When
I first heard the term mythic in
relation to Pathfinder, my initial impression (which I suspect many
other people shared and some possibly still share) was that of epic,
character levels beyond 20 as first detailed in the third edition
Dungeons and Dragons sourcebook, the Epic Level Handbook.
I figured the announced Mythic Adventures
book was to be Pathfinder’s replacement for the aforementioned
third edition book. It was very quickly apparent, though, that this
was not exactly the case. While there are similarities between mythic
and epic and even some overlap, they are different things. That said,
Mythic Adventures is a
sort of replacement for the Epic Level Handbook
as mythic tiers (the mythic equivalent of levels) pretty much make
epic levels unnecessary, while simultaneously accomplishing quite a
bit more.
At
first, I was quite disappointed. I actually really enjoy high-level
play, and I was looking forward to Paizo one day “fixing” epic
levels. Most people will agree the Epic Level Handbook
was not a very good book. The system had a lot of flaws in it—its
biggest problem being its attempt to make level advancement unlimited
with a continuous repetition of the same for infinity. A noble goal,
I suppose, but simply unattainable. Nonetheless, the Epic
Level Handbook had a few good
things going for it, particularly a selection of epic monsters that
were powerful, unique, and hugely imaginative. As a revision of D&D
3.5, it seemed natural that Pathfinder would eventually revise epic
levels as well. I always expected such a revision to make drastic
changes to the very structure of epic advancement. I also fully
expected a change of name—primarily because, in messageboard
discussions on the topic, Paizo employees had made it fairly clear
they favoured a change in terminology. What I didn’t expect is what
mythic actually ended up becoming.
In
short, mythic is not necessarily an advancement into super-high
levels, although it can be used for high-level play (indeed, it’s
necessary in order to provide characters with powers beyond 20th
level). Mythic can easily be introduced at low levels as well, and
the recommendation for a typical mythic game is that characters have
roughly half as many mythic tiers as they have character levels.
Mythic is essentially a way for characters to gain additional and
greater powers beyond those normally available. I have to say that
when I first heard about this, I strongly disliked it. The game
already has a built-in method for gaining additional power—it’s
called levelling up. New powers are introduced to the game all the
time through new spells, new feats, prestige classes, and more. And
what I heard and read initially regarding mythic paths just sounded
like prestige classes (or maybe templates) under a different name.
However,
after my initial reaction, I decided to maintain an open mind and
wait. I downloaded the playtest document and skimmed it over
(unfortunately, I never got a chance to read it fully and never
actually participated in the playtest). What I saw there gave me some
reason to think it might just work out, although I agreed with some
people’s initial responses that it didn’t really feel
mythic (to use the literal meaning of the word, as opposed to the
game meaning).
Now
that Mythic Adventures
is out, I have to say I really, really like the results. This is a
great book and the system it introduces looks like it will work far
better than the Epic Level Handbook’s
system ever did. What’s in the book can provide great new
dimensions for gameplay and the opportunity to build exciting, unique
characters. That said, there’s still one thing I don’t really
buy: that mythic characters are all that...well...mythic.
Let’s
face it, Dungeons & Dragons and Pathfinder are games that already
have a huge variety of weird magic, powers, and monsters. A few more
aren’t really going to stand out all that much. But Mythic
Adventures takes the stance that
mythic characters, by virtue of being mythic, stand out from all
others and can accomplish things other characters can’t. Under the
“Creating a Mythic Character” section, the book states, “A
skilled fighter might impact the history of a region, but a mythic
champion can change its fate, and his every move is chronicled and
recorded.” But non-mythic characters have been changing the fates
of lands for as long as people have been playing the game. They have
had their adventures chronicled and recorded for just as long.
Basically, people have been playing mythic adventures without the
benefit of Mythic Adventures
and haven’t had a problem. True, a 20th-level character with 10
mythic tiers is at the ultimate pinnacle of advancement and will
stand out beyond a non-mythic 20th-level character, but what of the
low-level characters with only one or two mythic tiers? Can they
really change the fate of the world in ways that other characters
can’t? Does a 3rd-level wizard with one tier in archmage stand out
any more than a 4th-level wizard? I have to say, no. The low-tier
path abilities have been appropriately balanced so that those two
characters are fairly equal in abilities.
From
an in-world perspective, many of the mythic abilities are not going
to be that noticeable to the general populace as being any different
from any other characters’ abilities. Abundant casting is a
1st-tier archmage path ability that allows characters’ spells to
affect a larger number of targets than normal. Other wizards might
notice something a little unusual, I suppose, but the average person
won’t be able to tell the archmage apart from any other wizard. A
lot of other mythic abilities are “meta” abilities, things that
are completely invisible to in-world observers. Abilities to reroll
dice do make people seem more skilled (or perhaps just luckier) over
the long-run, but no more so than slightly higher-level characters
might be.
The
chapter on “Running a Mythic Campaign” offers some very good
advice on creating a mythic atmosphere and designing adventures to
maintain this. It particularly focuses on the monomyth
from Joseph Campbell’s The Hero with a Thousand Faces,
a pattern found throughout literature. It outlines the five steps of
a hero’s journey (essentially mirroring the five acts of classical
drama). There’s a lot of great stuff in this chapter, but there’s
nothing about the monomyth that makes it unusable with non-mythic
games. Indeed, you could follow the advice in this chapter quite
easily with non-mythic games and still create an epic campaign that
truly feels mythical. It also provides a number of important elements
for mythic adventures, all of which, again, I would fully expect to
see in good non-mythic games too—things such as “cunning foes”,
“powerful enemies”, and “impressive settings”.
Overall,
I just don’t see mythic characters standing out as much as the book
seems to think they will. Yes, they have abilities that other
characters can’t get, but the game already has scores of things
with abilities that other characters can’t get, so it’s really
not all that different. The highest-level, highest-tiered characters
will stand out, but others won’t. I suppose, if the idea is that
mythic characters have the potential
to stand above all others if they advance that far, then it works,
but the book goes to great lengths to emphasize that mythic can be a
short-term thing as well. You can have games where characters gain
mythic power for a temporary period only. In such situations, I just
don’t see the rest of the world viewing them any differently than
ordinary heroes. They will be praised certainly, but ordinary heroes
are praised too.
But
putting aside the whole business of whether mythic heroes really feel
mythic, I do like Mythic Adventures.
From a player and gamemaster perspective, this book contains tons of
new options and new ways to play the game. Mythic characters are
varied and unique, and at high levels, they give a great way to
expand the game into the area that used to be the purview of epic
levels.
One
of the things I like most about Mythic Adventures
is that there is so much choice available to every mythic character.
There are six mythic paths, which work kind of like character
classes, except that they don’t advance in the standard things like
Hit Dice, base attack bonus, or skills. Each mythic path has a couple
of abilities that all members of that path receive, plus, at every
tier, characters gain a path ability that they can choose from an
extensive list for that path or from a list of universal abilities
that all paths have access to. And there are a lot
of path abilities, especially low-tier abilities. It would take
literally thousands of characters to explore all the possible
combinations you can create. This helps to ensure that virtually
every mythic character will be different from all others. There is
also a good variety of subtle abilities, such as the aforementioned
abundant casting for archmages, and flashier abilities, such as
aerial assault, a champion ability that allows characters to charge
creatures in the air or leap over obstacles as part of a charge.
There
are smaller numbers of higher-tier path abilities, which makes for
slightly less variety there. This actually is a bit of a problem with
6th-tier abilities (the most powerful path abilities that only
characters of 6th tier or higher can take). The champion and
hierophant only have five choices each, and the archmage only has
four, while the other paths have a few more. Of course, characters
always have the option to select lower-tier abilities, and there’s
also the four 6th-tier universal path abilities, but nonetheless, I
would have expected a slightly more even distribution of 6th-tier
abilities across the various paths. 10th-tier characters will have
had the opportunity to select as many as five 6th-tier abilities,
which means that archmages will have no choice but to select at least
one 6th-tier ability from the universal list or select a lower-tier
ability. It’s not a major problem (indeed, some people consider
wizards already exceptionally powerful, so perhaps this is a
balancing mechanism of some sort), but it does seem a little odd.
Nevertheless, the huge number of 1st-tier and 3rd-tier abilities more
than compensate for this.
Each
mythic path is tied most strongly to one of the six ability scores
rather than to specific classes (although some paths may be odd
choices for some classes, such as archmage for fighter). This is a
good way to do it as it avoids the problem of having to create a new
mythic path for every new class that gets released—not just by
Paizo, but also by third-party publishers. Since there’s still a
huge variety possible in each path, just about all characters should
be able to find paths that particularly suit them. For some
characters, more than one path may be appropriate, in which case
players may need to make a choice. Alternatively, there is the Dual
Path feat, which allows a character to gain abilities from a second
path.
Speaking
of feats, there is, not surprisingly, an extensive selection in
Mythic Adventures. The
vast majority of them are mythic versions of previously existing
feats, and they require the non-mythic versions as prerequisites. At
first glance, this may seem a bit uncreative, and perhaps even a bit
of a cheat. After all, it’s not that hard to create “improved”
versions of feats by simply boosting bonuses. However, I rather like
how it works in this case. Every mythic character gains a mythic feat
at every odd-numbered tier, so these feats don’t eat up a
character’s regular feats. And these feats do tend to do a little
more than just boost the bonuses of their non-mythic counterparts
(although there are a few that do only that). For example, Mythic
Deflect Arrows boosts the number of arrows you can deflect per round
by a number equal to your tier, and it also allows you to deflect a
ray spell by expending a use of mythic power (all mythic characters
have a pool of mythic power that they can expend to accomplish
various things). There are a few unique mythic feats as well, but
keeping the number of these low helps keep mythic feats distinct from
path abilities.
Similarly,
mythic spells are also just improved versions of existing spells. If
you prepare a spell (or simply cast it if you’re a spontaneous
caster) that you know the mythic version of, you can cast the mythic version simply by spending a point of mythic power. By expending additional mythic power, you can further augment
many of them beyond their standard mythic form. Unlike mythic feats,
there are no unique mythic spells (not even a small number); however,
there are a few new non-mythic spells in the book (and
many of those have mythic versions, some of which also have augmented
mythic versions).
These new spells interact with mythic characters or creatures in some
manner, even if they are not mythic spells themselves. Lend
path, for example, allows you to
share a mythic path ability with another creature
Mythic
Adventures also includes a
number of mythic magic items and artifacts, but more interesting than
these are the legendary items. These are items that grow in power
with their users. A legendary item is generally bonded to a specific
user. While other people can use the item’s most basic abilities,
only the bonded user can access all of the legendary item’s
abilities. As the bonded user advances in mythic power, so does the
item. This is one area where mythic characters really can start to
stand out from others—as their equipment starts to stand out from
other, rank-and-file magic items. Magic items in Pathfinder can
sometimes feel a bit run-of-the-mill and not very special. Legendary
items bring a uniqueness to magic items that the game desperately
needs.
The
only section of Mythic Adventures
that I’m actually a little disappointed in is the monsters section.
I was really hoping for some new and unique creatures, but everything
here is just a mythic version of a pre-existing monster. While this
works for feats and spells, I feel it’s a missed opportunity for
monsters. It’s good to have a few such monsters, as it demonstrates
how to add mythic power to monsters as well as characters. However,
too many mythic versions of normal monsters takes the specialness
away from mythic. It’s
yet one more thing that makes mythic not really feel mythic. If
everything is mythic, nothing is. I realize the intention isn’t
that all these monsters should show up in every mythic campaign;
however, page after page of mythic cockatrices, mythic demons, mythic
dragons, mythic medusas, mythic owlbears, etc. make them seem
not-at-all unusual.
I
also think the distinction between mythic rank and mythic tier causes
some problems when mixed with templates. Monsters have always had
slightly different rules from characters, such as being built off of
type and Hit Dice instead of class. However, even here, many monsters
can still advance in classes. In a way, types are just monster
classes, and monsters can multiclass into character classes as well.
Mythic monsters have a mythic rating instead of a mythic tier. A
mythic rank of 1 is equivalent to a mythic tier of 1, but doesn’t
have a specific path associated with it. In a way, mythic ranks are
the mythic equivalent of type. However, you can’t stack mythic
tiers on top of them. For the most part, this works pretty
well—except with certain templates. With templates, things just get
weird. Take the lich, for example. A wizard who becomes a lich can
still advance in a mythic path (say archmage) and gain tiers.
However, a wizard who becomes a mythic lich gains a mythic rank and
cannot gain tiers. An archmage who gains the mythic lich template
loses his or her mythic tiers and replaces them with mythic ranks.
But ultimately, what really is the difference between a lich with
mythic tiers and a mythic lich? There’s really no need for both in
the game. Vampires and mythic vampires have the exact same problem.
To solve the problem, either there should be no mythic lich or mythic
vampire templates (just let liches and vampires gain mythic tiers
with their character classes) or remove the distinction between rank
and tier (which ultimately means a mythic lich is just a lich with
mythic tiers and not really a new template at all). Keeping both in
the game as somehow separate things is unnecessary and just
overcomplicates things.
Mythic
Adventures concludes with a
short sample adventure, “Fire Over Blackcrag”. The adventure is
fairly straight-forward. It is for 7th-level characters who begin
without mythic tiers. They gain mythic power early in the adventure,
however. Intriguingly, the adventure breaks one of the guidelines
from the rest of the book by giving PCs three tiers right from the
start. Generally, gaining additional tiers after the first (known as
ascension) requires completing an increasing number of trials for
each tier. Exactly what the PCs need to do to accomplish a trial is
left to the GM, but is generally something of great significance. GMs
are allowed to adjust the number of trials needed to fit their own
campaigns and the needs of those campaigns. They can even do away
with the trials altogether. So this adventure isn’t actually
breaking any rules by awarding three tiers right away, but it did
strike me as a bit odd. That said, awarding three tiers does keep the
party’s mythic tiers at half the party’s level, which is in
keeping with other guidelines in the book.
The
adventure itself is a decent, short adventure, in which the PCs
journey to save a town (Blackcrag) from being destroyed by the Queen
of the Inferno, a deity of fire and violence. It has a great and
thrilling opening as a local volcano erupts near the town and the PCs
need to help save the townsfolk from fire elementals that come with
the volcano’s lava. From this point, the adventure is quite
straight-forward and follows the monomyth format outlined earlier in
the book. The PCs must go through a literal journey to acquire the
means to defeat the Queen of the Inferno’s servants, first seeking
out an ancient oracle who provides them with their mythic power, and
then to an island that once had to face the Queen of the Inferno in
the same way that Blackcrag must do so now. There, they acquire an
item called the earth chalice,
which is the only thing that can contain the mystic waters needed to
defeat the Inferno.
Although
there’s nothing really wrong with the adventure, there’s also
nothing about it that makes it all that different from other
adventures. It follows a pretty stock formula and doesn’t do
anything a non-mythic adventure couldn’t do (other than provide
encounters that a 7th-level party would normally find too
difficult—but a 9th-level party could probably handle just fine).
But this pretty much fits in with my view that mythic—as good and
interesting as it is—isn’t really all that mythic.
In
the end, I think Mythic Adventures
is a very good book and it offers a lot of new and interesting
options for players. I really like the idea of being able to improve
abilities in ways that aren’t linked to experience points (now I
just wish there were a way to do that with skills so that you could
have highly-skilled NPCs who aren’t also accomplished combatants)
and base attack bonus. However, I don’t think the book achieves its
desired aim of adding an overall special feel to the mythic
characters. Apart from the way they gain their powers, there really
isn’t anything that makes them stand out from, or be any “better”
than non-mythic characters. A low-level mythic character is no more
likely to change the world than a non-mythic character of just
slightly higher level. Where the book really excels though is in
creating options for high-level characters. Mythic makes an excellent
substitute and replacement for epic levels. A 20th-level character
with 10 mythic tiers is truly a force to behold and one that really
does stand out above the rest of the world.
Well, I didn't share your views of here come a "Epic" HC expansion book I tend to look at materials on face value, will I use them, will I get my money's worth and long term usage. Lots of people give me a hard time about placing real world morals in to my gaming, but the reality is I lost mega amounts of investment with the D&D3 & 3.5 systems change overs. I now purchase mainly pds and really try to limit my purchases to common sence tangable materials that will see lots of in game useage.
ReplyDeleteI was quite happy with this book.
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