| Adept_Woodwright |
I think the point is that they don't want every player ever to take the right crafting chain to obtain artifacts. Instead, artifacts are GM/player rewards/tools.
If it's reasonable, ask your GM if you could go on a quest for the item you want. That is definitely within the rules of the game. If the GM disagrees, explain your position.
Senko
|
Personally I'm not a fan of the legendary path ability chain.
1) It's 3 out of 10 abilities with the first one classed as a magic item so horribly expensive
2) It's called an artifact but it really just has a few set abilities (most of which only seem useful to a fighter) you can't make something like the actual artifacts ingame.
3) Some of the abilities are just poorer reproductions of other path abilities.
To me it's just never seemed worth taking. If it allowed you to make an artifact on par with the ones that already exist, was only one or two path abilities for it to be classed as an artifact or functioned as a super crafting feat (first level let's you craft any magic item as if you had the feat, second level let's you craft mythic items, 3rd level let's you craft artifacts) it'd be different. As it is however I just can't see myself spending 3 path abilities for a subpar artifact when there are much better choices.
| GM Rednal |
Personally, I really enjoy legendary items... but then, I tend to pour enough into them to make them really worthwhile. XD Complete with multiple additional effects crafted in and a liberal interpretation of the Upgradeable quality.
(As I see it, if you're going as far as three of your ten path abilities invested in it, you might as well make it truly worth the investment.)
| Sanmei Long |
Yep. The Mythic improvements to Vital Strike are the other big mechanical breaking point. A Mythic Rogue is capable of dealing over 10,000 damage in a single turn, no exaggeration. Even with stricter table variance, dealing thousands of damage on a single attack is still easily possible with trivial effort and a bit of luck.
The Trickster's Perfect Lie ability is the roleplaying breaking point.
When telling a lie, you can expend one use of mythic power to make the lie indiscernible from the truth by both Sense Motive and magic. Obvious proof of your falsehood still reveals the lie for what it is, but in absence of proof, those who hear your lie believe it.
"Guards, arrest that imposter on the throne. I am your true king, who has been polymorphed into this insignificant form by the evil wizard now usurping my rightful place!"