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Myth TFL (Bungie) Pathfinder 1st Ed. Campaign

Hi everyone, GMing a game based on Myth: The Fallen Lords has been on my bucketlist for a long time and I thought I'd put out feelers for people who might want to play. Hoping to go pretty rules-heavy with the combat, FYI. Also interested in suggestions for variant rules for low-magic settings and more realistic combat (armor as DR, for example). I'll need some time to build monsters, etc. But I wanted to see if this idea can attract some players. Thanks, -Nick
What day and time would you be running this?
As someone who loves rules heavy combat, I would recommend stearing away from armor as DR. there are already classes/build that specialize in boat loads of DR (i can get a barbarian with like 20 to 30 dr/- running aroudn shirtless with no armor). The touch attack meta also counters armor just fine and its really hard to do a sword and board shield on a DR meta as DR tactics only works when when you go for out damagine (trading blows) with your opponent which is always done best as a 2-handed user over a sword and board. I also like rules and wealth as is for a lot of balance reasons and being able to pull off high numbers as a mundane (non caster) requires good wealth, but if you are trying to vamp down the level of magic in the world, I would look at spheres of power which requires casters to invest in their respective spheres and not automatically bend all the rules of every school at once. I would love to play it, but am a bit leery at what house rules might come into play as someone who is passionate about 1e pathfinder heavy rules combat.
Arthrine - date and time TBD. Weekends are likely best for me, probably biweekly. Malcolm M - I share your concerns about armor as DR - I've never felt it was a great set of rules. Maybe Wounds/Vitality or alternate crit rules - just looking for something to keep combat vicious for the players. In Myth, low-level creatures like Ghols remain very relevent threats throughout the game and I'd like to capture some of that. I'm also looking for a good set of mob combat rules because that's kind of on-brand for Myth. For magic, I will put some time into Spheres of Power - looks good so far but I'm not very familiar with it. I was also looking at Magic Points as a possible solution. Magic in Myth is used very rarely but is very powerful, so I'm looking for a system that pulls away a lot of low-level spells in favour of a small number of higher-level spells. I don't really anticipate having players cast spells because magic is so rare in Myth, but I want to allow a path if players want to go there.