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Mythic Odysseys of Theros Reviews
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<blockquote data-quote="Tales and Chronicles" data-source="post: 8005689" data-attributes="member: 6871653"><p>In the end I think I agree with you. I was thrilled by the previews, and I must say that the book contains a lot of good ideas, but it feels more like a sampler than a full product. Mythic actions are awesome...but there's only 3 creatures using them in the book. Also, in this particular case, I was already using mythic actions in my game without knowing it, as my players and myself are big JRPG fans where those kind of moves are common trope. Same thing for the Piety rules: they are better illustrated in the book, it makes a great example on how to use the DMG variant rule, but it isnt really something new or expanded. The Supernatural gifts are cool, but they are more or less the not uncommon houserule for tables using feats to allow a feat at first level, with some new feats under a different name. Even the gifts that increases with character levels have a lot in common with the ''specialties(?)'' from the playtest. The book talks of nautical campaign (which is expected from a greek-flavoured setting), but only point to the naval rules from Saltmarsh without even an attempt to give a brief overview of the rules, not even one ot two new ''greek-themed'' ship statblocks to use with said rules.</p><p></p><p>All in all, it a nice book, the art is splendid as always with MTG products, and the it is always useful to see how variant rules modules can be used and what they look like when added to a living, breathing world instead of a bunch of numerical tables in the DMG. But the book itself does not seem to bring many new ideas to the table, sadly.</p><p></p><p>I would have preferred tables or templates for mythic action that you add to existing creatures. I would have appreciated more Gifts that increased with the character level (oracle, iconoclast etc) taken from the playtest's specialties. I would have appreciated if the book discussed the variant rules in the DMG to make the characters fated mythic heroes even at 1st level (hero points, epic heroism, cleaving through creatures, optional actions etc) or even loyalty rules, since (IMHO) retainers and entourage are a big part of the Hero's life.</p><p></p><p>Anyway, good book, but it seems to be lacking in therms of tools to create a ''Mythic Odyssey''.</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8005689, member: 6871653"] In the end I think I agree with you. I was thrilled by the previews, and I must say that the book contains a lot of good ideas, but it feels more like a sampler than a full product. Mythic actions are awesome...but there's only 3 creatures using them in the book. Also, in this particular case, I was already using mythic actions in my game without knowing it, as my players and myself are big JRPG fans where those kind of moves are common trope. Same thing for the Piety rules: they are better illustrated in the book, it makes a great example on how to use the DMG variant rule, but it isnt really something new or expanded. The Supernatural gifts are cool, but they are more or less the not uncommon houserule for tables using feats to allow a feat at first level, with some new feats under a different name. Even the gifts that increases with character levels have a lot in common with the ''specialties(?)'' from the playtest. The book talks of nautical campaign (which is expected from a greek-flavoured setting), but only point to the naval rules from Saltmarsh without even an attempt to give a brief overview of the rules, not even one ot two new ''greek-themed'' ship statblocks to use with said rules. All in all, it a nice book, the art is splendid as always with MTG products, and the it is always useful to see how variant rules modules can be used and what they look like when added to a living, breathing world instead of a bunch of numerical tables in the DMG. But the book itself does not seem to bring many new ideas to the table, sadly. I would have preferred tables or templates for mythic action that you add to existing creatures. I would have appreciated more Gifts that increased with the character level (oracle, iconoclast etc) taken from the playtest's specialties. I would have appreciated if the book discussed the variant rules in the DMG to make the characters fated mythic heroes even at 1st level (hero points, epic heroism, cleaving through creatures, optional actions etc) or even loyalty rules, since (IMHO) retainers and entourage are a big part of the Hero's life. Anyway, good book, but it seems to be lacking in therms of tools to create a ''Mythic Odyssey''. [/QUOTE]
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