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<blockquote data-quote="Wulf Ratbane" data-source="post: 2797380" data-attributes="member: 94"><p>I am going to snip you there, BSF, because I think it will be impossible for me to know enough about your campaign to really tell you if Mythic Heroes is what you are looking for or not.</p><p></p><p>I'll just tell you what Mythic Heroes IS, and let you decide.</p><p></p><p>1) Action Points. We start off talking about Action Points, and the various ways you can use them. I probably don't need to get into too great a detail here, as most folks are familiar with APs by now. I added a couple of uses for APs that I think are important in a low-magic or no magic game.</p><ul> <li data-xf-list-type="ul"> Spend an AP to add 1d6 to any d20 check (skill, attack, saving throw, etc.)</li> <li data-xf-list-type="ul"> Spend an AP to add 1d6 to your AC until the start of your next action</li> <li data-xf-list-type="ul"> Spend an AP to emulate a feat (for which you meet all pre-requisites): For example, if you already have Power Attack, spend an AP to get the use of Cleave. </li> <li data-xf-list-type="ul"> Spend an AP to heal 1d6 hit points (I recommend an <em>exploding</em> die for this use, even if you are not using <em>exploding</em> dice for other AP uses)</li> <li data-xf-list-type="ul"> Spend an AP to turn a critical threat into a critical hit (obviating the need to roll again)</li> </ul><p></p><p>2) Onto these basic uses of Action Points, are additional optional frameworks:</p><ul> <li data-xf-list-type="ul"> Action Dice vary by character level: Low level characters get a d4 instead of a d6; high level characters progress to d8 or d10</li> <li data-xf-list-type="ul"> <em>Exploding</em> Action Dice: If you roll the maximum result on the die, roll again and add to the previous result <em>ad infinitum</em></li> <li data-xf-list-type="ul"> <em>Shadowed</em> Action Dice: Roll two dice, take the higher result</li> <li data-xf-list-type="ul"> <em>Doubled</em> Action Dice: Roll two dice, add them together </li> <li data-xf-list-type="ul"> <em>Shadowed</em> and <em>Doubled</em> Action Dice: Roll three dice, drop the lowest, add the remaining two dice</li> </ul><p></p><p>I've spelled out in the crunch exactly what sorts of bonuses you can expect APs to add to d20 rolls for all of these various options. How much does an <em>exploding</em> die increase the average? Not as much as you think. But <em>shadowing</em> and especially <em>doubling</em> can start to push the average bonuses up into the +5 to +10 range very quickly.</p><p></p><p>3) To give characters something to <em>DO</em> with these higher d20 totals, I've added a section on Skill and Combat challenges. </p><p></p><p>Many of these challenges you should already be familiar with from the SRD. For example, if you are Climbing, you can add to the DC of your Climb check in order to climb twice as fast as normally allowed. When attacking, you can "Fight Defensively", subtracting from your attack roll to add to your defense. It's much easier to swallow these increases DCs or penalties if you have APs to offset them.</p><p></p><p>Additional (less evident and more interesting) skill and combat challenges are adapted from Open Content found in <em>Monte Cook Presents: Iron Heroes.</em></p><p></p><p>4) The Mythic Archetypes</p><p></p><p>We use the crunch outlined above in the Mythic Archetypes. I'll probably start to veer a little more into the fluff here (although the archetypes are expressed in crunchy terms...).</p><p></p><p>There are seven basic archetypes, drawn from myth and legend, inspired by the observations of Campbell and Jung.</p><p></p><p>It is amazing to me that so many characters/players/parties fall naturally into these roles without anyone really thinking about it or discussing it beforehand. </p><p></p><p>I am going to give you a very, very abridged summation of the seven archetypes.</p><p></p><ul> <li data-xf-list-type="ul">The Hero: The protagonist. He's usually a good guy, and good things usually happen to him in the course of his quest.</li> <li data-xf-list-type="ul"> The Shadow: The "second face" of the Hero. Still a protagonist, but usually an anti-Hero. Often you'll have a Hero and a Shadow in the same group, and you never know until the end whether the Shadow will end up helping, harming, or even eclipsing the Hero.</li> <li data-xf-list-type="ul"> The Fated: The "third face" of the Hero. Still a protagonist. Usually a good guy, but <em>bad</em> things usually happen to him.</li> <li data-xf-list-type="ul"> The Mentor: A leader or advisor who helps the party to succeed on their quest. He is the most capable of the Heroes, but it's simply not his fate to be the Hero. (The spotlight isn't on him.)</li> <li data-xf-list-type="ul"> The Oracle: A mystical figure with magical powers who steers the Heroes towards the final goal.</li> <li data-xf-list-type="ul"> The Trickster: An ally of the Heroes whose loyalty is in question, usually right until the very end.</li> <li data-xf-list-type="ul"> The Maiden: The figure who inspires, drives, and often heals the Heroes-- and requires protection. (The Maiden doesn't have to be a woman, she just usually is...)</li> </ul><p></p><p>Usually, a given character has a lot of crossover from one archetype to another. They can drift. I'll give you a quick example:</p><p></p><p></p><p>Run yourself through the same exercise with Star Wars. Lord of the Rings. Even King Kong.</p><p></p><p>Now try it with the characters from your own campaign. Do you have a Hero? A Mentor? A Maiden? A Trickster? </p><p></p><p>I bet you do!</p><p></p><p>So, to veer back into the crunch for a moment, each player chooses (or is assigned) one of the archetypes. (They don't all have to be different, although they often will be. But it's not "against the rules" for there to be two Heroes or two Oracles, for example.)</p><p></p><p>The archetype is like a template you can put over any character. At each level, the archetype gains a special ability that affects the way that character can use his Action Points.</p><p></p><p>Most archetypes start with an ability called "Mythic Skills." You pick three skills from a list. When you use an Action Point with one of these skills, that Action Die is <em>shadowed</em>. And this ability progresses to <em>doubled</em> and eventually even <em>shadowed and doubled</em>.</p><p></p><p>In my opinion, however, far and away the most interesting abilities the archetypes have is to change the way action points are spent and awarded <em>as a group</em>. </p><p></p><p>This is important, because ultimately, the players are characters in an unfolding story, and it is their <em>group</em> success or failure that matters.</p><p></p><p>So we have, for example, the Mentor's ability to give his own action points to other characters. The Shadow can <em>steal</em> action points from the Hero. The Maiden can take action points from anybody. The Trickster can <em>wager</em> action points on the success or failure of his own team-mates-- nobody really likes a Trickster who's earning actioin points off of the group's failures, but it makes for a very interesting dynamic.</p><p></p><p>And if all of the PCs have spent all of their action points, the Hero gets an action point. This ability is called "Last Best Hope" and it helps ensure that the group succeeds.</p><p></p><p></p><p></p><p>You can absolutely add the concepts and rules from Mythic Heroes to an existing campaign. </p><p></p><p>And I guarantee you that your players will feel that this "perk" as a result of their hard work and effort, totally kicks butt.</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 2797380, member: 94"] I am going to snip you there, BSF, because I think it will be impossible for me to know enough about your campaign to really tell you if Mythic Heroes is what you are looking for or not. I'll just tell you what Mythic Heroes IS, and let you decide. 1) Action Points. We start off talking about Action Points, and the various ways you can use them. I probably don't need to get into too great a detail here, as most folks are familiar with APs by now. I added a couple of uses for APs that I think are important in a low-magic or no magic game. [list] [*] Spend an AP to add 1d6 to any d20 check (skill, attack, saving throw, etc.) [*] Spend an AP to add 1d6 to your AC until the start of your next action [*] Spend an AP to emulate a feat (for which you meet all pre-requisites): For example, if you already have Power Attack, spend an AP to get the use of Cleave. [*] Spend an AP to heal 1d6 hit points (I recommend an [i]exploding[/i] die for this use, even if you are not using [i]exploding[/i] dice for other AP uses) [*] Spend an AP to turn a critical threat into a critical hit (obviating the need to roll again) [/list] 2) Onto these basic uses of Action Points, are additional optional frameworks: [list] [*] Action Dice vary by character level: Low level characters get a d4 instead of a d6; high level characters progress to d8 or d10 [*] [i]Exploding[/i] Action Dice: If you roll the maximum result on the die, roll again and add to the previous result [i]ad infinitum[/i] [*] [i]Shadowed[/i] Action Dice: Roll two dice, take the higher result [*] [i]Doubled[/i] Action Dice: Roll two dice, add them together [*] [i]Shadowed[/i] and [i]Doubled[/i] Action Dice: Roll three dice, drop the lowest, add the remaining two dice [/list] I've spelled out in the crunch exactly what sorts of bonuses you can expect APs to add to d20 rolls for all of these various options. How much does an [i]exploding[/i] die increase the average? Not as much as you think. But [i]shadowing[/i] and especially [i]doubling[/i] can start to push the average bonuses up into the +5 to +10 range very quickly. 3) To give characters something to [i]DO[/i] with these higher d20 totals, I've added a section on Skill and Combat challenges. Many of these challenges you should already be familiar with from the SRD. For example, if you are Climbing, you can add to the DC of your Climb check in order to climb twice as fast as normally allowed. When attacking, you can "Fight Defensively", subtracting from your attack roll to add to your defense. It's much easier to swallow these increases DCs or penalties if you have APs to offset them. Additional (less evident and more interesting) skill and combat challenges are adapted from Open Content found in [i]Monte Cook Presents: Iron Heroes.[/i] 4) The Mythic Archetypes We use the crunch outlined above in the Mythic Archetypes. I'll probably start to veer a little more into the fluff here (although the archetypes are expressed in crunchy terms...). There are seven basic archetypes, drawn from myth and legend, inspired by the observations of Campbell and Jung. It is amazing to me that so many characters/players/parties fall naturally into these roles without anyone really thinking about it or discussing it beforehand. I am going to give you a very, very abridged summation of the seven archetypes. [list] [*]The Hero: The protagonist. He's usually a good guy, and good things usually happen to him in the course of his quest. [*] The Shadow: The "second face" of the Hero. Still a protagonist, but usually an anti-Hero. Often you'll have a Hero and a Shadow in the same group, and you never know until the end whether the Shadow will end up helping, harming, or even eclipsing the Hero. [*] The Fated: The "third face" of the Hero. Still a protagonist. Usually a good guy, but [i]bad[/i] things usually happen to him. [*] The Mentor: A leader or advisor who helps the party to succeed on their quest. He is the most capable of the Heroes, but it's simply not his fate to be the Hero. (The spotlight isn't on him.) [*] The Oracle: A mystical figure with magical powers who steers the Heroes towards the final goal. [*] The Trickster: An ally of the Heroes whose loyalty is in question, usually right until the very end. [*] The Maiden: The figure who inspires, drives, and often heals the Heroes-- and requires protection. (The Maiden doesn't have to be a woman, she just usually is...) [/list] Usually, a given character has a lot of crossover from one archetype to another. They can drift. I'll give you a quick example: Run yourself through the same exercise with Star Wars. Lord of the Rings. Even King Kong. Now try it with the characters from your own campaign. Do you have a Hero? A Mentor? A Maiden? A Trickster? I bet you do! So, to veer back into the crunch for a moment, each player chooses (or is assigned) one of the archetypes. (They don't all have to be different, although they often will be. But it's not "against the rules" for there to be two Heroes or two Oracles, for example.) The archetype is like a template you can put over any character. At each level, the archetype gains a special ability that affects the way that character can use his Action Points. Most archetypes start with an ability called "Mythic Skills." You pick three skills from a list. When you use an Action Point with one of these skills, that Action Die is [i]shadowed[/i]. And this ability progresses to [i]doubled[/i] and eventually even [i]shadowed and doubled[/i]. In my opinion, however, far and away the most interesting abilities the archetypes have is to change the way action points are spent and awarded [i]as a group[/i]. This is important, because ultimately, the players are characters in an unfolding story, and it is their [i]group[/i] success or failure that matters. So we have, for example, the Mentor's ability to give his own action points to other characters. The Shadow can [i]steal[/i] action points from the Hero. The Maiden can take action points from anybody. The Trickster can [i]wager[/i] action points on the success or failure of his own team-mates-- nobody really likes a Trickster who's earning actioin points off of the group's failures, but it makes for a very interesting dynamic. And if all of the PCs have spent all of their action points, the Hero gets an action point. This ability is called "Last Best Hope" and it helps ensure that the group succeeds. You can absolutely add the concepts and rules from Mythic Heroes to an existing campaign. And I guarantee you that your players will feel that this "perk" as a result of their hard work and effort, totally kicks butt. [/QUOTE]
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