A puzzling question: Gestalt vs Mythic


Pathfinder First Edition General Discussion

51 to 62 of 62 << first < prev | 1 | 2 | next > last >>

Mythic combat reflexes is what grants infinite AoOs; Ever-ready and Retributive Reach give those infinite AoOs some serious teeth, though. (I'm currently playing a guardian/archmage magus who's got those, monstrous physique II, and long arm, among other things; having my AoO area be plotted as a fireball radius is amusing to me).


Mythic does things like letting martials move and full attack at the same speed.

You can't replicate that with Gestalt.


Ah yes, Mythic Feats are indeed overpowered, no question here (Mythic Vital Strike anyone?).

As for moving and full attacking in the same turn, you do realize that there are quite a few ways to do that without Mythic? Beast Totem from the Barbarian, for one. Hell, Pummeling Charge, a freaking feat allows this with unarmed strikes. Then, there are a ton of other work arounds (I'm rather partial to Coordinated Charge with an Eldritch Guardian Familiar).

So yes, it's quite possible to replicate such a thing with or without Gestalt.


Kaouse wrote:

Ah yes, Mythic Feats are indeed overpowered, no question here (Mythic Vital Strike anyone?).

As for moving and full attacking in the same turn, you do realize that there are quite a few ways to do that without Mythic? Beast Totem from the Barbarian, for one. Hell, Pummeling Charge, a freaking feat allows this with unarmed strikes. Then, there are a ton of other work arounds (I'm rather partial to Coordinated Charge with an Eldritch Guardian Familiar).

So yes, it's quite possible to replicate such a thing with or without Gestalt.

That sort of thing gets mentioned a lot, but there's a big difference between pounce and a full-attack-plus-move combination. Positioning, terrain issues, visibility problems, there are a number of factors that could make a charge + full attack infeasible. Fleet Warrior gets around them far better than Beast Totem.


Technically, Fleet Warrior is the equivalent of a 1000 gp item for every Mythic Point you spend. A Quick Runner's Shirt allows you to trade out your Swift action for an extra move action. It might sound expensive to stock up on multiple shirts at early levels, but by later levels you could easily have more shirts than Mythic Power for the tiniest fraction of your wealth (880,000 gp at max level).

This ignores the fact that Mythic Vital Strike is often a greater investment, as with your mythic abilities you can pull off 2 in one round while still getting your regular move action, withhout having to spend Mythic Power (the regular one, not the extra standard action one). It also works way better with stuff like Foe-biting legendary weapons, which literally double the damage from an attack.

This also ignores the fact that Fleet Warrior is Champion only, when the discussion was about the Guardian. I already admitted that the Champion obtained abilities that were on par with the Barbarian's rage powers, some better and some worse. Fleet Warrior vs Pounce is one of the better ones. Shatter Spells vs Spell Sunder is one of the weaker ones. All in all, a Mythic Warrior NPC restricted from overpowered mythic feats or universal abilities probably isn't that much stronger than a vanilla Barbarian.

Personally, I would wager that a Mythic Guardian without more than 4th level spells and under the same restrictions would have a really difficult time defeating a Bloodrager/Paladin gestalt.

Sovereign Court

Kaouse wrote:
Technically, Fleet Warrior is the equivalent of a 1000 gp item for every Mythic Point you spend. A Quick Runner's Shirt allows you to trade out your Swift action for an extra move action. It might sound expensive to stock up on multiple shirts at early levels, but by later levels you could easily have more shirts than Mythic Power for the tiniest fraction of your wealth (880,000 gp at max level).

The big limiting factor for a Quick Runner's Shirt is that - from a practical perspective - you're limited to once per encounter. (Still - getting 3-5 is a very solid investment at levels 11+ when you have multiple iterative attacks and the cost is relatively low.)


Kaouse wrote:
Technically, Fleet Warrior is the equivalent of a 1000 gp item for every Mythic Point you spend. A Quick Runner's Shirt allows you to trade out your Swift action for an extra move action. It might sound expensive to stock up on multiple shirts at early levels, but by later levels you could easily have more shirts than Mythic Power for the tiniest fraction of your wealth (880,000 gp at max level).

Not quite, you're mistaking Fleet Charge and Fleet Warrior. Fleet Charge is the move+attack as as swift action with a bonus and get through all DR for a mythic point ability that any Champion OR Trickster can take when first getting into their path. Fleet Warrior is a Champion-only path ability that lets you take a move action before or after a full attack every single round, no mythic power needed. Both are still better than having to keep taking off and putting on new shirts every fight.

Kaouse wrote:
This ignores the fact that Mythic Vital Strike is often a greater investment, as with your mythic abilities you can pull off 2 in one round while still getting your regular move action, withhout having to spend Mythic Power (the regular one, not the extra standard action one). It also works way better with stuff like Foe-biting legendary weapons, which literally double the damage from an attack.

Yeah, MVS is kinda bonkers. However, it IS only one attack, so it's not quite as good if the enemy is protected by defenses that can easily foil a single attack a round. Mirror image is a non-mythic option that easily does this. For mythic options, Block Attacks and Sudden Block could easily have this effect as well. Still a very good offensive option to have, though.

Kaouse wrote:
This also ignores the fact that Fleet Warrior is Champion only, when the discussion was about the Guardian. I already admitted that the Champion obtained abilities that were on par with the Barbarian's rage powers, some better and some worse. Fleet Warrior vs Pounce is one of the better ones. Shatter Spells vs Spell Sunder is one of the weaker ones. All in all, a Mythic Warrior NPC restricted from overpowered mythic feats or universal abilities probably isn't that much stronger than a vanilla Barbarian.

Technically, ANYONE can take Fleet Warrior once they hit tier 3. That's a mythic feat tier and Dual Path is a thing (Yay for ridonkulous mythic feats), but I take your meaning here. Also, what are we considering 'overpowered' here, besides mythic vital strike?

Kaouse wrote:
Personally, I would wager that a Mythic Guardian without more than 4th level spells and under the same restrictions would have a really difficult time defeating a Bloodrager/Paladin gestalt.

I dunno, Guardians can be pretty nuts. I might take you up on that bet. What're the stakes?

Silver Crusade

Trading your swift for a move is not the same as trading your swift for a move and attack with a bonus equal to your tier and ignoring all DR. Mythic grants a lot of action economy. Tier abilities, path abilities, and mythic feats are full of ways to do more in your turn. Fleet charge and amazing initiative are prime examples. Gestalt is about having more options, but you have to decide which ones to use each turn.


The Mythic Mania books have a fix for MVS. XD I would generally recommend people use that version instead.


GM Rednal wrote:
The Mythic Mania books have a fix for MVS. XD I would generally recommend people use that version instead.

Care to share the feat description?


Let's see, I think rules text is okay to post, so...

Quote:
Alternative Rule: Replace the rules text for the Mythic Vital Strike feat with the following: Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, multiply the Strength bonus, magic bonus, and other bonuses that would normally be multiplied on a critical hit by 2 if you are using Vital Strike, by 3 if you are using Improved Vital Strike, or by 4 if you are using Greater Vital Strike.
Quote:
Alternative Rule: Replace the rules text for the Mythic Improved Vital Strike feat found in this book with the following: Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, multiply all damage (even damage from sources that wouldn’t normally be multiplied on a critical hit) by by 2 if you are using Vital Strike, by 3 if you are using Improved Vital Strike, or by 4 if you are using Greater Vital Strike.

I'm pretty sure they're selling the full rules-fixing pack all by itself - Mythic Mania is excellent to have if you're gonna use the rule system at all, but at bare minimum, using that particular part of it is almost necessary. XD


Well, I decided on a mix of things, I posed the question of gestalt vs mythic to my players and in a 4 to 1 vote they wanted gestalt. So, to make up for the power deficit, whenever they would get a tier according to the AP, I am giving them a stacking level in a prestige class of their choice. so when they would be for example level 6 tier 1 I have one going gestalt Bard/Cavalier and getting the Battle Herald to stack on top.

While they get the class abilities of the prestige, they don't get the saves or bab or HD, so they are still the same level, just gaining stacking abilities.

This has brought up an interesting question: caster levels stacking. I have several that will end up qualifying for a higher than 20 caster level, which is fine. To simulate the greater power without mythic I'm allowing breaking of the cap on spells (ex 10d6 fireball) once CL is greater that 20 as follows: Add the spell level to the new maximum for variable effects related to level once your caster level exceeds 20.

So in the case of fireball, the new max would be 13d6, at caster level 23. Still a work in progress, but the players are excited to see if they can still handle mythic enemies with gestalt+ that I've come up with.

I also will implement a daily allotment of Hero Points, as was suggested earlier (thanks to everyone for their input so far!) which I think will be equal to 1/2 their level, with maybe a +1 per tier they have gotten according to the story.

Ex. lvl 6/tier 1 is now Gestalt 6 + 1 level of prestige abilities tacked on and 4 Hero Points a day.

Whew... crazyness, but should be loads of fun!

^_^

51 to 62 of 62 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / A puzzling question: Gestalt vs Mythic All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion