E12(?) Mythic - is it possible? Or just a BAD idea...


Homebrew and House Rules


OK, so I am in the process of converting my home-brew setting over from AD&D 2nd to Pathfinder. I (personally) prefer playing and DMing at the "low" and "heroic" levels, and looking over my 10 year old notes the setting reflects this - traditionally, campaigns have petered out around 12th/13th level and the surviving characters have been retired to run temples/gilds/small countries (many of them have entered the canon as minor NPCs...)

Then it hit me: rather than end campaigns when the characters progress beyond the levels I enjoy running, why not cap advancement at 12th level and allow mythic characters - beyond 12th, the party would use XP to learn new feats (as per any of the EX systems) and adventuring could focus on gaining new mythic tiers.

So, my question is should I try and do this? Is combining the mythic rules with EX advancement a good idea (or even possible?!)

Sovereign Court

Pathfinder Rulebook Subscriber

I don't see why not though I'm honestly of the opinion that just adding feats past 12th is fine.

One consideration:

Mythic adventures advises that characters should only have half their level of mythic tiers. Are you going to consider limiting them to 6th tier?

It also doesn't have to be get levels then go mythic. They can alternate.


I get that - my point was that after 12th level gaining mythic abilities would be the focus of the campaign, whereas before that mythic tiers are a "bonus." I would expect the characters to pick up no more than one or two mythic tiers each before they hit 12th level.

I honestly hadn't thought about capping mythic tiers, but 12 class levels and 6 mythic tiers sounds about right. It would mean they can eventually learn the Tier 6 Path Abilities, but after the first they have to buy them with feats (which ties it in with the EX rules nicely)

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

I thought the whole point of the E philosophy was to avoid things like mythic to keep the game down to a "mortal" level.


The point of the E philosophy (well, one point anyways, it's such a varied thing now that there are multiple reasons for doing it and I can't say that I know the point) is to preserve the "sweet spot", whatever that may be for your group. E6 is about preserving the sweet spot where characters have all come into their own (in the opinion of those who play it). I think the sweet spot is in the 1-8 level range or so, I much prefer playing and DMing in that level range than beyond it, so E7 works for my needs. If somebody prefers characters at levels 10-14 or so E12 would probably capture that power range nicely. You don't get to the Create Demiplane, Clone, Greater Teleport, Resurrection, Simulacrum, Time Stop, and Wish range but characters still can Teleport, Raise Dead, Scry, Plane Shift, and summon up to 12 HD Planar Allies.

Someone who likes mid-high level play without enjoying the super high level stuff, and who wants to spend some time playing with those 12th level toys rather than moving on up or ending the adventure, can use E12 for that reason. Mythic is supposed to be useable at any game level too, so the Mythic add-on doesn't have to make the game change in the way that continuing up in levels would. All this is just my guess though, everyone has their own reasons for every house rule they use. EX is no different from any other house rule in this.

Sovereign Court

Pathfinder Rulebook Subscriber

Actually Anti-Magic field is 6th level but the rest stands.


Ah, yeah you are right. 8th level for Clerics, 6th for Wizards. Caught it quick enough so edited that mistake out, thanks!

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