| Kennethray |
My homebrew world had something that happened in it during the last campaign that created something similar to the world wound. Were there any adventure paths or pfs adventures that dealt in that area or with closing it? I'm looking for inspiration for my next campaign since the group is intrested in trying to deal with that.
I'm aware of the playtest book that went to that area, nothing before.
Deadmanwalking
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Wrath was a ton of fun in 1st ed. Goes from 1-20 with the Mythic system sprinkled in. It's a great AP.
I wonder if we'll ever see an official update bringing it into 2nd edition.
Given that they're doing a video game of it, that's actually not impossible, though we'd need the PF2 equivalent of the Mythic Rules first, which might be a while in coming.
| beowulf99 |
beowulf99 wrote:Given that they're doing a video game of it, that's actually not impossible, though we'd need the PF2 equivalent of the Mythic Rules first, which might be a while in coming.Wrath was a ton of fun in 1st ed. Goes from 1-20 with the Mythic system sprinkled in. It's a great AP.
I wonder if we'll ever see an official update bringing it into 2nd edition.
Oh yeah, I forgot that was coming. I enjoyed Kingmaker, so I'll be looking forward to that.
I actually remember thinking to myself when it was announced, "Are they going to update the Video game to PF2 mechanics? Or keep it based on PF1?"
I hope for the former honestly.
Deadmanwalking
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It's the former. The video game is still definitely using PF1 mechanics.
That said, the Kingmaker video game resulted in a PF2 version of Kingmaker (which is out in a while), so the new video game resulting in a PF2 WotR is possible assuming Mythic stuff is anywhere close to becoming available in PF2, anyway.
| Chemlak |
... and now I'm brainstorming fitting mythic into the 2E 3-action economy and 4-tier proficiency systems and it's rather entertaining if you consider the prospect of spending a number of actions on a mythic ability the power of which varies dependent on your "proficiency". Each mythic power would be a "spell" which you can "heighten" dependent on your "proficiency".
Mythic power essentially then functions like a focus pool, and you can have abilities that "charge up" your next action, or that do gonzo stuff on their own. Oh, I love the possibilities of 2E mythic.
| Moppy |
Mythic changes the game into a superhero power fest at high level. Your fighter stops needing to stab giants and can just pick the beast up and throw it. But that’s OK because the mythic giant is immune to damage from being thrown through a castle wall. So it gets up and throws the tower at the fighter, who is shielded by the mage blowing up the castle in mid air.
Lower levels aren’t so extreme, but why is there mythic at lower levels?
Taja the Barbarian
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Mythic changes the game into a superhero power fest at high level. Your fighter stops needing to stab giants and can just pick the beast up and throw it. But that’s OK because the mythic giant is immune to damage from being thrown through a castle wall. So it gets up and throws the tower at the fighter, who is shielded by the mage blowing up the castle in mid air.
Lower levels aren’t so extreme, but why is there mythic at lower levels?
Mythic takes the high-level 'rocket-tag' issue and brings it down to the lower levels, as all your martial characters end up with bonus moves and/or attacks. Throw in an enemy that is largely predictable (For WotR, just get yourself Holy Cold Iron weapons) and GMs will start wistfully saying 'Do you remember when I used to have to actually roll for your opponents?'
Notes:
- My GM ran WotR with another group using the full mythic rules and swears he actually rolled for the bad guys twice in the last two adventures.
- We later played WotR with watered down Mythic rules and people got so bored that we never ran the final module.
| beowulf99 |
Moppy wrote:Mythic changes the game into a superhero power fest at high level. Your fighter stops needing to stab giants and can just pick the beast up and throw it. But that’s OK because the mythic giant is immune to damage from being thrown through a castle wall. So it gets up and throws the tower at the fighter, who is shielded by the mage blowing up the castle in mid air.
Lower levels aren’t so extreme, but why is there mythic at lower levels?
Mythic takes the high-level 'rocket-tag' issue and brings it down to the lower levels, as all your martial characters end up with bonus moves and/or attacks. Throw in an enemy that is largely predictable (For WotR, just get yourself Holy Cold Iron weapons) and GMs will start wistfully saying 'Do you remember when I used to have to actually roll for your opponents?'
Notes:
- My GM ran WotR with another group using the full mythic rules and swears he actually rolled for the bad guys twice in the last two adventures.
- We later played WotR with watered down Mythic rules and people got so bored that we never ran the final module.
You know, as much fun as my group had with WotR, I do recall essentially skipping the 3rd and 4th book. The GM left us at 10th level for a LONG stretch, and we still face rolled most encounters in a turn or two.
So fun factor, I gotta say I had a blast. Balance factor... well, a lvl 10 Mythic Alchemist was able to one turn the big bad. So Owlcat has their work cut out for them if they want to keep the game balanced.
WotR is one of the best paths for really letting your players cut loose and decimate enemies, I will say that. Power Fantasy through and through.