I personally love and like most for “low level” game experience. That is one of the main reasons why I loved so much Baldur’s Gate (first one).
So mythic rules… …err, I do understand why it is so great and people love it. But for that I choose G.U.R.P.S. Supers or something like that (yeah, I know, it was late 80’s early 90’s, there are now way better settings and super/mutant hero systems but still).
Maybe if enemies are made smart, with kind of same rules as players can be made? I mean just taking one of the reviews:
Then the other powers – which were fun but also the real source of mass power – were the ones giving us extra actions. Lots of extra actions. That’s how we’d really kill stuff. I could double move then full attack then get an extra attack.
The mythic rules as written are OK. But Wrath of the Righteous did not make the best use of them.
First of all – mythic enemies are supposed to be legendary enemies. We ended up fighting mythic bugs. Not bug-men named the King of Biting Ants or whatever – just big locusts they gave mythic tiers to. Super stupid.
Second – they did not use mythic flaws at all. I was hoping we’d have a lot of fights that required smarts. You know, a giant minotaur we just can’t hurt until we figure out he’s only vulnerable to mistletoe sprigs, that kind of stuff. That’s covered in the mythic rules. Nope! Not a single damn opponent had those. The answer was always, always, “just pour on more hit points worth of damage.” That’s extremely unfortunate and I don’t understand the thinking there. I know the Paizo designers are smarter than that. Is it “well some players are dumb and if they can’t just hack their way through everything they’ll get TPKed and/or frustrated and that’s bad for sales?” I don’t know, but it made mythic combat – which should allegedly be more interesting that just pure high-level combat – even more predictable and “mash the buttons till it dies.” Well, this AP buyer would like to request some that require two brain cells to rub together and not just DPS.[/i]
So problem easily come “we are really OP now where is challenge?” then GM (or module maker) understand it allso and make enemies who are just err… …mythic and “epic” but they just have more HP or some small resistance. So I guess I would like to see (if we get this adventure path) mythic enemies what you can not kill untill you can find out what is way to kill them.
I hope and suggest for Rise for the Runelords (they have released anniversary edition from it)
Taken from some random net rerview:
[i]So Why is it Rated So Highly?
Most (if not all) online forums recommend this adventure. What is the reason for its popularity? There are several reasons for this
> This is a classic high fantasy adventure. You start at level 1 and wind up defeating an evil that threatens the world.
> The adventure takes familiar troupes and makes them new. The goblins in book one are legitimately different but still evil greenskins. The ogre kin monsters are evil with a touch of eccentric. The adventure is safe but not predictable.
> The adventure will run well with any combination of character classes. Unlike some adventures where a cleric is mandatory, or others where a rouge is almost useless, you can run this with any 4 players and it will go well.
> The adventure is a ‘little bit of everything’ in terms of design. There is a murder mystery, a ‘save the town’, a mega dungeon, and a sandbox. This is good, if a player doesn’t like sandbox’s, well that part will be over soon enough. However if as a DM there is something in that list you really don’t like (such as myself I really dislike mega dungeons) be prepared to do some serious reworking. I decided to give megadungeons another chance and this one was as bad as I remember.
If you are looking for a traditional high fantasy campaign this is a good option. The book is easy to use, and most of it assists in reduce prep time from a scratch built campaign. If you have players new to, or not particularly invested in roleplaying (or note taking) this is a good adventure to run.
True, nothing “truly new, change the rules, change what everyone have ever seen before in ©rpg or will ever see again” kind of stuff. But still. I understand that we most likely do not get Skull and Shackles (atleast yet, too close for Pillars of Eternity II as pirate setting and so)
So in Rise of the Runelords most people who have not played Pathfinder before would get they first touch for Sandpoint and maybe even world of Golarion (unless they have been playing this game and not scared away from bugs when game were released). They would (hopefully) learn plenty (well, more then goblin can count) facts from goblins and would get megadungeon (what people were asking for this game, getting it as DLC) and many other things.