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MythCraft Core Rulebook
Publisher: QuasiReal House
by Thomas H. [Verified Purchaser]
Date Added: 12/20/2024 19:10:59

Full disclaimer, my only other TTRPG experience is barely scratching the surface of DnD. That said, I love the MythCraft system.

The level of character customization available is mind-boggling, and Action Point combat is strategic and dynamic with effectively zero waste.

Characters start with a Background and Profession rather than a Class, which doesn't become an option until level 2, so they feel like a more organic part of the world before starting out on their adventure. Your Profession gives you a way of interacting with the world outside of combat, augmenting roleplay. Magic isnt innately tied to Class, so you can learn one of the five Sources before even deciding on a Class, leading to truly unprecedented combinations. And by gaining a new Talent every level, progression feels gradual and meaningful.

The amount of Action Points you have each turn is deteined by your Coordination Attribute, giving you control over your action economy and a cost-benefit strategy. Action Points left at the end of your turn can be used on Reactions, and any Reactive Action Points that remain carry over to your next turn.

There's a whole lot more I could get into; the huge, fleshed out world, creative and creepy monsters, the plethora of conditions, how the magic sources and classes are distinct and interesting, but if the above two points catch your interest, check it out on your own time.



Rating:
[5 of 5 Stars!]
MythCraft Core Rulebook
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