I was thinking of throwing out most of the Infamy rules and replacing them with mythic tiers.


Skull & Shackles


I was thinking to make it so that reputation equals power in a literal sense. As your Infamy score goes up you gain mythic tiers.

Any suggestions or problems with this?


1 person marked this as a favorite.

You are replacing something that is pretty ancillary to the campaign with something that will potentially destroy the AP

But if you want to put in the time and effort to balance everything for mythic tiers, enjoy


Mythic powers are worth more than a level each. You will have to redesign every encounter and make all the major npc's mythic or there will be no challenge.
This will be a lot of work.
Even Mythic tier 1 is a HUGE power boost as casters can now cast every spell on their list and melee can move and full attack.

I would not even consider doing it , but I have been running wrath of the righteous and dealing with high level mythic characters so I am aware of how big the numbers get and how fast they do so


On the other side of the spectrum, I added Mythic to both my Runelords and Reign of Winter games. I was already rewriting things on Hero Labs as they used rolled stats and did well for themselves (well, I boosted some stats so they'd be even all around, and have compensated by boosting monster stats).

Mythic has some issues. Even if you take out the Swift spellcasting (as I did), the ability to cast ANY spell can disrupt your evil delightful plans and can make the PCs far more versatile. That said, you can also set them down a path where they are burning through Mythic... and then find they can't back down and are forced on their path without a chance to rest up or regain any Mythic.

If you limit it to under three tiers? You will likely see Mythic not causing a huge problem.


Tangent101 wrote:
If you limit it to under three tiers? You will likely see Mythic not causing a huge problem.

I disagree with Tangent101 completely.

I currently play in a RotRL campaign where the GM has added just two mythic tiers, one in early book two and the other near the very end of book 3.

At this point, we are just about to start book five and the GM (with our enthusiastic blessing, as players) has chosen to retcon out the two mythic tiers.

Mythic has made a mess of any sort of encounter-balancing for him and has caused our encounters to swing from laughably easy to ridiculously difficult and back again with each fight.

It has made our GM's job much more difficult and has caused a significant amount of frustration (and is pretty much the only source of such) among the players, in terms of game balance.

So...again...I would strongly urge caution when deciding to implement mythic. Do it if you want, but know that as a GM you are in for a large amount of extra work, prep and some significant trial-and-error when it comes to balancing encounters.


Well, I don't know what abilities your group chose, or what alterations to the rules were imposed. I do know that my version of Mythic is house-ruled so that certain abilities are far less nasty. (For instance, no swift spells. Seriously, something that for a Feat adds four spell levels is just a Mythic Point away? I have no idea what Paizo was thinking of when they allowed that. And the move-and-attack ability should be a Move ability, not a Swift.)

What does matter is that I've several players who enjoy the use of Mythic. Others can take it or leave it, and one isn't going to bother with Mythic at all (what I'm going to give her is regenerating Hero Points, which replicates some of Mythic without being overpowered).

From the sounds of things, your group didn't like Mythic. And really, that's your right. But with care and some house rules, Mythic can make the game more interesting and enjoyable... and of course you can create a scenario where Mythic points end up being conserved because the players can't just retreat and rest up.

(Also note I'm a first-edition AD&D GM, and originally did spellcasting without memorization, so I've long been exposed to the disruption of wizards and priests with far greater flexibility with their spellcasting. So your mileage may vary.)


1 person marked this as a favorite.

Fair enough, I think we're coming at the same advice to the OP from two different directions.

Bottom line: Be careful, do your research and understand what you're getting into with adding Mythic into your AP campaign.


Mythic can be fine if
1) You are willing to every encounter in the campaign
2) You are willing to rewrite Mythic..... with a huge number of house rules to make it less than overwhelmingly powerful
There is a lot of discussion in the Wrath of the righteous forum on how to house rule mythic (my comments are actually more constructive than most)
However it is potentially a world of hurt in a campaign it was not designed for so I really would not add it.


Do note, I came up with an alternative to the Mythic Rules for Wrath of the Righteous: Regenerating Hero Points. That's also something you could consider.


One of the things that I'd like to point out is that enemy pirates should be using these abilities as well!! I love pulling out these tricks on my players. I am really looking forward to using the Vile abilities.

Community / Forums / Pathfinder / Pathfinder Adventure Path / Skull & Shackles / I was thinking of throwing out most of the Infamy rules and replacing them with mythic tiers. All Messageboards

Want to post a reply? Sign in.