Mythic - Legendary Item - Foebiting - Advice please


Advice

Sovereign Court

Books Statement:
Foe-Biting: When this item deals damage, its user can use mythic power to double the total amount of damage it deals. If the attack is a normal attack, the bearer can expend one use of legendary power to double the total amount of damage. If the attack is a confirmed critical hit, the bearer must instead expend two uses of legendary power to double the total damage. Damage from weapon special abilities (such as flaming) and precision-based damage are also doubled. This ability can be applied only to weapons. An item must be a minor or major artifact to have this ability.

Player's Perspective
"When this item deals damage, its user can use mythic power to double the total amount of damage it deals" So Say I make 1 attack. If its normal, and I wish to I may spend 1 point to double the damage of that attack. if that attack however is a confirmed critical, I must spend 2 points to double the total damage.

My Perspective as DM
i make my attack roll. (i havent rolled damage til i know if its a hit, or a crit)
Example 1: its a hit i roll damage, i can spend 1 point and make it double up.

Example 2: its a crit, i roll my damage, and because i have damaged it withh a critical hit, i MUST deal it Foebiting. its not an option to not do it because i spent the normal activation because i didnt just deal normal damage, i dealt critical damage.

it activates on, the type of damage dealt.

we argued this for 30 minutes in skype.
the question was re-asked a different way

DM: so if this weapon deals a critical hit do I have the option to not spend 2 points or MUST I spend 2 points

Player: you may choose to, if you want to activate foe biting
-----
Honestly to me the player isnt grasping it. and claims im doing it wrong, that he knows how it is being read.

so my question to all of you.
How do you read it, how would you rule it based on what it says. and is the normal damage only able to activate one time or every time you deal damage? feel free to include examples.


Your wrong, the "must" in the description is followed by "instead spend two uses of mythic power", its not that you must USE IT, its that you must PAY MORE to use it


Yeah, you're definitely not right, sorry.

There are two options.

1) You can choose to spend 1 point of mythic power on a non-critical hit to double the damage.
(all damage)*2.

2) You can choose to spend 2 points of mythic power on a critical hit to double the damage.

[(damage multiplied on a crit)*crit multiplier+ damage not multiplied on crit]*2.

By a strict reading of "RAW" yes you must spend two mythic points on a critical hit and must activate the ability. But that is a silly interpretation, the must part is to tell that you "must" spend two points instead of the normal 1 to activate the ability (because you're effectively going to get crit multiplier*2 in damage from that hit. That's going to be at least 4 times the damage, unless the doubling rule applies which would only make it 3....but since the mythic doubling applies to things that the critical multiplier doesn't...I think you apply them separately.

TL;DR - You're being too literal. Stahp.

Grand Lodge

Your wrong. Claxton is explaining it right.

As a DM in mythic....if it seems OP...IT IS....mythic is utterly broken and just a game of rocket tag where a groups hammer can/should/and better deal 100% of the enemies HP of damage.

MMMmmmmmm brings back memories of my groups Scythe Vital strike 2 handed warrior Fighter. That hella powerful Foe-Biting making a critical a death sentence. Same guy who had over a 40 str and could check rooms by putting his head through the castle's wall to check....if something was in there he just made a new door with his Legendary Adamantine Scythe.

Sovereign Court

Evan wrote:
so my question to all of you. How do you read it, how would you rule it based on what it says.

not whether im right or wrong. doesnt matter if im right or wrong, as the DM of that game im going to rule it as i see fit.

but its the question i was asking that im asking for.


Evan Riggs wrote:
not whether im right or wrong. doesnt matter if im right or wrong, as the DM of that game im going to rule it as i see fit.

*cringes*

Dude, be careful with this, nearly every single DM i have met that used this reasoning very quickly turned into a tyrannical dictator and all of those groups died extremely quickly

HOWEVER

Not all the DMs i have seen use that are bad, a good friend of mine plays like this and it works well for his group, but I would never last long in his games because of other reasons

So please, just make sure you are careful with this train of thought


Evan Riggs wrote:
Evan wrote:
so my question to all of you. How do you read it, how would you rule it based on what it says.

not whether im right or wrong. doesnt matter if im right or wrong, as the DM of that game im going to rule it as i see fit.

but its the question i was asking that im asking for.

The answer to how others would rule it is "Not like you". That's the answer, because your're wrong.

Grand Lodge

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Quote:
not whether im right or wrong. doesnt matter if im right or wrong, as the DM of that game im going to rule it as i see fit.

Then rule as you see fit. I've seen many DMs make bad rulings and continue along with those for years. Just don't be surprised if some of your group gets tired of bad calls that effect their characters to a point that they no longer enjoy the character they built. I've seen it happen plenty of times in Roll20 games I play in. And even I have a small list of DMs not to play with because of Tyrannical mid game rulings that completely hose a player. The DM might be having fun sticking it to the players but typically it turns out that the players cease having fun when it happens on a regular basis.


Evan Riggs wrote:
Evan wrote:
so my question to all of you. How do you read it, how would you rule it based on what it says.

not whether im right or wrong. doesnt matter if im right or wrong, as the DM of that game im going to rule it as i see fit.

but its the question i was asking that im asking for.

Bear in mind that all your ruling would do is effectively screw the player out of being able to choose when and how to spend his mythic pool.

Remember, if on the crit he doesn't spend two points it doesn't do anything. It's not like he can spend one to multiply the non-critical damage and add the critical damage to it.

You're pretty much just asking is the rules force the player to spend his resources. Almost universally it's a bad ruling to force the player to use resources he doesn't want to.

It's your call as a GM, but I think you should strongly reconsider. Such rulings are usually very unpopular with players because your are removing the ability for players to choose.

Sovereign Court

Hazrond
*So please, just make sure you are careful with this train of thought*

understood, ty.
i run several games a week, the only ones that have collapsed are the ones where the players argue amongst themselves or real life gets in the way

Heretek
*The answer to how others would rule it is "Not like you".*

ty, for your opinion on how you would view it as a DM.

Fruian
* Just don't be surprised if some of your group gets tired of bad calls*

No sir never surprised, i tell them often if they dont like how i run the game, they have the option of accepting it or moving on to games they do like.

for those that have responded i want you to understand i dont take offense to the way you have posted your responses and i really do appreciate your views. Thank you.


As a general rule, GMs should try to say "Yes" to players. At bare minimum, they should not ban ideas or concepts without trying to make them work, or at least explain why they have to deny something.

For example: You're a TWF-ing super sneak-attacker with crazy damage and Mythic Undetectable. Greater Invisibility would make you effectively invincible against most enemies in the game. Those that didn't would be limited to a narrow range of strategies for canceling your invisibility, at which point you'd never go invisible anyway because it would no longer be effective. Accordingly, I'm sorry, but I can't let your character have any Greater Invisibility-type powers - that combo is too game-breaking and it would wreck your character idea.

"Sticking it" to players by denying their ideas is not what I consider fun. Whenever I can, I prefer to be an enabler.

Sovereign Court

Claxon:
*Bear in mind that all your ruling would do is effectively screw the player out of being able to choose when and how to spend his mythic pool.*

and the few villains that may or may not have the foebiting as well.

its a WotR game. it was doomed from day 1, but that was sometime last year or the year before thatt it began, its now book 6. at the Soul Foundry.


Evan Riggs wrote:

Claxon:

*Bear in mind that all your ruling would do is effectively screw the player out of being able to choose when and how to spend his mythic pool.*

and the few villains that may or may not have the foebiting as well.

its a WotR game. it was doomed from day 1, but that was sometime last year or the year before thatt it began, its now book 6. at the Soul Foundry.

By the way, if you look at the top right of each post you'll see a link that says reply. It will automatically quote the post for you.

You can also quote multiple people by clicking the reply to one, copying the text from the post, and then hitting cancel instead of submit post. Then hit reply on the next post and past the quoted text from the previous post.

Sovereign Court

yes i know but i dont want to quote the whole message.


Evan Riggs wrote:
yes i know but i dont want to quote the whole message.

Then you can edit out the other part. See below as an example:

Evan Riggs wrote:
yes i know but i dont want to

Sovereign Court

Rednal - while yes i let them do alot of things and we do discuss alot of things, unfortunately its not an easy way to say how i do all things by giving a few short quotes or circumstances of the games i run.

despite descrepancies very few players actually drop my games over the rules. most are there to simply play the game regardless of "the rules".

Sczarni

I believe some of you are a little unclear of the point at which you are intended to spend the points. The very first part of foe-biting says "When this item deals damage"... the order in which the decisions are made is vague I will admit; however, I believe the following is with the spirit of the rule. Here is a flow chart to help illustrate the order in which I believe things should occur.

1. Make an attack, Was it a hit?
-->YES - add up how many points of damage and proceed to 2.
-->NO - you missed, better luck next time.

2. Was it a crit?
-->YES - proceed to 3.
-->NO - proceed to 4.

3. Spend TWO points?
-->YES - double damage, proceed to 5.
-->NO - normal crit damage, proceed to 5.

4. Spend ONE point?
-->YES - double damage, proceed to 5.
-->NO - normal damage, proceed to 5.

5. Apply damage to monster.

I hope this clears some things up.

Sovereign Court

Gerrik wrote:

I believe some of you are a little unclear of the point at which you are intended to spend the points. The very first part of foe-biting says "When this item deals damage"... the order in which the decisions are made is vague I will admit; however, I believe the following is with the spirit of the rule. Here is a flow chart to help illustrate the order in which I believe things should occur.

I hope this clears some things up.

for me yes, this is essentially how i am reading it.

although the flow chart should be slightly reworded on point 3
3. Spend TWO points?
-->YES - double damage, proceed to 5.

Sovereign Court

but ty much so


Overall - It is "Must Instead..." - So you either choose to double all the damage or you choose not to as the others have stated above.

So it's an "Either / OR" situation, there is no forcing a players hand with this, because you would get into situations where someone crit someone with non-lethal and you would be forced to kill the person, because you had to pay the cost doubling every single bit of damage.

I agree with the ones above who stated that Mythic breaks games and where it seems broken, it probably is, however that is how it was designed. To be epic characters that could destroy whatever they wish, etc.

Bottom line, because I was asked to review this thread. The player must pay a mythic power point to activate the ability, it does not matter if it is a Critical hit or not. Critical just makes it more expensive.


As GM you do have final say, but a GM shouldn't run a game as "My word is law." The CRB (or GMG, I forget) even talks about how you should discuss all rule changes with players so everyone is on the same page, and everyone is having fun.

What do your players think? If you're the only one advocating this view, it's probably best to relent (and TBH, it seems rather punitive).

Remember, fun is the end goal.

As to the question, it sounds like you're suggesting the ability must be used on a critical hit, even if they didn't want to? That seems like a very strange way to run it. What if they don't have enough uses left to activate the ability and score a crit?

Sovereign Court

yeah they need it reworded before my mind can accept it, as it is written presently I cannot in good conscious use it as it is interpreted by the populace at large.

so Gerick reworded it to mean the same but the way he reworded it causes it to finally make sense.

**to double the total damage if the attack is a confirmed critical hit, the bearer must instead expend two uses of legendary power.**

The english language when assembled doesnt always make sense to the people who read it. Considering my barely passing grade in highschool this may have something to do with it.

but in the end the player with Foebiting and I are simply going to remove foebiting from the item as am i from the villain i built to challenge the pcs.

even w/o foe biting the pcs are still broken.
-------------------------------------------
that being said a friend pointed out this one pc of his in his Mythic Kingmaker game

Character -
16th lvl 2 handed fighter - T6 Champion,

Weapon
Legendary; Impacting +2 Earth breaker; w/ foe-biting. boneshatter 3/day

Mythic Powers - not all just the one for this example
titan's rage

Feats-Mythic Feats
Vital - Improved Vital - Greater Vital - Mythic greater vital - devastating strike
Power Attack - Mythiic Power Attack - Fighter Archetype Greater Power Attack.

Strength Score - 36 +13 mod
without titans rage: +31/ 31/ 26/ 21/ 16, 3d6+73, 20 x3,

With Titans Rage
Mythic Vital strike, +31, 12d6+298, w/o crit, +free bulrush or trip on any vital strike

On a Critical Hit without foe biting
on a vital crit, +4 to confirm crits, 18d6 + 1014

what in the game can take it
other than a Swarm or amorphous or a true god


Mythic vital strike is pretty crazy.


Paulicus wrote:
Mythic vital strike is pretty crazy.

Meanwhile the casters are spamming their most powerful spells at +2 CL for 1 mythic point, without even needing to know or prepare the spell, without using a spell slot, and that isn't even including any path abilities or feats, that's just lvl 1 Archmage or Hierophant.

So yea, mythic vital strike is rocket tag as all hell, but Archmages are even worse.

Grand Lodge

Heretek wrote:
Paulicus wrote:
Mythic vital strike is pretty crazy.

Meanwhile the casters are spamming their most powerful spells at +2 CL for 1 mythic point, without even needing to know or prepare the spell, without using a spell slot, and that isn't even including any path abilities or feats, that's just lvl 1 Archmage or Hierophant.

So yea, mythic vital strike is rocket tag as all hell, but Archmages are even worse.

Late game Mythic Time Stop is not something to be F___ed with.

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