Mythus is the roleplaying game that Gary Gygax created after D&D. Specifically Mythus is a fantasy setting for his Dangerous Journeys gaming system.
Mythus is a skill-based game design. It calls a skill a ‘knowledge/skill area’. The skills in the game are multitudinous and variegated, ranging from broad skills to narrow skills to singularly specific skills, from skills that overlap each other to skills that need other skills, to stand-alone unique skills, and from highly useful to rarely useful. Combat and magic are skills.
The game offers character classes that each list subclasses called ‘vocations’, such as Alchemy that lists Alchemist and Apothecary. Each subclass pre-selects the set of skills and pre-determines their various degrees of proficiency.
Every skill depends on an ability.
The ability system of Mythus is complex. Essentially, Mythus has three abilities: Physical, Mental, and Spiritual.
The ability threesome that Gary Gygax created is equivalent to the ability foursome that this thread describes.
• PHYSICAL ≈ Strength-Constitution + Dexterity-Athletics
• MENTAL ≈ Intelligence-Perception
• SPIRITUAL ≈ Charisma-Wisdom
Gary Gygax calls an ability a ‘trait’. Each trait splits into two subdivisions, called ‘categories’. Each category has three kinds of ability scores called ‘attributes’, something like a full ability score, a partial ability score, and how long it takes to use an ability.
For the Mythus game, each ability with its two subdivisions is as follows.
PHYSICAL
Muscular
Neural
MENTAL
Mnemonic
Reasoning
SPIRITUAL
Metaphysical
Psychic
Gary Gygax explains each ability with its two subdivisions. Since every skill depends on an ability, needing one or both of its subdivisions, the respective skill lists also help concretize the meaning of each of the three abilities.
Here, the Physical ability comprises two subdivisions: Muscular and Neural.
PHYSICAL (Gary Gygax)
Muscular
• physical strength
• endurance
• body agility, body reflexes, balance, jump, tumble, fall, climb, movement speed, reaction time
Neural
• manual dexterity, sleight of hand, hand steadiness
• physical perception: noticing things by using any extraordinary sense of seeing, hearing, tasting or scenting
For Mythus, Gary Gygax separates the D&D Dexterity into body agility (gross motor skills) and manual dexterity (fine motor skills). This body agility includes all athletics: jump, fall, tumble, balance, climb, run, dodge, etcetera.
The Muscular subdivision adds the body agility to a combined strength-endurance.
Meanwhile the Neural subdivision is strictly manual dexterity. But it lumps physical perception via any heightened senses in with this manual dexterity.
Even as-is, the Physical ability is comparable to the Physical abilities of the ability foursome that this thread describes.
Moreover, by consolidating the kinds of dexterity back together − both the body agility and the manual dexterity − this Physical ability of Gary Gygax becomes identical to the Physical abilities of the ability foursome.
Also see below about moving ‘physical perception’ to the Mental ability, to reunite it with ‘mental perception’.
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PHYSICAL (Ability Foursome)
Strength-Constitution
• physical strength
• endurance
Dexterity-Athletics
• body agility, body reflexes, balance, jump, tumble, fall, climb, movement speed, reaction time
• manual dexterity, sleight of hand, hand steadiness
Next the Mental ability of Gary Gygax equates the Mental Intelligence-Perception ability of the ability foursome. Mental Mnemonics correlates to Intelligence in the sense of lore skills, and Mental Reasoning correlates to Perception in the sense of noticing things and figuring them out. Relatedly, the ‘deception’ skill uses perception to mislead someone elses perception.
MENTAL (Gary Gygax)
Mnemonics
• education, knowledge areas
Reasoning
• mental perception: noticing things by paying attention, figuring things out, deducing things, parsing things out
• deception
Note, in his gaming system, Gary Gygax created two kinds of ‘perception’ skills. ‘Physical perception’ means noticing things by means of extraordinary senses, such as above average eyesight or sensitive hearing, acute sense of scent, or a trained sense of taste. ‘Mental perception’ means noticing things by paying attention, anticipating, detecting, and understanding. However, these two perception skills are interchangeable, and either can be used for any perception check. If a character has both kinds of perception, then the perception check is rolled twice, using whichever result is best.
When consolidating the interchangeable kinds of perception into a single Perception skill, the Mnemonic-Reasoning of Gary Gygax becomes identical to the Intelligence-Perception of the ability foursome.
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MENTAL (Ability Foursome)
Intelligence
• education, knowledge areas
Perception
• physical perception: noticing things by using any extraordinary sense of seeing, hearing, tasting or scenting
• mental perception: noticing things by paying attention, figuring things out, deducing things, parsing things out
• deception
Finally, the Spiritual ability of Gary Gygax is identical to the combined Charisma-Wisdom ability of the ability foursome.
In Mythus, the two Spiritual subdivisions, Metaphysical and Psychic, bleed into each other. It is difficult to separate one from the other. Examples:
• belief (Metaphysical), faith (Psychic)
• leadership (Metaphysical), influence people (Psychic)
• impersonating (Metaphysical), acting (Psychic)
• creative writing (Metaphysical), poetry lyrics (Psychic)
• prognosticating (Metaphysical), prognosticating (Psychic)
• other planes (Metaphysical), other planes (Psychic)
• etcetera
The Spiritual ability of Gary Gygax intermingles the Metaphysical-Psychic subdivisions together so as to cover the aspects of social skills, persuasion, charm, intimidate, frighten, performance, artwork, spiritual community, and divination. It also covers willpower. As such, Spiritual is identical the foursome Charisma-Wisdom as a single ability.
SPIRITUAL (Gary Gygax)
Metaphysical-Psychic
• willpower
• social skills, empathy, persuasion, charm, intimidate, frighten
• performance, artwork
• spiritual community
• divination
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MENTAL (Ability Foursome)
Charisma-Wisdom
• willpower
• social skills, empathy, persuasion, charm, intimidate, frighten
• performance, artwork
• spiritual community
• divination
In sum, the ability threesome that Gary Gygax creates is structurally and functionally equivalent to the ability foursome that this thread presents.