually) who's been fighting for millenia and pin-pricking him to death because... well, you know, the numbers work.
If I may go on a tangent for a second...I personally have no opinion one way or the other which power level is the best way to facilitate roleplay since I feel that power level and roleplaying are not mutually exclusive, etc etc.
However I feel this particular issue is more of a matter of player and GM imagination. I do find it hard to imagine a guy with a sword standing there pin-pricking a demon to death, because I don't like flavoring my battles that way. I'm imagining the hero dodging savage blows, trying his hardest to land a good hit while maintaining his defense, climbing and jumping (even if those checks didn't come into place), gouts of fire, maybe even the collosal enemy swooping down to try to get a hit in on the hero and that's when the hero finds his chance to move in and get a really good stab at the monster. Y'know, stuff like that.
The numbers are nothing more than an abstraction to keep the game moving and to regulate combat. All the other stuff is up to description.
Am I the only one to feel this way?
I feel the same.What bothers me most is that the abilities I found most ridiculous are all in the general path. The worst offender, for me, is the one with which you start granting domains to followers. When I read this I came close to turning my back to mythic.
I will give this AP it a chance because the guys I game with played all the cool APs without me and this is the only one left.
So as there is no alternative, I'll give it a try. If it turns out as bad as it sounds I can still leave it later.
Contrariwise, I thought that was one of the most compelling powers in the book, one of those which was most in line with the mission statement of mythic, to create epic play without the absurd pinball inflation of numbersthat was one of many problems 3.5 epic rules suffered from. It's easily one of the weakest powers from a purely mechanical perspective, when the PC could be boosting his own power instead of granting it to others. But it fundamentally changes the game and the story nonetheless. This is how Irori ascended. This is the power infused by the Starstone. Your character is beginning an ascent to godhood--or demigodhood, to be strictly accurate, since they'll never gain the 5th domain except as a story effect that would likely see them out of play in the aftermath.
I think it is hardly a weak power with what it does in addition to turning you into a half god.
That's more choices for domain spells, additional spells (2 per tier) and a SLA per tier.
|1 person marked this as a favorite.|
To be honest, refusing to read the module that you have purchased because you don't like Mythic despite the fact they include a means for non-Mythic characters IS perhaps over the top. It's like saying "I'm not going to play AD&D because elves no longer intrinsically get magic like they do in Basic D&D!" (Let me tell you, after I was given the 1st Ed. AD&D Player's Handbook for Christmas in 1990 (or somewhen around then), that tune changed. And I found out how good AD&D was.)
Without reading the module you are not able to use information to its fullest in order to make a truly informed decision. And what are you worried about, the module being so good that it changes your mind on Mythic rules?
I'm not "refusing". I just haven't found the motivation or the time. In fact, I have lots of Paizo modules I haven't read yet, and even adventure paths, such as Carrion Crown, Jade Regent, or Shattered Star, for example. And it's not that I'm running out, but the chance I'm playing this is really extremely slim. And running this changed to non-mythic also has very limited appeal to me. That's like playing Skulls & Shackles and cutting out the ship stuff.
I'm also not spending my time to read Mythic Realms and Mythic Origins, at least mor that leafing through them once, because, for me, there's really no use for this stuff. So, unfortunately, this is really a boring month for me.
To be honest, in the meantime I have in fact leafed through both the first and second adventures, but no more than to look at the artwork and check out some of the statblocks. I've also checked out the characters in the inner covers, but none seemed interesting enough to hold my interest longer than it took to read the the description.
|2 people marked this as a favorite.|
So you are whining about a module not being of interest to you without having read the module and having barely skimmed the Mythic rules themselves. This entire thread has been a waste of time. Seriously, why buy it if you don't read it? That's just a waste of money (and I say that having bought computer games in the past I never played so I SEE it as a waste of money).
|1 person marked this as a favorite.|
so you're just looking for something to complain about then? If you wont even read half the books you buy, which arent cheap, why not just donate them to someone that will read or use them. I nominate myself, we're raising 2 kids on one very small income so my gaming budget is about 10 bucks a month. Another option is to sell them to a second hand bookstore.
My point was simply that I was originally looking forward to the adventure path and neutral about the mythic rules, but the – to me – ridiculous overthetopness of even the most basic aspects of these rules have made it clear for me that the rules make for a completely different game and that this is not a game I want to play. And since the AP is built on integrating these rules and even bringing them their most extreme extent, any enthusiasm I had for it has simply drained away. And then I simply wanted to know if there were others that feel in a similar way.
To answer the op's question, yes, yes you are the only one.
That said, I think maybe a part of the problem you're having is a phrase you brought up, "moderately optimized". Stuff like that, and players who indulge in it(let alone go overboard with it) will kill a story pretty quick. An "optimized" party can make for a decent game, but rules like the Mythic ones can really end up like fire in a kid's hands. Not a pretty sight....
Maybe I'm lucky to have started playing when this was still a roleplaying game. I see things in terms of story, not damage per second. Maybe a less serious less "optimized" approach, with more of an emphasis on storytelling would work? I dunno, different strokes and all that I suppose. Good luck either way.