| Black Jimmy |
Hey all
I'm thinking of adding a few Mythic rlements to my upcoming Runelords game.
I don't want to go to much into Mythic though. Enough tiers to be worth it, but not so much that the rewrites of encounters becomes a bother. I'm think between 1-4 by the time they face off with Karzoug.
I'm just gonna list these for easier consumption.
1) Which enemies should have Mythic Tiers/Ranks? I want them to come from story related thinks ie, Nualia is Lamashtu's champion, Black Magga is a legendary monster etc
2) For those that don't, is there a general rule of thumb for how to increase the staying power of regular enemies? Advance Template, Gestalt, additional enemies etc
3) At what points in the story make sense for the PCs to acheive a tier? I'll probably have tier 1 happen at the Runewell of Wrath
4) I'm fairly inexperianced as a DM. How much of a struggle is this going to be to pull?
5) For Burnt Offerings I'm thinking of giving a tier or two to Nualia while gestalting her cronies (undecided on the last part). I like the idea of Erylium having a single tier or rank to give my players a taste of whats to come. Would that be to overwhelming?
Thanks x
| Wheldrake |
I think it's possible to add Mythic very slowly to this sort of campaign. The rarer it is, the more special it seems. About once per book might work out.
For example, Xanesha might be an appropriate mythic challenge for book 2. Certainly Black Magga would qualify in book 3.
I did a lot of foreshadowing for the mythic aspects of the battle. Each one was a TPK-risk as well, and in fact Xanesha killed all the players but one - only one of them got his first mythic rank from that book. The others got rezzed instead.
Once you introduce mythic ranks to your PCs, though, you have to keep buffing the adversaries for the rest of the campaign. One good way is to keep the PCs one or more levels below the target.
The mythic rules look so cool that I wanted to try them out, but IMHO there are a number of overpowered traps that you need to be wary of. Tread carefully.
| Black Jimmy |
I think it's possible to add Mythic very slowly to this sort of campaign. The rarer it is, the more special it seems. About once per book might work out.
For example, Xanesha might be an appropriate mythic challenge for book 2. Certainly Black Magga would qualify in book 3.
I did a lot of foreshadowing for the mythic aspects of the battle. Each one was a TPK-risk as well, and in fact Xanesha killed all the players but one - only one of them got his first mythic rank from that book. The others got rezzed instead.
Once you introduce mythic ranks to your PCs, though, you have to keep buffing the adversaries for the rest of the campaign. One good way is to keep the PCs one or more levels below the target.
The mythic rules look so cool that I wanted to try them out, but IMHO there are a number of overpowered traps that you need to be wary of. Tread carefully.
I don't suppose you'd be able to name a few of these traps, would you?
| Wheldrake |
I don't suppose you'd be able to name a few of these traps, would you?
It's been a while since I've gone over the mythic material in any detail, but I ran across the following information that I proposed to my players in RotRL, in an attempt to avoid the most eggregious abilities. You may find it useful:
1) No 9-level spellcasting class PC may gain mythic tiers, as they are already mythic enough.
2) Semi-spellcasting classes may only gain mythic tiers on a case-by-case basis, with all selected powers requiring DM approval.
3) Expenditure of Mythic power: only one instance of mythic power expenditure may be made per combat round, although multiple points may be expended for the same power, if appropriate.
4) Recovering Mythic power: Only one point is regained per day, at dawn.
5) Amazing initiative: the bonus standard action is not cumulative with any action-increasing power, mythic or otherwise (haste, speed weapons, extra swift mythic attacks, etc), and it occurs 20 initiative counts after the character’s normal actions, or at count 1.
6) Stacking multipliers: additional multipliers are additive, not actually multiplied (eg x2 and x2 and x2 equals a x4 multiplier, not a x8 multiplier).
7) Some feats and abilities are not available (banned): Mythic vital strike, Foe-biter, and all mythic feats and powers related to spellcasting.
The worst offenders are in point (7).