
Whispergloom |

Hi folks.
Having seen the scathing reviews of the mythic rules on these boards, I'm considering just using the APG Hero Points system when I run it (PCs get 3 points plus 1 per Tier, regenerating each day - perhaps also including one or two of the base mythic abilities such as Hard to Kill, though not Amazing Initiative!).
Has anyone done this and have advice to offer? Does it work okay? I'm also assuming the mythic villains get Hero Points too.
Any guidance from other GMs who've tried this would be much appreciated.

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I haven't. Sorry. But here's an opinion you didn't ask for. :)
I think Mythic is still salvageable. You'll have to ban some things (Foe-Biter, Amazing Initiative) and tweak others. It can add a lot to the story, if you think your group will prize flavor over power. (If that isn't the case, Hero points. No question.)
If your group is really hardcore? Don't replace it. I don't know if there's actual testing on this, but it's been speculated that a well-optimized party could take the Path without Mythic or regenerating Hero points. I wouldn't be too surprised, honestly.
Questions about this are welcome. And hopefully someone else will come along and answer your actual question. :)

Krinn |
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I'm running it with hero points and replaced the mythic part.
Every character gets hero points after they "ascend". They get 3 + half level hero points, regenerating 1/day, 1/level and 1/heroic action. They also get the alternate ascension bonus (+4 to one stat, +2 to other two stats).
They'll get somewhere beyond 20th level as a result, but they'd be able to face Deskari at level 20 anyway, perhaps even sooner.
Deskari, Baphomet and other demigod-level foes will still have mythic abilities, but most normal foes won't. Instead, they get hero points as well!
The game is getting better since we did the replacement, encounters are more interesting and the players like it as much as I do.