After a couple threads and extensive searching, I am looking at the Mythras (system, not setting). It is supported by Roll20 (amazingly so), and is d100, which is far superior to d20 IMO/IME. I've got the intro booklet, and while the rules are a bit dense, I am not deterred. I prefer a tactical game as opposed to the 'roll to hit' 'roll for damage' d20 model.
excellent. that's a good place to start. It is an excellent intro and actually avoids some potential problems you ask about
But how well does the system play?
i've run a number of campaigns with it, and it's my favorite system, so I think it plays great. It takes a few games to get used to special effects, but once you do, it actually flows quite fast.
Do spellcasters become overpowered?
as alluded to by Willie, there is folk magic. That's a different scale of magic than the other 4 in the core rules. Sorcery should almost certainly not be used out of the box like it is without a strong GM hand. All of them can get quite powerful, and theism can get extremely powerful out of the gate. Mysticism has it's own warning in the core book about some of it's powers.
However, the core book also has a fairly extensive section on how to tune the magic systems. This includes sacrifice, veneration, magic power regeneration rates, and so on. None of them are really "default"
Folk magic is pretty safe though, and more powerful than you'd think. it doesn't really scale at all, so what you see is what you get, and the effects are contained pretty well.
Does going to 3 AP have a significant impact?
yes, it is. you can overcome it, but it takes a fair amount of system mastery. It's definitely strong, and I would expect all players to try and get their characters 3 AP.
For my games, I often don't do variable action points. I have to have a reason to increase them. My current game is using Destined, the superheroes supplement, and it uses 2AP by default.
Any other insights or recommendations?
Sure, lots. First off you can
join the discord and ask a lot of questions. I'm the admin there, and the folks are helpful. we also have several of the supplement authors on as well.
Secondly, Probably worth your time to download
Shrine of the Traitor Gods, an introductory scenario designed to run at a con. It's a little stripped, but should give you a good idea of the feel.
Thirdly, there is A LOT of
free material at the publisher's website. For a "first module", Sariniya's Curse or Caravan are both pretty reasonable. The former has a vaguely ancient greek flavor and the latter is very generic fantasy flavor. Caves of Circind is also there, and is dark ages britain flavored and one of the adventures from Mythic Britain, the dark ages Britain supplement. Also, I would recommend downloading Thennla, the setting introduction. It doesn't have many mechanics, but it is a good setting and has a lot going on for a kitchen sink fantasy game with a little different flavor.
Fourth,
Notes from Pavis,
the Mythras Encounter Generator (MEG), and
my own site have a lot of useful information and things to read.
The Mythras Grand Index can help you see what content is available in the various supplements to help out. Also the resource-links channel in the discord.
Fifth, there are 3 "combat training modules". I do not recommend those as starting scenarios. They are good, they are useful, but they are more once you have the basics and are thinking you need deeper mastery.
Hit me up if you have more questions. I don't come on here a lot, but will as needed
