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PaizoCon 2025 Keynote Recap
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<blockquote data-quote="The-Magic-Sword" data-source="post: 9678943" data-attributes="member: 6801252"><p>My experience of the Mythic Rules is that the most valuable part isn't really a full mythic campaign (which competes with our beloved Free Archetype) but the option to use the best parts of the provided material in a normal PF2e game. Which is good, because I have a couple of players obsessed with the idea of grand power scaling. </p><p></p><p>There's a little note in War of Immortals explaining that you can use the Mythic Destinies as normal high level archetypes and instructs you to simply ignore abilities that cost mythic points, and ignore any mention of mythic proficiency. Interestingly, it isn't presented as variant rule so a strict reading would suggest that if you already have a GM who is telling you that you can use uncommon/rare archetypes, you're good to go. </p><p></p><p>When you do this, they function like a PF2e edition of 4e's epic destinies, adding some 'grand demigod power' vibes to the levels where you contend with ancient dragons and demon lords without providing more power than the existing good high level class feats and archetype feats (which were sparse on the ground.) Your character can be a godling who names another character their high priest-- who is responsible for turning off your godly safeties so you can tactically nuke with your vengeful judgement-- or a prophesized monarch incapable of truly dying while their legend persists. </p><p></p><p>There's a handful of mythic runes for the game's level cap which push the +3 to +4, which actually matches some artifacts we had in the game, adds an extra damage die, and make a compelling case for allowing high level PCs to fight the level 25 creatures (the normal guidelines suggest 24 would be the limit.) </p><p></p><p>The game's accrued mass of content works well here too, there's a lot of tools that make brewing in some mythic point action easy without following Paizo's guidelines-- we elected to provide them the way 4e does action points but less so, by offering the party as a whole one for every two encounters they take down without crossing a daily prep with Mythic Strike/Mythic Cast given for free as options, producing a limit break mechanic. A while ago Paizo published a simple rule for producing set bonuses on items (normally you use the relic powers for this) so we're simply going to slap mythic powers from the destinies and callings into that slot, so your set bonus provides an extra way to use the points. </p><p></p><p>The neat thing is that this is homebrewing the game, but it feels like the existing game is providing the infrastructure, we're just following guidelines Paizo gave us, or applying things that they made for one purpose to a slightly different one. The encounter guidelines being firmly unbroken by normal optimization make them really resilient to this kind of thing, even if we do have to adjust it, it should be easy to actually do.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 9678943, member: 6801252"] My experience of the Mythic Rules is that the most valuable part isn't really a full mythic campaign (which competes with our beloved Free Archetype) but the option to use the best parts of the provided material in a normal PF2e game. Which is good, because I have a couple of players obsessed with the idea of grand power scaling. There's a little note in War of Immortals explaining that you can use the Mythic Destinies as normal high level archetypes and instructs you to simply ignore abilities that cost mythic points, and ignore any mention of mythic proficiency. Interestingly, it isn't presented as variant rule so a strict reading would suggest that if you already have a GM who is telling you that you can use uncommon/rare archetypes, you're good to go. When you do this, they function like a PF2e edition of 4e's epic destinies, adding some 'grand demigod power' vibes to the levels where you contend with ancient dragons and demon lords without providing more power than the existing good high level class feats and archetype feats (which were sparse on the ground.) Your character can be a godling who names another character their high priest-- who is responsible for turning off your godly safeties so you can tactically nuke with your vengeful judgement-- or a prophesized monarch incapable of truly dying while their legend persists. There's a handful of mythic runes for the game's level cap which push the +3 to +4, which actually matches some artifacts we had in the game, adds an extra damage die, and make a compelling case for allowing high level PCs to fight the level 25 creatures (the normal guidelines suggest 24 would be the limit.) The game's accrued mass of content works well here too, there's a lot of tools that make brewing in some mythic point action easy without following Paizo's guidelines-- we elected to provide them the way 4e does action points but less so, by offering the party as a whole one for every two encounters they take down without crossing a daily prep with Mythic Strike/Mythic Cast given for free as options, producing a limit break mechanic. A while ago Paizo published a simple rule for producing set bonuses on items (normally you use the relic powers for this) so we're simply going to slap mythic powers from the destinies and callings into that slot, so your set bonus provides an extra way to use the points. The neat thing is that this is homebrewing the game, but it feels like the existing game is providing the infrastructure, we're just following guidelines Paizo gave us, or applying things that they made for one purpose to a slightly different one. The encounter guidelines being firmly unbroken by normal optimization make them really resilient to this kind of thing, even if we do have to adjust it, it should be easy to actually do. [/QUOTE]
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