For over a decade, fans in the TTRPG community have often debated which one they prefer. Dungeons & Dragons or pathfinder. These two games are the leading TTRPGs on the market, but publishers are working hard to create competitors. Kobold press or not Tales of the Valiant, MCDM’s draw steel, or Darrington Press” dagger heart, Fans of fantasy-themed games have plenty of options.
New additions to the marketplace include: miscraftowner of QuasiReal Publishing. home brew. The game was funded on Kickstarter a few years ago and is now raising money on Backerkit for reprints, VTT support, and selling new resources. At first glance, this game looks like yet another fantasy alternative. However, this game brings you a unique combination of: pathfinderIt combines the crispness of D&D with the simplicity of D&D into a game system that may appeal to players looking to break away from WOTC’s monopolistic market dominance.
The author had a chance to talk about this game with the staff at PAX Unplugged. They also received a free review copy of MythCraft’s core rulebook.
Character creation:
At first glance, the games will seem very similar. Players choose their preferred lineage, assign statistics, determine their background and profession, and select appropriate talents. Many character lines are standard fantasy basic options, such as elves, dwarves, and dragonborn. There are also new options like the dog-like Hondu, the mechanical Raideen, and the sumac Urukou.
The background is selected, but can be updated with different “ranks” to give better bonuses or make it more relevant to the player’s character. Professions take inspiration from Warhammer’s class system, with players adopting related professions, related skills, and equipment. While this isn’t a central aspect of the character, it does provide a fair amount of viable skill and flavor to the gameplay.
Finally, there are character classes. These all look like different traditional flavors. pathfinder class. Whether players want to become a wise sorcerer, a fist-throwing pugilist, a heaven-touching vessel, or an occultic witch, players adopt class-related talents to improve and customize their class. Players don’t have subclasses, but they do have “tracks”, which are collections of appropriate talents that capture the playstyle of a particular character. For example, Clerics have tracks for Exorcism, Piety, and Theology. You also have a talent for iconography and ambition. Some talents may vary in content, while others may simply upgrade the player’s stats and abilities as they progress.
The talent tree is relatively extensive and offers some appeal to those who enjoy the complexity of character creation in games such as: diablo 4 or Path of Exile 2. Each class has a long list of talents and a skill tree that shows how each ability interacts and updates each other. However, I admit that looking at the long list of talented people can be overwhelming at first glance.
Actual play:
Gameplay is similar to 5e at face value. Players have varying proficiency levels in seven attributes and one of approximately 100 skills. These include things like Arcana, Appraisal, and specialized crafting skills like Brewing and Calligraphy. Some of those skills may be related to other skills. For example, acrobatic proficiency affects whether you can contort your body to fit into tight spaces. These stats are influenced by the talent and background you choose, and upgrade as the player levels up.
When it comes to combat, it’s one of the things QuasiReal does best. Players start with three action points (though this can be changed by the player’s Coordination (COR) status). Players can spend all their AP to perform various actions and save other actions as “reactive actions.” Action styles vary from weapon attacks to spells and maneuvers. Spells do not track levels or slots, but are based on the number of “spell points” the player wants to use. They spend X amount of SP to cast a base level of magic, and additional SP to upcast it. Magic is also based on five “sources” of magic. This means that they interact in a certain way. For example, divine magic may not affect arcane magic, but it may affect occult magic. Elements of Pokemon’s elemental interactions are incorporated into the gameplay.
Why play this over D&D?
One of the questions that bothers me is why someone would play a game like Mythcraft over D&D or games. pathfinder. While there is a group of players who still remember the OGL fiasco While we don’t want anything to do with the Wizards of the Coast publisher, the majority of players love 5e and the latest updates to the rules.
One of the most important selling points is mythologyWhat the team presented was an inclusive world. While the current game resembles standard fantasy tropes, the team told The Fundamentals that they are working on expanding to many other eras of the world in future books. For example, they’re working on adapting mechanics and rules to suit Mad Max’s post-apocalyptic settings, futuristic sci-fi settings, and more. One of their early Kickstarter releases was veil of eternal night, A Dracula-focused TTRPG experience that offers a comprehensive leveling experience for 5e and 5e. mythology Players will look familiar in a gothic atmosphere. Castlevania Dracula fan. The new reprint also includes a number of supplementary materials that may give players insight into the unique world developed by the Storyteller.
Another aspect is improving overall character creation. the goal, Mythology”The team emphasized that there should be no “dead levels” where players rarely change. Instead, we want to give players the ability to customize their characters to their heart’s content each time they level up, but we don’t want to overly complicate how they do so. Character creation is not set in stone, giving players options and flexibility.
Gameplay is also very simple. The player has X action points and can use them freely. While this may look like a flavorful version of D&D’s action/bonus action/movement mechanics, the team says it theoretically offers players more flexibility.
Conclusion: mythology This is a new entry in the race to be the next D&D alternative. The author shows an obvious love for TTRPGs, with a character building system that may seem daunting at first glance, but has a wide range of features for players who want something D&D flavored without having to learn too much complexity. Includes many character tree creation options. The long list of talents and skills may seem daunting to most players at first, but once you get into the nitty-gritty, there’s something intuitive about the game.
Mythcraft TTRPG Enhanced Edition is currently available for crowdfunding on Backerkit. This campaign will fund VTT support in Foundry and Roll20, as well as a newly updated version of the core book and a new supplementary zine.
Image provided by: QuasiReal Publishing
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