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hmmmm. meine Begeisterung hält sich gerade voll in Grenzen...Denkste das die Finalen MR sich groß ändern?Mal schauen, noch hat Gary Zeit...Zitat von: Sensemann am 25.06.2013, 12:00:58@Cayden:Zitat James Jacobs Creative Director The mythic rules are VERY important to Wrath of the Righteous. More so to the GM, actually, than the players.You will be able to run Wrath of the Righteous without the mythic rules, but the GM will need to still know how mythic rules work so he can either...1) Run the adventure as written. Mythic monsters work fine against non-mythic characters, but the non-mythic characters will need to be a bit higher level to handle the threats.2) Run the adventure and downgrade the mythic elements to core elements. The GM will need to know how mythic rules works in order to reverse engineer several elements in the adventure path, or otherwise will need to just build brand new versions of the mythic stuff to replace them.But the mythic element in this campaign goes beyond the raw rules—it's the adventure itself. It's easilly the most high-powered adventure path we've done yet. It'll have the most powerful monsters we've included in an AP. Several key elements will be about the mechanics of exactly HOW the PCs AND the bad guys are gaining mythic power. And the plot itself is the most over the top one we've done yet.Whether or not that's a deal breaker for folks who don't like mythic stuff... Can't say for sure yet. But I can say that even if you didn't like the mythic rules as presented in the playtest... you really should swing by later to check out the final rules. AND even then... the way we treat them in the context of an adventure path may well bring things to light about how to run a mythic game and how fun it can be that the raw rules could never get across with merely a read-through.
@Cayden:Zitat James Jacobs Creative Director The mythic rules are VERY important to Wrath of the Righteous. More so to the GM, actually, than the players.You will be able to run Wrath of the Righteous without the mythic rules, but the GM will need to still know how mythic rules work so he can either...1) Run the adventure as written. Mythic monsters work fine against non-mythic characters, but the non-mythic characters will need to be a bit higher level to handle the threats.2) Run the adventure and downgrade the mythic elements to core elements. The GM will need to know how mythic rules works in order to reverse engineer several elements in the adventure path, or otherwise will need to just build brand new versions of the mythic stuff to replace them.But the mythic element in this campaign goes beyond the raw rules—it's the adventure itself. It's easilly the most high-powered adventure path we've done yet. It'll have the most powerful monsters we've included in an AP. Several key elements will be about the mechanics of exactly HOW the PCs AND the bad guys are gaining mythic power. And the plot itself is the most over the top one we've done yet.Whether or not that's a deal breaker for folks who don't like mythic stuff... Can't say for sure yet. But I can say that even if you didn't like the mythic rules as presented in the playtest... you really should swing by later to check out the final rules. AND even then... the way we treat them in the context of an adventure path may well bring things to light about how to run a mythic game and how fun it can be that the raw rules could never get across with merely a read-through.
James Jacobs Creative Director The mythic rules are VERY important to Wrath of the Righteous. More so to the GM, actually, than the players.You will be able to run Wrath of the Righteous without the mythic rules, but the GM will need to still know how mythic rules work so he can either...1) Run the adventure as written. Mythic monsters work fine against non-mythic characters, but the non-mythic characters will need to be a bit higher level to handle the threats.2) Run the adventure and downgrade the mythic elements to core elements. The GM will need to know how mythic rules works in order to reverse engineer several elements in the adventure path, or otherwise will need to just build brand new versions of the mythic stuff to replace them.But the mythic element in this campaign goes beyond the raw rules—it's the adventure itself. It's easilly the most high-powered adventure path we've done yet. It'll have the most powerful monsters we've included in an AP. Several key elements will be about the mechanics of exactly HOW the PCs AND the bad guys are gaining mythic power. And the plot itself is the most over the top one we've done yet.Whether or not that's a deal breaker for folks who don't like mythic stuff... Can't say for sure yet. But I can say that even if you didn't like the mythic rules as presented in the playtest... you really should swing by later to check out the final rules. AND even then... the way we treat them in the context of an adventure path may well bring things to light about how to run a mythic game and how fun it can be that the raw rules could never get across with merely a read-through.
Zitat von: Allistra Shan am 25.06.2013, 13:35:08@Sylara:hast du keine schicken "Mauer"-Zauber mehr oder irgendwelche anderen Combat Tricks?Ich habe Mauerzauber frei, aber ich sehe auf der Kampfkarte keinen Platz dafür. Wenn ich die Karte richtig lese, steht das Vieh ja auf dem Feld westlich von mir.
@Sylara:hast du keine schicken "Mauer"-Zauber mehr oder irgendwelche anderen Combat Tricks?
The wall cannot be conjured so that it occupies the same space as a creature or another object.
Ich muss mal laut denkenOption a) Ich zaubere Create Pit, für eine Chance dass das Wesen da reinfällt. (Ist das Pit überhaupt gross genug, dass Vieh aufzunehmen?)Option b) Ich zaubere Stormbolts für 18d8 Elektritzitätsschaden und 1 Runde Stun, aber Konstrukt eh Stun immun (aber jemand anderes und darauf zielt es ab, sollte dies nicht per se sein), Option c)....