| Undraxis |
Has anyone else tried to integrate mythic adventures with PF2E?
On the surface it doesnt seem to need too much modification since most of the feats and skills exist in both versions. Some spells prolly do need some changing but for now I am not using any epic spell version until I can get a handle on the book's basic leveling premise.
Deadmanwalking
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No. This is a bad idea and will end badly.
You can absolutely do this with enough work but 'the Skills are the same and they both have Feats, it will be fine' is exactly the wrong attitude to go in with. It will not be fine and huge amounts of conversion work, amounting to re-writing the system almost from the ground up, will be necessary.
It will be similar to trying to use the Mythic Rules in D&D 5E, which actually has almost the same Skill list as PF2 and also has something called Feats. Which is to say it will be a very difficult conversion and not easy at all.
Just as one example, adding +20 to a single check will make you automatically not only succeed, but automatically crit, and flat +20s are hardly difficult to achieve in Mythic Adventures. That's a huge mechanical difference and a very meaningful one. Another example is that Swift Actions don't exist, or have a real replacement, and many Mythic things use Swift actions.
Basically, you will need to do extensive extra conversion work on any ability involving either of the following:
1. Math. If there's numbers involved, the two systems are completely different and you'll need to seriously adjust things.
2. Actions. The action economy is completely different and everything involving it will need to change radically.
Given that, I think you need to adjust almost every single possible thing.
| Undraxis |
No. This is a bad idea and will end badly.
You can absolutely do this with enough work but 'the Skills are the same and they both have Feats, it will be fine' is exactly the wrong attitude to go in with. It will not be fine and huge amounts of conversion work, amounting to re-writing the system almost from the ground up, will be necessary.
It will be similar to trying to use the Mythic Rules in D&D 5E, which actually has almost the same Skill list as PF2 and also has something called Feats. Which is to say it will be a very difficult conversion and not easy at all.
Just as one example, adding +20 to a single check will make you automatically not only succeed, but automatically crit, and flat +20s are hardly difficult to achieve in Mythic Adventures. That's a huge mechanical difference and a very meaningful one. Another example is that Swift Actions don't exist, or have a real replacement, and many Mythic things use Swift actions.
Basically, you will need to do extensive extra conversion work on any ability involving either of the following:
1. Math. If there's numbers involved, the two systems are completely different and you'll need to seriously adjust things.
2. Actions. The action economy is completely different and everything involving it will need to change radically.Given that, I think you need to adjust almost every single possible thing.
good point...
Im at a loss for the moment. My current group wants to go past 20th level, so far ive just let them level up another class (ala dual classing) as a stop gap measure with a class level proficiency limit of 20th. But they miss a lot of the older mythic adventuress leveling options. I was actually also considering DnD5e's style of just adding a boon per level, but again, they were unimpressed by the options.
| Ruzza |
I think we would need more information about what you're doing to give you a hand here. Like why are you going beyond 20 and how are you tailoring encounters? What do players want beyond 20?
How are you doing dual class without starting with it? Just bumping numbers by 1 for level and allowing players to choose class feats as if they were a level X of that?
| Undraxis |
Basically im continuing the leveling past 20 by adding more levels, letting the players choose a new class at 21. I did use the Mythic adventures rule of not adding higher proficiency/level based modifiers past 20. So in essence they are not adding a higher proficiency bonus but choosing more class feats etc.
As for why past 20, the players i play with are my friends from the last 2 decades, so they have played every iteration of DnD from 1st onward and they love playing post 20 (the highest we played was 60s to 80s in 2nd edition dnd). They particularly enjoyed the epic levels in dnd 3rd and pathfinder mythic adventures. They also love monty haul/over the top style adventures.
As for how i tailor encounters...I'll have to admit im more of a make up as I go along with regards to story since my players prefer to be 'unique' with reaction to encounters (one too many seduced princesses...). And as for opponents i tend to to make up stats on the fly using modifiers with the player averages being the norm (like say +1 or +2 to bonus/DC over players, or +2 to +6dice hp etc)
| manbearscientist |
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I've currently in process of a conversion for mythic. My design goals were to keep as much functionality as possible, while staying firmly in 2E design constraints.
That means:
Here are the issues:
So far, I've translated as many mythic path abilities as possible and done all the table work. My solution is to add levels 21-25 for players and 26-30 for monsters, add an another level of proficiency (mythic), and let players get mythic feats that simulate old path abilities.
My spreadsheet is here. You should be able to take character up to level 25, and make encounters for such characters based on that. But I wouldn't recommend playing Alchemist, as like I said, as the only item-dependent class it really suffers here. Spells with unique heightened effects are listed here. I haven't worked on focus spells yet. I'll note that all spells can be mythic heightened, but for some it will either work on the preexisting +1/+2/+3 progressions or it will just increase the spell level (counteract purposes or incapacitation).
I'm working to make this a full document in the style of a Paizo book, with tips on running mythic games. For instance, I'd recommend running fewer combat encounters in that style of game with lower experience totals needed to level. Experience should come more from achievements, rather than defeating 8 ancient gold dragons at a time.
For dual-classed characters, I'd recommend limiting the total number of mythic feats to 2 per level. Free archetype characters shouldn't have any issues, though there aren't a ton of new options.
On level 26+ creatures, I'll note that these aren't just lying around. Each creature at this point is a Unique threat. These are full demon lords and kaiju, not just bigger dragons. In many cases, I wouldn't introduce such characters until the party is level 23+, and at lower levels I'd advance other monsters in the 20-25 range. For instance, if you want a Tarrasque to continue to be an Extreme threat to your level 24 party, rework them to be level 28. You should choose what you consider to be the biggest threats and advance them to appropriate levels.
I'd look to Bestiary 3 for more combat options. In particular, legions should be used to have more options. Fighting a legion of Maraliths led by a unique higher level Balor would definitely be mythic challenge.