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Mythic Adventures. Huh?
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<blockquote data-quote="Wycen" data-source="post: 6198305" data-attributes="member: 13732"><p>We have now played 1 and a half sessions with the mythic rules. We started normal, completed our first trial to ascend to mythic power, and did some more exploration afterwords. Then the next session we really put our new found power to use in combat.</p><p></p><p>The trials are where mythic rules might appeal to role players from other games. You could say they are like skill challenges, but are more complex or open to interpretation by the DM. Maybe you need to defeat a mythic foe, or talk to a god, or find an artifact or pull off some crazy lucky dice rolls (like jumping from a cliff onto the back of a griffon or something). </p><p></p><p>The system bolts on to the existing rules. </p><p></p><p>Each character chooses a mythic "path" that reflects their abilities and is something of a meta-descriptor. So a rogue who wants to do incredible sneaky things might take the "Trickster" path. A druid might want to take the "Hierophant" class to improve your spell casting abilities. Or, that same druid might better be a "Guardian" who protects the land and his adventuring party, (and self) with amazing abilities. There are 6 paths, archmage, champion, guardian, hierophant, marshal, and trickster.</p><p></p><p>Achieving each tier (10 total possible, but like any regular game, only your DM knows how many you might achieve), may provide bonus hit points, a bonus mythic feat, a mythic path ability, and a mythic power appropriate to your path. On even level tiers you gain certain bonuses and on odd level tiers you gain other stuff like mythic feats.</p><p></p><p>Now, all powers are not created equal, that is true. One power may be clearly superior, but you may find players taking the weird non-obvious powers for story telling or because their character can use it more effectively than others.</p><p></p><p>Ex. One mythic power for the archmage gives you ALL magic item creation feats. Yeah, take this power and you never have to choose between craft wand and brew potion or whatever.</p><p></p><p>Then you have another power that lets you use the Commune spell once per day, with your tier as your caster level.</p><p></p><p>Clearly, I'd choose the first ability pretty much every time over the second, but you have to on the archmage mythic path.</p><p></p><p>They also include rules on mythic spells and magic items. They are the same as the normal game, but mythic magic items require a mythic feat to create and mythic spells use your mythic power points to boost and require a feat to select. You only know a number of mythic spell versions according to your tier. At tier 1, you have to choose which 1 of your spells is also going to be mythic. </p><p></p><p>Ex. If you know Barkskin, and you are mythic, you can cast the mythic version by spending a power point. The mythic version not only gives you a natural armor bonus, it gives you damage reduction.</p><p></p><p>If you've ever wanted to make your character/players feel like they have something "unique" these powers are a good way to emulate that (if you don't have ideas yourself). </p><p></p><p>I think we'll probably need to reread some rules, because one of the basic abilities I didn't mention, called a surge, lets you roll a d6 (or higher later) and add that result to a check you already rolled. I'm not sure if you can add it to any d20 roll or just certain rolls. Or maybe you can even add it to damage rolls.</p></blockquote><p></p>
[QUOTE="Wycen, post: 6198305, member: 13732"] We have now played 1 and a half sessions with the mythic rules. We started normal, completed our first trial to ascend to mythic power, and did some more exploration afterwords. Then the next session we really put our new found power to use in combat. The trials are where mythic rules might appeal to role players from other games. You could say they are like skill challenges, but are more complex or open to interpretation by the DM. Maybe you need to defeat a mythic foe, or talk to a god, or find an artifact or pull off some crazy lucky dice rolls (like jumping from a cliff onto the back of a griffon or something). The system bolts on to the existing rules. Each character chooses a mythic "path" that reflects their abilities and is something of a meta-descriptor. So a rogue who wants to do incredible sneaky things might take the "Trickster" path. A druid might want to take the "Hierophant" class to improve your spell casting abilities. Or, that same druid might better be a "Guardian" who protects the land and his adventuring party, (and self) with amazing abilities. There are 6 paths, archmage, champion, guardian, hierophant, marshal, and trickster. Achieving each tier (10 total possible, but like any regular game, only your DM knows how many you might achieve), may provide bonus hit points, a bonus mythic feat, a mythic path ability, and a mythic power appropriate to your path. On even level tiers you gain certain bonuses and on odd level tiers you gain other stuff like mythic feats. Now, all powers are not created equal, that is true. One power may be clearly superior, but you may find players taking the weird non-obvious powers for story telling or because their character can use it more effectively than others. Ex. One mythic power for the archmage gives you ALL magic item creation feats. Yeah, take this power and you never have to choose between craft wand and brew potion or whatever. Then you have another power that lets you use the Commune spell once per day, with your tier as your caster level. Clearly, I'd choose the first ability pretty much every time over the second, but you have to on the archmage mythic path. They also include rules on mythic spells and magic items. They are the same as the normal game, but mythic magic items require a mythic feat to create and mythic spells use your mythic power points to boost and require a feat to select. You only know a number of mythic spell versions according to your tier. At tier 1, you have to choose which 1 of your spells is also going to be mythic. Ex. If you know Barkskin, and you are mythic, you can cast the mythic version by spending a power point. The mythic version not only gives you a natural armor bonus, it gives you damage reduction. If you've ever wanted to make your character/players feel like they have something "unique" these powers are a good way to emulate that (if you don't have ideas yourself). I think we'll probably need to reread some rules, because one of the basic abilities I didn't mention, called a surge, lets you roll a d6 (or higher later) and add that result to a check you already rolled. I'm not sure if you can add it to any d20 roll or just certain rolls. Or maybe you can even add it to damage rolls. [/QUOTE]
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