Thursday, August 22, 2013

Pathfinder - Mythic Adventures

I'm still digging through this book so this is more of a first impression than a detailed review.

This looks like Pathfinder turned up to 11. The first thing that strikes me is how much offense has been ramped up. With only a couple mythic tiers damage is easily going to increase by 50% for non casters and will probably double or triple as you get into the higher tiers. Archers take on a new level of scariness as the  get even more arrows per round and the damage bonus from deadly aim goes up by 50%. It is easy to push spell DCs up through the roof as well. I'm still trying to figure out how Mythic Vital Strike works. Depending on how you would calculate the new damage I can see this doing a lot of one hit kills. Why bother with iterative attacks if you can hit once and do as much damage as swinging 4 times?

In terms of defense there doesn't seem to be as much unless you are taking one of the mythic defensive paths. There are a few ways to boost saves (but quite a few rays to get re-rolls), and I saw what looked like quite a few AC boosters. Still lit seems to me that the scales have tiled towards offense even more so with mythic. It's Rocket Tag taken to the new levels.

The first half of the book is all of the PC mythic stuff which has not changed to significantly from the beta test. There is a short section on magic items and artifacts, a section on monsters and then a sample mythic adventure taking up a good chunk of the end of the book.

Over all, this looks like a fun system which allows the PCs to do some wild and crazy stuff. As long as you like your Pathinfer big and bold this is the place to be.

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