November 8, 2011 in News
Mythic Hero is a role-playing game. There are many in existence, so you may be wondering what makes this one worth your using it. Simple: it’s different, and more realistic in many senses, while maintaining simplicity and ease of play, allowing the game to be fun and easily played.
The combat system is based on fighting I have witnessed and participated in with the S.C.A.(not so great), Western Martial Arts, as well as medieval documents on actual combat situations, and treatise on combat from the Middle Ages and Renaissance. And it takes into account both the character’s agility and mind-power — a better thinker is often able to react with better judgment in a fight. It’s possible to train to fight with two weapons, and is actually the norm, as a shield must be used properly, and with skill, in order to be effective. And it’s possible for the unskilled to get lucky and beat the extremely skilled — unlikely, but possible. Lastly, there is no such a thing as “hit points”; characters can die if a good blow from almost any weapon that hits them in the right place. And armour makes more sense, because its deflective qualities are used, rather than having any sort of “armour class” or having it add to your hits. Armour also deteriorates due to use and lack of maintenance. And it encumbers you, too.
There is no such thing as a character class, although there are careers, and the necessary knowledge and training that would go along with such. Of course, one doesn’t have to choose a career, as long as you can feasibly justify where any training the character may have would come from. Therefore, it’s possible to be a sword-bearing wizard — if you have the time to train in both magic and arms. A thief can use bows. A person’s career can be as simple as wagoneer, or as complex as arch-wizard.
Magic is justifiable for anyone to use, just so long as the necessary training has been done. Not any person can use magic, although there are wild talents — this isn’t the same as casting spells, where one must be taught. Magic is known and used in most places on Lainshoa (the world system used in this game), although there may be some few communities where it is looked down on or made illegal (except, maybe, by the members of the local clergy or government). This, of course, is up to your adjudicator (judge, GM, whatever) to decide.
All skills must be learned: simple as that. If you want to read and write, you must learn how. If you want to paddle a boat properly, you must learn how. Innate skills such as speaking your native language, or hitting somebody with your fist are given to every character according to his or her permanent statistics (size, agility, strength, mind-power, comeliness, constitution, will-power and reaction speed).
There are several intelligent races to choose from, each with its own unique culture and values. These are balanced so that no race has an advantage over any other; except one being taller or shorter, heavier or lighter, if you consider that an advantage or disadvantage.
Undead and immortals, such as vampires and lycanthropes, are taken into account to such an extent that if a player character actually becomes one, s/he may still continue play. This was very hard to do, and took a lot of play-testing to balance and find quirks just to make it playable.
Skills are gained by doing. This means that if you don’t use your abilities, you’ll never get better at them. You may also gain skills outside your normal realm of training — you may even change careers. I have had a military sergeant, at the age of thirty-two, decide that he’s going to become a necromancer. He had the opportunity to gain the training, so he took it. And he was able to use his military skills while training, and eventually found ways to combine the knowledge to become a more effective wizard and fighter.
Alignment does not exist. Personality profiles are used in conjunction with a karma system. These are easy to use, and every character I’ve ever seen anyone try to play will fit somewhere within its parameters. It isn’t necessary to the system, but can aid in role-playing, and often adds some fun for players and adjudicator alike.
What else need I say right now? Each chapter has an explanation of how things work: creating characters and skills (includes karma & social status), combat, magic, and races (which includes several Human cultures, as well as some distinct societies within other races).
I’ve spent many years working on, and researching for, this system. It is ever growing, and I am constantly finding things that I want to improve or change — I think that will always be. With what it is, I am happy, and have obtained many hours of role-playing enjoyment. I hope you will, too.