When the first book of Horrifically Overpowered feats was released on April 1st, 2012, we expected to hear a lot of cries of, “What were you thinking?!” Instead we mostly heard, “When will you release more?!” So, we released the book of More Horrifically Overpowered feats, and the main comment we received was “These really aren’t THAT overpowered.”Challenge accepted!With the addition of the mythic rules from Mythic Adventures, some campaigns have found Horrifically Overpowered feats normalizing somewhere close to “reasonable.” Obviously, we can’t allow mythic-level power creep to make our Horrifically Overpowered line become anything like mainstream. So, there was only one thing to do: Make Horrifically Overpowered Mythic feats, and Mythic Horrifically Overpowered feats, and release them on April 1st, 2014.But first, a warning. Horrifically Overpowered Feats, as the name might suggest, are not balanced. They are, in fact, imbalanced in three ways. First, each one represents an uptick in power larger than a typical feat (and in most cases—dare we say all cases?—larger than even the most powerful “vanilla” feats). Second, each one has the potential for being combined with class features, spells, tactics, and other feats to create an even stronger effect than normal, causing them to skew how big a boost in power they represent depending on the circumstances. Third, conceptually, many of them bend the logic of the core rules, allowing warriors to cast spells, spellcasters to become weaponmasters, and well-designed characters to be much, much more effective than characters that have not been optimized.Given the long list of problems with Horrifically Overpowered Feats, it may sound as if these rules are unusable. That’s not true, at least not strictly speaking. Each feat is designed to give all the rules needed to use it in a campaign, and to be consistent and logical within the frame of reference of being Horrifically Overpowered. It’s just that the feats themselves are intentionally too much to reasonably be added to a typical game. In short, don’t use these for any reason.These feats come in two categories. The first are Horrifically Overpowered Mythic (HOM) feats. These are follow-up feats to mythic feats from Mythic Adventures, specifically designed to take the mythic rules to an illogical conclusion beyond their intended scope. Second (and listed in their own alphabetical order after all the HOM feats) are the Mythic Horrifically Overpowered (MHO) feats. These take already-extant Horrifically Overpowered feats and tack on the power boost of having Mythic versions available. All these feats follow all the rules and restrictions of mythic feats, they are just horrifically overpowered when compared to “normal” mythic feats. Adding any of these to a campaign is likely to break it.Seriously, don’t use these.
So, taking bets on how many of them will actually deserve the name this time?