Courtroom Reviews: Mythic Heroes
Did you miss me, Min-Max?
Mythic Heroes is basically a system modeled upon The Hero's Journey, where the PCs represent character archetypes from this work. The archetypes can interact with each other, and whose game mechanics build off of the archetype's abilities and themes.
Specifically, the book mentions that the system's meant to be used in low-magic campaigns where amazing feats are not regularly accomplished through the use of spells and magic items. Quite a tall order, considering how vital these two things are to a 3.X party.
Action Points
The rules require the use of Action Points. Much like Mutants and Masterminds' Hero Points or Star Wars' Force Points, Action Points are a limited resource PCs gain to spend on doing cool stuff. The entire section on Action Points is Open Gaming Content, so I'm going to post it in sections with my comments below. The next character covers archetype uses of action points.
Action points differentiate heroes from ordinary characters: by spending action points, you can activate heroic abilities, improve the results of your die rolls, recover after combat, and more.
A character can spend an action point to do any of the following:
Improve a d20 Check
This is the most common use of action points. You can spend an action point to improve a single d20 roll used to make an attack, a skill check, an ability check, a level check, or a saving throw.
When you spend an action point in this way, you roll an action die (usually, a d6) and add the result of the action die to the result of your d20 roll to help meet or exceed the target number.
A character can even decide to spend the action point to alter a d20 roll after the roll is made—but only before the GM reveals the result of that roll (whether the roll succeeded or failed).
A character can’t use an action point on a skill check or ability check when he or she is taking 10 or taking 20 (it may only be used to improve a random roll); and you cannot use an action point on a d20 roll that is not a “check” to determine success or failure (for example, when rolling initiative).
A d6? Really? This isn't really much of a boost for low-magic characters. There's already spells which do this better (that 2nd level Cleric one which grants a one-use +20 bonus to a skill, can't remember the name), or eliminate the need to roll a check entirely.
Activate a Heroic Ability
You can activate a feat, a class talent, or class feature with a number of uses per day, or for which the expenditure of 1 action point is required. When a character spends 1 action point to use a class feature, he or she gains the benefit of the feature but doesn’t actually roll an action die. In this case, the action point is not a bonus to a d20 roll, it is merely spent to activate the ability. If the ability is usable a certain number of times per day, spending the action point does not count as one of your daily uses.
In the D20 SRD, "Spells" are listed under "Class Features" for relevant classes. Spells have a limited amount of uses per day. It doesn't list spells, but under a literal reading one could use Action Points to get additional spells per day. In a low-magic 3.X campaign.
Emulate a Feat
A player may spend an action point to gain the benefits of a normal feat he does not have, provided he meets the prerequisites. For example, a character who already has Power Attack may spend an action point to gain the benefits of Cleave. When you use an action point in this way, the benefits last for but a single round (until the start of your next action).
Potentially useful, depending upon the source books allowed. But most feats are rather bland, and the 1 round duration is quite limited.
There's a Wizard Spell in the Spell Compendium which allows you to get multiple Fighter feats. Once again, spells are superior to this alternative.
If you have Tome of Battle (which you should if you're doing low-magic), you can spend an action point to get Martial Stance or Martial Study, greatly increasing the versatility of martial characters.
Make a Heroic Strike
You can spend an action point to “strike true” against an opponent with damage reduction.
This option is particularly important in low-magic campaigns, when the GM wishes to use monsters with Damage Reduction (vampires, lycanthropes, demons, golems, etc.) but magic weapons are in short supply (or even non-existent).
By spending an action point, if you successfully strike the opponent, your weapon deals damage normally, as if it had all the criteria necessary (magic, silver, good, etc.) to bypass DR.
Usually, you will want to make your attack roll first, and spend the action point after confirming that the attack was successful. In this case, you gain the benefits of Heroic Strike only for that single attack.
If you are able to attack more than once in a round, you may choose to spend the action point before your first attack. In this case, you gain the benefit of Heroic Strike for all of your attacks in the round, but you will not have the advantage of knowing whether or not any of those attacks will actually hit.
A nice boost, although keep in mind that this is "per attack" as opposed to the entire encounter. Potentially useful if you're going up against a single big bad, but greatly decreases in usefulness against multiple opponents with DR. Magic Weapon spell does this, but with a longer duration.
Improve Your Defense
You may spend an action point at any time to improve your AC by the amount rolled on the action die. You can even choose to spend an action point after the GM has rolled his attack roll, but before he has informed you of the result of the attack.
This bonus lasts until the start of your next turn and applies to all attacks against you. You may not spend an action point in this way if your AC has already been increased by spending an action point.
Can potentially be a good combat buff at low levels, but only on a high roll. Spells already grant a static bonus which can improve, as well as grant concealment and eventually incorporealness. It's an unnamed bonus, meaning that it can stack with multiple sources without replacing them. One of the more useful applications.
Confirm a Critical Hit
If your attack roll is a natural 20, you score an automatic hit, and you may be able to spend an action point to turn the hit into a critical hit.
If the roll is a critical threat and result of your attack roll would ordinarily hit the target, then you may spend an action point to turn the strike into a critical hit.
If you require an automatic hit to strike the target— that is, a natural 20 plus the total of your roll plus all bonuses still does not equal or exceed the target’s AC— you cannot spend an action point to confirm a critical hit.
Blargh! This would've been really useful for crit-focused builds, but it doesn't have good synergy because it can only be spent if you rolled a "Natural 20." It's no more useful on a keen rapier than it is on an unenchanted flail! Not only that, the result must
also be capable of normally hitting the target otherwise! Come on!
Confirm a Critical Success with a Skill
If you roll a “natural 20” on a skill check, you can spend an action point to turn a skill check into a critical success. The results of a critical success are better than a “normal” success; see the Skill and Combat Challenges chapter for details.
Since this is in another chapter, we'll hold off on it until later.
Healing After Combat
Immediately after any combat, you may spend an action point to heal a number of hit points equal to the amount rolled on the die.
In low-magic campaigns where magical healing is in short supply, it is recommend that an action point spent to heal after combat be an exploding action die (see below).
It can't be used during combat, limiting its potential. Gaining 1-10 hit points back per action die roll is chump change in comparison to Cure X Wounds, Heal, Regeneration, and Vigor spells.
The "exploding die" is a variant which means that you roll the action die result again if you get the maximum result (4 on a 4, 6 on a 6, etc). This continues until you roll less than the maximum. It only raises the averages a little bit, not enough to put skill checks and healing on par with spells. Plus it's a lot more random.
Spending Multiple Action Points
You may spend more than one action point in a round, but never more than one action point for the same purpose. For example, you could spend an action point to activate an ability, and another action point to improve a die roll, but you could not spend two action points to improve the same die roll or to activate the same ability twice in a round.
Cuts down on possible cheese, but given what I've seen so far I don't think that this will be a concern at all.
Replenishing Action Points
You begin play with a number of action points equal to 5 + one-half your character level (round down). Thus, 1st level characters begin play with only 5 action points.
Your GM decides how often your supply of action points replenishes, according to the desired threat level of the campaign:
x Each Game Session: In this variant, designed to keep the action flowing (and the characters alive) your action points replenish at the beginning of each session of play.
xx Each Character Level: In this variant, your action points replenish only when you gain a level. Each time you
gain a level, your action points “reset” to 5 + one-half your new character level.
In either of these first two variants, if you have more action points already (because you have gained action
points during play— see below) you may keep the higher total.
xxx Never Replenish: In this grim variant, your action points never replenish. They represent the finite amount of luck that your hero can rely on. The only way to gain action points in this variant is to have them awarded to you by the GM.
The "x"s are skulls in the PDF, btw.
Given that the book's main focus is to act as a replacement system for magic items and spells (which can be permanent and/or replenish per day), the first option is the only sensible one to take. The second option means that action point uses will replenish every 1.5-2 game sessions on average, while option 3 is defeats the purpose by forcing PCs to hoard them unless the DM is generous with hand-outs.
Speaking of hand-outs...
Gaining Action Points During Play
There are a number of ways you can actually gain action points during play. The GM does not have action points to spend; instead, he can “spend” an action point by awarding an action point to one of the players. Most of the time, action points are gained as a “consolation prize” when the GM inflicts some calamity upon your character, usually as a result of a bad roll on your part or a stroke of luck on your enemies’ behalf.
This is borrowing the idea of Hero Points from Mutants and Masterminds, where PCs gain points from GM fiat which inconveniences the PCs.
Activate a Critical Failure with a Skill
At his discretion, the GM may award you 1 action point in order to activate a critical failure for a skill check (see Appendix).
Activate a Critical Hit
At his discretion, the GM may award you 1 action point to activate a critical threat scored against your character.
Activate a Critical Miss
When you make an attack roll and get a natural 1 (the d20 actually shows 1) your attack automatically misses. In addition, this is a threat for a critical miss.
If your attack roll would normally hit (despite rolling a 1), the attack simply misses. The GM may not activate a critical miss.
However, if your attack roll is a 1 and would normally have resulted in a miss despite being an automatic miss, at his discretion, the GM may award you 1 action point and activate a critical miss.
The GM is free to determine the effect of a critical miss as he sees fit. Some common examples include dropping your weapon, being stunned for a round, striking another adjacent target by mistake, or even striking yourself.
There is no limit to the depravity of the GM in these situations, so take what comfort you can from your extra action point.
Need I mention that Critical Fumble systems really suck for the PCs? On average they hurt PCs more than individual monsters, because the PCs will be rolling the majority of failures in the gaming session. Except in this variant, critical misses
only effect PCs. That 1 Action Point is just a bandage on a bleeding wound.
Heroic Rewards
At the end of a session of play, your GM may award you an action point if your character was played particularly characterfully or heroically.
The GM may rarely, and at his discretion, award your character an action point during play for particularly heroic actions performed at the dramatically appropriate time. Remember that all characters are expected to be heroic; it would be rare indeed to find a character so heroic as to earn more than one action point during play.
Characterful is actually a word. Don't know about characterfully.
Rewarding bennies/hero points/etc. for role-playing and heroism is a time-honored tradition in tabletop RPGs, so I have nothing to complain about here.
Tasty Snacks
The GM may award you an action point before play begins if you show up for your gaming session with tasty snacks to share with the group.
This is the only serious rules system I know of where bribing the Dungeon Master with food grants you in-game benefits.
New Action Die Concepts
The Mythic Heroes rules that follow take the concept of action dice a step beyond, through the introduction of several new concepts that are available only to characters in a mythic campaign.
Shadowed
When an action die is shadowed, roll two action dice and discard the lower die. Take the result of the higher die.
If the higher die roll is an exploding die, it may continued to be rolled. If both action die rolls display the maximum result, however, only one die is used and becomes an exploding die.
Doubled
When action die is doubled, roll two action dice and add the results together.
If either of the dice is an exploding die, it may be rolled again and the results of all rolls are added together.
If both die rolls display the maximum result, both are exploding and may continued to be rerolled. The results of all action dice are added together.
Shadowed and Doubled
When an action die roll is shadowed and doubled, roll three action dice, drop the lowest die and add the results of the highest two dice together.
If either of the two highest dice is an exploding die, it may continue to be rerolled.
BEHIND THE NUMBERS
What effect do shadowed and doubled dice have on the
results of action dice?
Die Type I Average Result: Normal I Shadowed I Doubled I Shadowed and Doubled
d4 I +2.5 I +3.125 I +5 I +5.9375
d6 I +3.5 I +4.472 I +7 I +8.458
d8 I +4.5 I +5.8125 I +9 I +10.969
d10 I +5.5 I +7.15 I +11 I +13.48
Basically, certain archetypes can apply the
shadowed and
doubled conditions to die rolls. These can potentially be useful, depending upon the kind of roll.
Action Points vs. Magic Items
Using the guidelines presented in the DMG for determining the market price of magic items, we have estimated the average value of an action point based on all of the various ways that they may be spent (improving an attack roll, a skill check, a saving throw, emulating a feat, healing, etc.).
To replace magic items with action points and keep the characters’ power on approximately the same track as the PC Wealth guidelines presented in the DMG, you could begin shadowing certain action points at 4th level; doubling at 8th level; and shadowing and doubling at 10th level.
Eh, magic items are still a lot more versatile than bonuses to die rolls.
The last page also has a sidebar for the exploding die variant (which I discussed earlier under 'healing'), and replacing the action die with a better die every couple of levels. At 1st-4th it's a d4, 6th-10th a d6, 11th-15th a d8, and 16th-20th a d10. The text acknowledges that when used in conjunction with exploding die, low-level characters are much more likely to roll the maximum result.
Thoughts so far: Underwhelmed. The book was written in 2005, far before Tome of Battle, Spell Compendium and supplement bloat. But it was written far enough into D20's history that there were lots of spells and magic items in books. Even by the standards of its year it doesn't measure up.
Next Chapter, the Mythic Campaign, including descriptions of the 7 archetypes.