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<blockquote data-quote="BluSponge" data-source="post: 4442458" data-attributes="member: 916"><p>They had more heka points and spells at their disposal. But I don't believe they had faster casting times. Furthermore, the roll was something like 10% of your Dweomercraft or Priestcraft K/S, and only those characters who focused on that qualified. Meanwhile, the various fighter types were no slouches.</p><p></p><p></p><p></p><p>Not really, seeing as these WE'RE completely random, and not very likely at that. I didn't see many full practitioners rolled up, and never saw a 7th son (BTW, there were several variations of 7th sons, but only a 1% chance at 7th Son of a 7th Son. Statistically, it wasn't enough to affect the game in a meaningful sense. And while they did have extra umph, I don't recall it being THAT much of a burden to game balance.)</p><p></p><p></p><p></p><p>Kinda like the Exceptional Strength rules in AD&D. Did you roll 3 sixes for Strength? Good for you! Now roll percentile. What?! An 01? Well at least you tried.</p><p></p><p></p><p></p><p>Yes, you rolled 10% or less of your starting Priestcraft or Dweomercraft K/S, IIRC, so usually you needed to roll an 8 or less on percentile dice, as that was the high end of starting magical stats. But Mythus characters had plenty of opportunities to shine: rolling birth rank, socio-economic class, etc. And let's not forget that most characters started fairly well rounded in skills (usually 15-20 skills, depending on the vocation chosen). </p><p></p><p></p><p></p><p>Magic Missile. Big deal. The word Heka was built into the setting. It sort of gave the whole thing more oomph than "magic(k)". I think the bigger problem, as a GM, was knowing what those spells you selected for your NPCs did.</p><p></p><p>Oh, and how great were the spell categories? Cantrip, Formula, Ritual, all tied to the spell's casting time. Fantastic idea, and one of the little gems I really loved about the game.</p><p></p><p></p><p></p><p>True, nor do I (though I would play it in a heartbeat -- and might even run it if my players really wanted me too, I suppose). Lejendary Adventure brought with it some of the best ideas and dropped a lot of the chaff. Like you, I wasn't particularly fond of rolling up 18 attributes (which I dropped for the main three in my Mythus brew with nary a problem).</p><p></p><p>And I how many DnD books have we seen that are nothing more than big books of spells with little fonts now? I don't see many people complaining about them. Thus, I maintain that Mythus was a fine game marred by poor editing, bad production decisions, and not a little help from TSR.</p><p></p><p>Tom</p></blockquote><p></p>
[QUOTE="BluSponge, post: 4442458, member: 916"] They had more heka points and spells at their disposal. But I don't believe they had faster casting times. Furthermore, the roll was something like 10% of your Dweomercraft or Priestcraft K/S, and only those characters who focused on that qualified. Meanwhile, the various fighter types were no slouches. Not really, seeing as these WE'RE completely random, and not very likely at that. I didn't see many full practitioners rolled up, and never saw a 7th son (BTW, there were several variations of 7th sons, but only a 1% chance at 7th Son of a 7th Son. Statistically, it wasn't enough to affect the game in a meaningful sense. And while they did have extra umph, I don't recall it being THAT much of a burden to game balance.) Kinda like the Exceptional Strength rules in AD&D. Did you roll 3 sixes for Strength? Good for you! Now roll percentile. What?! An 01? Well at least you tried. Yes, you rolled 10% or less of your starting Priestcraft or Dweomercraft K/S, IIRC, so usually you needed to roll an 8 or less on percentile dice, as that was the high end of starting magical stats. But Mythus characters had plenty of opportunities to shine: rolling birth rank, socio-economic class, etc. And let's not forget that most characters started fairly well rounded in skills (usually 15-20 skills, depending on the vocation chosen). Magic Missile. Big deal. The word Heka was built into the setting. It sort of gave the whole thing more oomph than "magic(k)". I think the bigger problem, as a GM, was knowing what those spells you selected for your NPCs did. Oh, and how great were the spell categories? Cantrip, Formula, Ritual, all tied to the spell's casting time. Fantastic idea, and one of the little gems I really loved about the game. True, nor do I (though I would play it in a heartbeat -- and might even run it if my players really wanted me too, I suppose). Lejendary Adventure brought with it some of the best ideas and dropped a lot of the chaff. Like you, I wasn't particularly fond of rolling up 18 attributes (which I dropped for the main three in my Mythus brew with nary a problem). And I how many DnD books have we seen that are nothing more than big books of spells with little fonts now? I don't see many people complaining about them. Thus, I maintain that Mythus was a fine game marred by poor editing, bad production decisions, and not a little help from TSR. Tom [/QUOTE]
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