Nullpunkt |
Hi there!
I am currently looking for the next AP to run and I noticed that WotR has pretty much raving reviews across the board. I am a little worried about the Mythic rules, however, and about how much extra stuff to occupy the GM's mind they add. Savvy players can alleviate the work load of course but I would like to get opinions by people who are running WotR on how complicated their life behind the screen got by using the Mythic Rules in this path.
Thanks for any info!
magnuskn |
As far as the RP aspect goes, it is a fantastic AP (although I find most of module three to be a bit tedious, aside from Arueshalae). As far as the mythic rules go, very concerned.
As someone who already has run six campaigns to completion during the last 10 years, I am well aware of how problematic the D20 system gets after level 10, and having a supercharged version of that around as soon as we hit module three ignites all kind of warning lights in my mind.
I already nerfed the mythic aspect a bit (PC's only get 3+1 per tier mythic power, regenerate only 1d4 mythic power per day and don't get the attribute bonuses each second tier), so we'll see how it goes. I am debating with myself if I should simply ban stuff like Ambrosia, which would get around some of those limitations easily.
Joshua Goudreau |
My game hasn't gotten to the inclusion of Mythic rules yet but I don't foresee it being a big deal. I could imagine it might get troublesome for new players with the added number of resources to manage but for the most part the system is pretty streamlined so it shouldn't be too difficult to run.
I am quite excited to get that superhero injection when the time rolls around.
Seannoss |
I have been running games forever but not high level pathfinder games, so what I have read does make me a little nervous. Luckily, I have players that are willing to work with me.
The biggest thing to get used to is that your PCs can do anything; any mythic caster should have access to nearly any spell on their list. Also, a PCs turn can last a long time. Many of the abilities are swift or immediate actions, make sure to keep track of those.
There are things that I am changing but the story is great and I would suggest it if you have time to digest several new books.
Aleron |
It's a really, really fun adventure path in terms of story and feeling heroic. They do some really amazing things even fairly early on and the feeling of importance and heroics only gets larger and more impressive with each book.
As you said, it probably might not be a good one for a first time DM. There are a lot of rules to follow (mythic, army rules, downtime rules, etc) and even by book 3 you get some statblocks and tactics pages that can take up 2+ pages.
That said if you can get over that complexity? You're in for a really fun time DMing or playing.
isaic16 |
If your players want a big challenge, and constantly being in harrowing situations, you may have trouble with this. In my case, my one player (she controls a whole party) is much more interested in enjoying the story and being a shining hero, so this adventure has been perfect. If all your group wants is a fun time and a chance to constantly play the big dang hero, I cannot recommend this adventure (thus far at least) enough.
Seannoss |
I wouldn't say that it isn't challenging. In three of the four mythic fights I've dropped PCs. In the fight vs Vahne I thought it was going to be a TPK. Had dropped one PC, another was out via suggestion, another was at 7hp, and the last one had 40 or so hp...or one round of attacks against the anti-pally.
Aleron |
I've dropped PCs once to twice per book and I'm just starting book 3. In one case they knocked their own member out actually. Having the monk player go "sorry" before pummeling the summoner into unconciousness made my night (there was no hard feelings due to the situation).
That said, you do need to take the time to understand the monster/enemy stat blocks and take the time to learn your PCs. Adapt to them and give them a challenge where appropriate. Not every fight should be one.
Liam Warner |
I've only been working through them in my first stage run up to running a game but something I think could make a big difference is whether your players are the type to minmax or roleplay. There's several powerful abilities but also several fluff ones. For instance if I were playing in this I'd be taking several abilities that offer no or very situational bonuses e.g. longevity (stay young forever), mythic sustanence (don't need to eat, drink or breathe), sleepless (don't sleep) and sanctum (permanent extradimensional place you can enter and depending on gm ruling leave anywhere) but there are others like competant crafter (functions as all crafting feats lettinge take magic tail a few times instead), critical mater if you threaten a critical you automatically crit for max damage or enduring armour a permant mages armour that gives up to +13 AC and if dispelled can be reactivated as a swift action. So your players approach can make a diference if they're taking things like the ability to grant worshipers divine spells it run really fast they won't be as strong as they would be if they were taking abilities like crit master.