Mythic Rule Overhaul: Mythic Materia - Printable Version +- Final Fantasy d20 Forums (https://forums.finalfantasyd20.com) +-- Forum: Final Fantasy d20 Forums (https://forums.finalfantasyd20.com/forumdisplay.php?fid=3) +--- Forum: Community Creations (https://forums.finalfantasyd20.com/forumdisplay.php?fid=6) +---- Forum: Unsorted (https://forums.finalfantasyd20.com/forumdisplay.php?fid=72) +---- Thread: Mythic Rule Overhaul: Mythic Materia (/showthread.php?tid=769) |
Mythic Rule Overhaul: Mythic Materia - MeecesPieces - 03-17-2019 Ok, so this is just a working thought concept right now, but I've been studying the Mythic Adventure book and all of it's 3rd party supplements (I like DBZ battles and big numbers, it's kinda base, but it's what I like XD). I think a lot of the problem of mythic isn't that it doesn't really enhance your already superpowered characters that much, but rather, it gives you too many abilities 'here and there' that don't really feel special or unique or "Mythic" as they like to call it. The other problem is the non-mythic mcguffin like abilities that D&D players seem to love to thwart DMs with (soft magic spells like Divination, Legend Lore, Wish, etc). The problem isnt that mythic is bad, mythic at it's core are number increases. A spell that does D6 damage will instead do D8. A mythic attack will gain a mythic rank to attack roll and damage. It's usually about increased numbers, but soft magic spells like the aformentioned ones, that do not have numbers, and have effects that depend on DM to DM thus making it an abstract, cannot be mythic, cannot be "More" than they are because there is no more to give. This system, however, does not focus on soft magic. It focuses heavily on hard magic where numbers might be variable, but there is a static minimum and static maximum. Furthermore, this game seems to try and minimize three dimensional uses of the map in favor of two dimensional uses, which allows for greater tactical agency and effect shape/design. E.g., instead of just having lines, bursts, and walls, we can have unique, slightly more tactically abstract effects. (For those who haven't heard the terms soft and hard magic, I reference this for you: https://en.wikipedia.org/wiki/Hard_and_s...ic_systems) With the system in place as it is, and the idea that the power is inside the materia itself, which means monsters and players can use it alike, not only can every current materia gain a simple mythic ability tacked on at the end that any mythic character with "Mythic Power" can use. To give you some examples. One standard materia from the SRD slightly modified to include a few minor mythic abilities, and one totally unique mythic materia. Time Materia Type spell; Rarity rare Price (Materia Level) 20,000 gil (L1); 35,000 gil (L2); 55,000 gil (L3) Attachable Slot weapon or armor Aura strong enhancing; Caster Level 12th Activation — This materia provides the user the ability to strike easier with a weapon or react faster on the initiative. When attuned with the Use Magic Device skill, the user can cast Haste and Slow spells. ARMOR BONUSES
Type Ability and Spell; Rarity Mythic Price (Materia Level) Unknown for now Attachable Slot weapon or armor Aura strong enhancing; Caster Level ??? Activation Requirements: User must have a mythic rank of at least 1 to use this materia. This materia imbues the user the power electricity, allowing their attacks to strike against metal easier or their bodies to be quicker and more resilient, but it's true power involves the manipulation of electricity itself. ARMOR BONUSES
Once per day, Mythic users of at least 4th rank or higher can spend two MP to summon floating conduit motes, small 1ft globes of crackling electricity. These lightning motes can only be interacted with by the user of the materia. Anyone else who comes in contact with a mote simply pass through it as if it were incorporeal and insubstantial. 3 motes are summoned up to 100ft away from the user of the materia at the users discretion, and last for 1 round per mythic rank of the user. The user of the conduit motes can interact with the motes in one of three ways.
So this is all just a working theory/idea in progress but I think it could turn into a really cool mythic adventure overhaul by putting most of the power in spells, items and materia, so that not only could players benefit from it, but monsters could benefit from it equally as well. I think the idea of mythic adventures is awesome, but players already get so much as it is and the mythic needs to focus more on the creatures, the items, the spells, and less on trying to box 80-90 different base classes into 6 homogenized archetypes with abilities that only really relate to specific characters or builds. Imagine taking on a mythic thunder gigas with this materia embedded in his axe. |