How have you / your players become mythic?


Advice


Im considering how to make my players mythic. It may be temporary, I haven't decided fully.

Basically I'm looking for some cool ideas. I have this partially formed idea about an ancient mythic Druid who gives her life to make them mythic in order to destroy some extraplanar horror.

What ways have you or your players been made mythic?


My players were granted their mythic powers by a demi-god for whom they performed a great deed. He is unable to leave his demi-plane but summoned the players when they were about 12th level or so and asked them for their help. He rewarded them with their first Mythic Tiers (I chose the Mythic Paths for them based on their classes and deeds). That was over a year ago and now they're all about 16-18 level with an average Mythic Tier of 6 to 7. I know a year is a long time for some campaigns but we don't meet on a frequent basis.

Anyway, that's how it happened. They were gifts from a demi-god.


By surviving the destruction of an artifact.


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They took an arrow to the knee and carried on adventuring?


I would only do it as part of closing a campaign, as Mythic rules are...bad.


Well, the obvious one was when we played Wrath of the Righteous, but other than that:

I introduced mythic rules into Shattered Star; when they found their second piece of the Sihedron, the resonant power of the two pieces meeting again created an Ascension event. Then every piece of the Sihedron thereafter counted as a mythic trial, which would have put them precisely at Mythic Tier 4 as their endgame.

Pieces 1 & 2 - Mythic Tier 1
3rd Piece - 1st Trial, Mythic Tier 2
4th & 5th Piece - 2nd and 3rd Trial, Mythic Tier 3
6th & 7th Piece - 4th and 5th Trial, Mythic Tier 4

Our Iron Gods campaign also used mythic rules, as there were only three players. Defeating the first Iron God was our Ascension event, and then there were a few mythic trials sprinkled throughout the adventure that caused us to reach Mythic Tier 3 right before the final battle.

In our current Jade Regent campaign, I also introduced mythic rules yet again, but with a twist - at the end of the first book, when the players recover the (spoiler) from the Brinewall Castle Vault, it created an Ascension event... for Ameiko. For the player characters, I granted them each the Marked for Glory and Mythic Companion "mythic" feats as free bonus feats.

In my opinion, the key things to do with mythic are to a) recognize that not every fight with a mythic enemy counts as a mythic trial (I use mythic simple templates on enemies pretty frequently), and b) recognize that a little goes a long way.

I think most characters can greatly enjoy and benefit from a single mythic tier without it getting too unbalancing. Yes, it's a big power boost, but it's not really until you get access to tier 3 powers that things really start to get silly - and for that reason, tier 3 is a fine place to leave the characters at the end of a long campaign. Not every mythic campaign (most campaigns, actually) needs to go all the way to tier 10.


I doubt mine will make it to Tier 10, but will probably cap out around 8 by the time we finish the campaign this winter. I used the rules because I paid hard money for the book and by gosh they were gonna get used.


I've always thought that trying to destroy the test of the starstone would be a kewl mythic ascension


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Be careful mythic rules are a dreadful campaign killer when used by pc's. I have moved my copy of the m mythic rules to the attic were they can slowly degrade over the years without wrecking another campaign


I think that depends on campaign expectations and how you run the rules.

Grand Lodge

I gave my group Mythic in Reign of Winter instead of the normal mantle from the black rider. But, I heavily modified the rules to prevent as much power creep as possible. For example, mythic points don't replenish every day, they only replenish when they kill a mythic creature, and even then it's not guaranteed as it's dependent on how many mythic points the creature had left when it died and random luck through luck of the dice... so my mythic system is more like an elaborate hero point system, something to be used in a clutch rather than in every encounter.


JohnHawkins wrote:
Be careful mythic rules are a dreadful campaign killer when used by pc's. I have moved my copy of the m mythic rules to the attic were they can slowly degrade over the years without wrecking another campaign

Noted. I'll make it clear that I reserve the right to drain their mythic power at any moment r


We did the test of the star stone but didn't all the way win so we got to be mythic instead of gods.


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name of the topic wrote:
How have you / your players become mythic?

There was this truly EPIC drinking binge at DragonCon one year that seemingly resulted in my moment of ascension...

... oh wait, you're probably asking about characters...

[redacts tales of sybaritic mythic trials]


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TimD wrote:
name of the topic wrote:
How have you / your players become mythic?

There was this truly EPIC drinking binge at DragonCon one year that seemingly resulted in my moment of ascension...

... oh wait, you're probably asking about characters...

[redacts tales of sybaritic mythic trials]

You're lucky. I tried to ascend by falling in a vat of toxic waste. the results were... suboptimal.


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I started my mythic campaign at level one.

Spoiler:
The PCs became mythic as they leveled up and completed specified tasks - of which they had no foreknowledge. It wasn't until they were about level eight that they actually learned why they were mythic.

They encountered Cayden Cailean at the Blessed Cup in Absalom where he admitted that he had sired each of them during his various post-deity drunken escapades. Some were as simple as having a normal sexual interactions, while others were more godlike such as turning himself into the world's finest vintage of wine during a challenge in Kyonin which then spilled upon the ground and gave birth to several mythical creatures including the party's pixie.

Feel free to steal it if it strikes your fancy.


JohnHawkins wrote:
Be careful mythic rules are a dreadful campaign killer when used by pc's. I have moved my copy of the m mythic rules to the attic were they can slowly degrade over the years without wrecking another campaign

You should pick up a copy of the Mythic Heroes Handbook as it helps with running a mythic campaign tremendously.

Or not.


Claxon wrote:
I would only do it as part of closing a campaign, as Mythic rules are...bad.

Mythic rules are good. They enable EPIC PLAY from level one.


Dhrakken wrote:
I gave my group Mythic in Reign of Winter instead of the normal mantle from the black rider. But, I heavily modified the rules to prevent as much power creep as possible. For example, mythic points don't replenish every day, they only replenish when they kill a mythic creature, and even then it's not guaranteed as it's dependent on how many mythic points the creature had left when it died and random luck through luck of the dice... so my mythic system is more like an elaborate hero point system, something to be used in a clutch rather than in every encounter.

That's a pretty nifty power cap and also a HUGE power cap. I decided to use the alternate rule of only replenishing the number of mythic points equal to their current mythic tier per day.


Brother Fen wrote:
JohnHawkins wrote:
Be careful mythic rules are a dreadful campaign killer when used by pc's. I have moved my copy of the m mythic rules to the attic were they can slowly degrade over the years without wrecking another campaign

You should pick up a copy of the Mythic Heroes Handbook as it helps with running a mythic campaign tremendously.

Or not.

Is that Paizo publication or 3PP?

Grand Lodge

DungeonmasterCal wrote:


Is that Paizo publication or 3PP?

It's 3PP. I would also highly recommend Mythic Solutions (http://paizo.com/products/btpy9ehv?Mythic-Solutions) I've implemented many of their alternate mythic rules in my game.


The mythic stuff from Legendary Games might even be better than Paizo (no offense to Paizo).


Pathfinder Starfinder Roleplaying Game Subscriber

Our GM had Items that were mythic, but hidden in plain sight for anyone but the person they were destined to end up with (to prevent someone 'double-dipping').

Typically, the items were 'just good and/or magic' type items with nothing to call them out until their Moment of Revelation. In most cases, it involved the wielder going to death's door and being 'just about to step through'.

For my character in particular, he'd found an intelligent item and hit it straight off, but the item wasn't all that great.

Then the party ran into a (hostile in almost any other setting) race of beings that saw the item, saw how well the character was using the lesser version, and started calling him out as 'their chosen one -- should he desire it'.

The party was trying to win an alliance with the race of beings in question. He viewed himself as indentured to the party leader due to backstory reasons, so he submitted to the ritualistic 'reforging' process. One race-change to the race of beings later, the item revealed it's True Power, and with the addition of the Leadership feat, the race of beings joined the kingdom that the party leader was attempting to form.


Claxon wrote:
I would only do it as part of closing a campaign, as Mythic rules are...bad.

I implemented quite a few house rules toning things down, and my players still only have tier 1 at 13th level.

captain yesterday wrote:
The mythic stuff from Legendary Games might even be better than Paizo (no offense to Paizo).

The only 3rd party supplement I allow in my games.


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Well, tier 1 isn't bad. It's going beyond tier 1 were it really starts to break down.

But experience was that if you tell players they got a mythic tier, they keep waiting and waiting for the second one and they get grouchy when you tell them you never want to give them a second.


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Our group (clearly) quite likes the mythic rules, but as players, we tend to take more flavorful options rather than the abilities that make us more effective in combat (probably half or fewer powers/feats are spent that route).

We all tend to play well-built characters, but we heavily self-regulate.

So it really depends on the group.


Back during the playtest, our group more or less went through Ascension when we were exposed to the sap of an ancient tree, one back from the primodial days. After fighting some horrific monsters, of course, with mythic ranks and whatnot.


I recommend making it a drug.

You dole it out at your own pace. The high lasts for a limited time.
...
and when they come down and start to get that itch for another hit, you can inflict all kinds of nastiness on them.


I am using mythic in my home brew game. The big baddy is Tar-Baphon. Their first tier came around level six and happened when they defeated the corrupted guardian of one of the seals, there are three of those in total. They were essentially chosen to take up this ancient battle against the Lich King, not that they have figured it out. I am not taking things above tier six.

One thing that helps is that when they uses their mythic abilities it looks different than other combatants. They know it is odd and that it will get them attention. Also they have learned that there are ways to steal these abilities so they need to use caution.

In combat attrition is your friend. Make them burn though their abilities. Also have a candid talk with them about how it can change things in combat. Action economy changes a lot. Mythic allows for some high fantasy. But you need to be clear about what you want out of it. It is the mythic spells that can be brutal. I would read through those. Also letting your players know in advance if you feel things alter the game far to much that you can reduce or remove anything. Plus they need to know that the more they up their power the more you need to. Anything good for them is good for you. My players will be feeling that pain soon ;)

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