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Anyone experienced with Mythras?
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<blockquote data-quote="Willie the Duck" data-source="post: 8880746" data-attributes="member: 6799660"><p>I've played in it. Maybe not enough to have an exhaustive understanding of all aspects or all power scales.</p><p></p><p>At the end of the day, it is a medieval-era BRP/RQ-system game, carrying with it all the pros and cons that brings. Fundamentally, I think the system plays well for the type of game it wishes to cultivate.</p><p></p><p>Like Zweihander, combat is more deadly and more strategic than, say, most of D&D*. The main difference, I feel, is that with Zweihander you still feel a rush when combat is initiated, whereas BRP games hew closer to the idea of combat-as-a-fail-state**. It makes sense-- Zweihander is an RPG modelled on another RPG spun off from a miniatures wargame, it is a combat game with massively more things heaped onto that frame. BRP games seem much more like a skill-system game with a (complex and engaging) combat system as an offshoot. Combat <em>is</em> strategic, and both IRL skill and your character's combat skill matter greatly, but nothing changes the fact that if you spend enough rounds in combat, some enemy with a decent damage total will roll a crit and get 'ignore armor' or 'choose location' and then hollow out your head or chest cavity. Combat is something you want to avoid when possible (which is realistic, but also not everyone's escapist fantasy). </p><p><span style="font-size: 9px">*at many levels, minus all the caveats</span></p><p><span style="font-size: 9px">**except when it doesn't -- I'm thinking of times where even games like Call of Cthulhu where you're supposedly mere flesh against monsters beyond all knowing, but the most expedient way of dealing with a beast is to break out the shotguns and dynamite.</span></p><p></p><p>There are a couple types of magic in Mythras (from folk/hedge-magery to full-on Angel Summoner). Most of the really powerful stuff is gated by extensive effort and sacrifice, and we didn't find that convenient and expedient magic really overshadowed non-magic characters. We didn't really play to really high overall power-levels, though. Of course it helps that there aren't classes or other dedicated character trajectories, and if anyone wants to do some magic they can start learning it (story prompts notwithstanding).</p><p></p><p>Changing from 2 AP to 3 AP will have a significant impact (other BRP systems with variable AP tend to have 'combat oriented' characters who got stats to get the 3rd AP, and then others; and the difference between the two in a fight is significant). If everyone gets it, it the overall impact might be small. It does mean it is easier to have offensive or defensive stances (2 to one, 1 to the other), whereas with 2 AP it may be a hard choice to devote both to attack or both to defense.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 8880746, member: 6799660"] I've played in it. Maybe not enough to have an exhaustive understanding of all aspects or all power scales. At the end of the day, it is a medieval-era BRP/RQ-system game, carrying with it all the pros and cons that brings. Fundamentally, I think the system plays well for the type of game it wishes to cultivate. Like Zweihander, combat is more deadly and more strategic than, say, most of D&D*. The main difference, I feel, is that with Zweihander you still feel a rush when combat is initiated, whereas BRP games hew closer to the idea of combat-as-a-fail-state**. It makes sense-- Zweihander is an RPG modelled on another RPG spun off from a miniatures wargame, it is a combat game with massively more things heaped onto that frame. BRP games seem much more like a skill-system game with a (complex and engaging) combat system as an offshoot. Combat [I]is[/I] strategic, and both IRL skill and your character's combat skill matter greatly, but nothing changes the fact that if you spend enough rounds in combat, some enemy with a decent damage total will roll a crit and get 'ignore armor' or 'choose location' and then hollow out your head or chest cavity. Combat is something you want to avoid when possible (which is realistic, but also not everyone's escapist fantasy). [SIZE=1]*at many levels, minus all the caveats **except when it doesn't -- I'm thinking of times where even games like Call of Cthulhu where you're supposedly mere flesh against monsters beyond all knowing, but the most expedient way of dealing with a beast is to break out the shotguns and dynamite.[/SIZE] There are a couple types of magic in Mythras (from folk/hedge-magery to full-on Angel Summoner). Most of the really powerful stuff is gated by extensive effort and sacrifice, and we didn't find that convenient and expedient magic really overshadowed non-magic characters. We didn't really play to really high overall power-levels, though. Of course it helps that there aren't classes or other dedicated character trajectories, and if anyone wants to do some magic they can start learning it (story prompts notwithstanding). Changing from 2 AP to 3 AP will have a significant impact (other BRP systems with variable AP tend to have 'combat oriented' characters who got stats to get the 3rd AP, and then others; and the difference between the two in a fight is significant). If everyone gets it, it the overall impact might be small. It does mean it is easier to have offensive or defensive stances (2 to one, 1 to the other), whereas with 2 AP it may be a hard choice to devote both to attack or both to defense. [/QUOTE]
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