Ssyvan's Mythic Rulings


Wrath of the Righteous


I wanted to start my own thread to cover some of the rulings I've made in my game. It is my hope that others can use this as a resource, perhaps helping to reign in their own games. I'll add more to this initial list as more things come up.

NOTE: These aren't house rules, as every ruling presented here rests upon other rules rather than me just changing the rule.

1) You cannot take a standard action or move action in the same round that you've taken a full-round action. This one is pretty straight forward. My group and I have discussed this at length in regards to Mythic Haste and Amazing Initiative, but the rule on this actually rather clear.

Rule Quote:

Full-Round Action wrote:
A full-round action requires an entire round to complete. Thus, it can't be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.

The common question I get is what's the point of having an additional action if you can't couple it with a Full-Round Action. And all I can say is that my players aren't taking Full-Round Actions every turn, and the majority of the time are using their additional actions for plenty of things. Sometimes additional movement, other times drawing potions, opening doors, etc. All I can suggest is that you give it a shot and see what inventive things your players start doing with it.

2) You cannot make any movement other than a 5' step in a round that you've taken a full-round action. This one is a little less clear cut, but only because the result isn't clean (the rule is clear, the result of the rule is messy). It came up because of the Trickster's and Champion's ability Fleet Charge. The idea is that since Fleet Charge is a swift action you can still take the action, but Full-Round action specifically bars you from any additional movement. In this case, you can use Fleet Charge on a round that you've taken a Full-Round action, so long as you're not using Fleet Charge to move.

Rule Quote:
Full-Round Action wrote:
The only movement you can take during a full-round action is a 5-foot step before, during, or after the action.

3) Be aware that Inspired Spell and Wild Arcana have FAQs. This clarifies the intent of Wild Arcana to be a swift to expend the mythic power, but it still required the spell's casting time to cast the spell. The FAQ changes this to just be a Standard action. I've house ruled Arcane Surge to also only be a Standard action (since it has the same swift + casting time split, also with the restriction of casting time 1 standard action or less), but if we're just talking rules here it is technically a swift to expend the mythic power, and the spell's casting time to cast.


Note that at least some people vehemently and totally disagree with these 'interpretations' , however no further comment as arguing is not going to be helpful to anyone who may find this useful.


JohnHawkins wrote:
Note that at least some people vehemently and totally disagree with these 'interpretations' , however no further comment as arguing is not going to be helpful to anyone who may find this useful.

I fail to see how "Thus, it can't be coupled with a standard or a move action" is an interpretation. Nothing about either of those abilities (Mythic Haste or Amazing Initiative) breaks the rule I've quoted.

EDIT: With Two the wording is very clear, no additional movement. I will concede that the result of that makes the ability a bit strange but that doesn't mean the solution is you can break that rule.

Three relies on FAQ/Errata, but again isn't an interpretation. The FAQ team clearly says what the intent of those abilities are. While they don't call Arcane Surge out by name, they do specifically clarify the question of action on that exact sentence in Wild Arcana.

But everyone should rule for their table. This thread is only to give DMs who aren't comfortable house ruling options to consider when integrating mythic at their tables.


Okay, now that I'm the same page as you.

My motivation for not outright banning things is my group made a commitment to get rid of house rules when we started this AP.

We were coming off years of house games, in made up campaign settings, and only a cursory knowledge of the rules. And in that time we'd all noticed some issues with our games. Outside of our group only had two GMs, and none of us were playing other people so we began to stagnate.

So if I couldn't learn from other GMs, the next best thing was to take an adventure path and run it. And learn the rules along the way.

Things we've learned from this experience:
-It's cool to have more than one encounter per day.
-I've learned all about loot distribution.
-Countless things about encounter design.
-I wish I could post before and after photos, because we just started a Mummy's Mask game and the characters in that are dramatically different than the ones in this.

Anyways, we've stuck to the rules this far and we intended on sticking to them for as long as we can.


Your number 2 is not actually following the rule you're quoting. You are house ruling:

Full Round Action wrote:
The only movement you can take during a full-round action is a 5-foot step before, during, or after the action.

Emphasis added. They can still use a swift action before or after a full round action on their turn.

This particular wording also looks pretty ridiculous when you consider that Charge, Run and Withdraw are all full-round actions.


Artoo wrote:

Your number 2 is not actually following the rule you're quoting. You are house ruling:

Full Round Action wrote:
The only movement you can take during a full-round action is a 5-foot step before, during, or after the action.

Emphasis added. They can still use a swift action before or after a full round action on their turn.

This particular wording also looks pretty ridiculous when you consider that Charge, Run and Withdraw are all full-round actions.

Charge, Run, and Withdraw are all full-round actions that specifically break the rule that the only movement you can make during a full-round action is a 5-foot step.

Also I never said you can't take a swift action, the rules just say you're barred from any movement other than a 5-foot step. Essentially nothing stops you from taking the action, but the language does bar you from movement.

EDIT: One of my players did something similar and pointed out that during. I had to look, but we settled on this:

Full-Round Action wrote:
A full-round action requires an entire round to complete.

So that during is "an entire round".

Full Round Action wrote:
The only movement you can take during a full-round action is a 5-foot step before, during, or after the action.


Normally I avoid House rules , I am sure I have some based on mistakes I have made over the years but I don't think of them as house rules.

Wrath of the Righteous and Mythic rules is the big exception and that is because I think I have to to try and keep the game fun, and rather than have an argument about rules interpretation I would rather clearly state the changes I have felt it necessary to make.
I run games for 2 groups and in one group at least half if not more of the players would not tolerate the rules interpretations here as rules interpretations but are happy as house rules. The other group which is the mythic one probably only one would argue/notice but again he would not be keen on the style of interpretation.

I should add that I and my group are still enjoying the game it is just more work for me to keep things working. Although when running Rise of the Runelords I still ended up rebuilding most of the major npc's to fit my games power level and style better.

In the final analysis as long as everyone involved in the game is happy that's the important point. Even if people on the internet disagree its not important


Ssyvan wrote:
Artoo wrote:

Your number 2 is not actually following the rule you're quoting. You are house ruling:

Full Round Action wrote:
The only movement you can take during a full-round action is a 5-foot step before, during, or after the action.

Emphasis added. They can still use a swift action before or after a full round action on their turn.

This particular wording also looks pretty ridiculous when you consider that Charge, Run and Withdraw are all full-round actions.

Charge, Run, and Withdraw are all full-round actions that specifically break the rule that the only movement you can make during a full-round action is a 5-foot step.

Also I never said you can't take a swift action, the rules just say you're barred from any movement other than a 5-foot step. Essentially nothing stops you from taking the action, but the language does bar you from movement.

EDIT: One of my players did something similar and pointed out that during. I had to look, but we settled on this:

Full-Round Action wrote:
A full-round action requires an entire round to complete.

So that during is "an entire round".

Full Round Action wrote:
The only movement you can take during a full-round action is a 5-foot step before, during, or after the action.

Interesting. I would argue that Fleet Charge is also intended to break the rule you're citing, along with any other similar abilities, like the Teleportation School's Shift power. But I can certainly see your position as well.


I should point out that I also see and understand the general position that mythic should break these rules. But my primary motivation is to reduce the burden of mythic where reasonably possible while trying my best to avoid house rule territory.

I do think 1 & 3 are the intended rule, but I think I stray a bit with 2. I was a lot more comfortable with that ruling however when I realized a few things. Which is, ruling this way does bring Fleet Charge down to about the same level as Sudden Strike. And the tier 3 ability Fleet Warrior suddenly makes a bit more sense.

If this were a house rule thread there are a huge number of things I'd change. The guideline that immediately comes to my mind is changing mythic abilities so that they only do one thing. There are a lot of them that try to do too much.

I'm going to pick on Amazing Initiative for a moment. I don't get what spending a mythic point for an additional Standard action has to do with Initiative. I think it is rules bloat and without it, the ability already does more than enough.

But yeah, going forward with this thread I'm only going to talk to areas of mythic where I think there is a solid argument for toning mythic down.

Silver Crusade Contributor

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I need more time to collect my thoughts on this issue. Just got finished with two books on Campaign Journal. :)

Other than that, good luck! I look forward to helping out. :)

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