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Grim Tales: Mythic Heroes Rocks!
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<blockquote data-quote="Yair" data-source="post: 2806891" data-attributes="member: 10913"><p>I don't own Grim Tales, so I'm thinking of how to fit Mythic Heroes into my regular D&D game, and thought this might be a good place to talk about that.</p><p></p><p>My first concern is how does it work balance-wise in conjunction with usual wealth-by-level D&D guidelines. I got the impression (from page 5's last paragraph) the Mythic Levels are supposed to replace magic items entirely. Looking over their benefits, this seems highly improbable especially at high levels. But I have no experience with this system, so maybe I am underestimating it. If that is the case, surely this is a major bump in the character's power level if both it and wealth-by-level rules are used, and not just the "yet another step" the introduction suggests?</p><p>I don't really understand the target audience for this product. The work seems to suggest using Mythic Levels and challenges to replace magic items, and is clearly written for GT owners, but I was under the impression GT did not use the wealth-by-level guidelines. Perhaps I was mistaken?</p><p></p><p>I am also concerned with the rule that states that action points must be spent before the GM reveals the result of the roll. I find it nearly impossible to enforce, as in my games the DCs are "above the table", so to speak (I just tell the players the AC and so on). This pretty much renders the Prescience mythic ability moot, for example.</p><p></p><p>Another point is the differences from D&D. I understand that under these rules an action point need be spent to confirm a critical hit; I'm not at all certain on whether to switch to this mechanic or keep the D&D one in place.</p><p>I use a variant of Action Points from the <a href="http://www.d20srd.org" target="_blank">www.d20srd.org</a> site in my game, where action points are gained at 5+ECL/2 points per level, not reset to this total. I'm not sure why making everyone have less AP and forcing them to spend them when they near the next level is advantagous. I'm also not sure if combining my AP allotment with the Mythic Level system won't make it too powerful.</p><p></p><p>There are other quirks in the phrasing and mehcanics that pose less of a problem and I suspect are mainly due to differences between GT and D&D. Things like calling ability scores attributes, the Drive skill, referring to a "core skill list", and so on.</p><p></p><p>I am of half a mind about it. The concepts seem interesting, but the mythic abilities rather weak and the added book-keeping not incosequential. I'm not sure my current campaign will fit well with the Mythic Journey vibe too.</p><p>I'm going to write a review about it. I won't be reading Kajama Lion's until I do.</p><p></p><p>Yair</p></blockquote><p></p>
[QUOTE="Yair, post: 2806891, member: 10913"] I don't own Grim Tales, so I'm thinking of how to fit Mythic Heroes into my regular D&D game, and thought this might be a good place to talk about that. My first concern is how does it work balance-wise in conjunction with usual wealth-by-level D&D guidelines. I got the impression (from page 5's last paragraph) the Mythic Levels are supposed to replace magic items entirely. Looking over their benefits, this seems highly improbable especially at high levels. But I have no experience with this system, so maybe I am underestimating it. If that is the case, surely this is a major bump in the character's power level if both it and wealth-by-level rules are used, and not just the "yet another step" the introduction suggests? I don't really understand the target audience for this product. The work seems to suggest using Mythic Levels and challenges to replace magic items, and is clearly written for GT owners, but I was under the impression GT did not use the wealth-by-level guidelines. Perhaps I was mistaken? I am also concerned with the rule that states that action points must be spent before the GM reveals the result of the roll. I find it nearly impossible to enforce, as in my games the DCs are "above the table", so to speak (I just tell the players the AC and so on). This pretty much renders the Prescience mythic ability moot, for example. Another point is the differences from D&D. I understand that under these rules an action point need be spent to confirm a critical hit; I'm not at all certain on whether to switch to this mechanic or keep the D&D one in place. I use a variant of Action Points from the [url]www.d20srd.org[/url] site in my game, where action points are gained at 5+ECL/2 points per level, not reset to this total. I'm not sure why making everyone have less AP and forcing them to spend them when they near the next level is advantagous. I'm also not sure if combining my AP allotment with the Mythic Level system won't make it too powerful. There are other quirks in the phrasing and mehcanics that pose less of a problem and I suspect are mainly due to differences between GT and D&D. Things like calling ability scores attributes, the Drive skill, referring to a "core skill list", and so on. I am of half a mind about it. The concepts seem interesting, but the mythic abilities rather weak and the added book-keeping not incosequential. I'm not sure my current campaign will fit well with the Mythic Journey vibe too. I'm going to write a review about it. I won't be reading Kajama Lion's until I do. Yair [/QUOTE]
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