Reviewer's Bias:
In January 2005, I played in a one-shot game with these rules that was run by the author, although this is not, per se, a playtest review.
Mythic Heroes is a 25-page PDF from
Bad Axe Games, written by Benjamin Durbin and with a full-color cover by Jeremy Mohler. The interior is black & white with pencil & ink artwork throughout. Six of the pages in the work contain no game material: the front cover, the interior cover, the OGL, and the three ads in the back of the book. On the whole, I've found Bad Axe Games to use a clean, stripped down layout, and that trend continues here — there are no borders and the text is arranged in two columns in a very direct font. This works for me, especially in a PDF product, where I don't want bells and whistles, just something that will load quickly and print out cleanly without using a ton of ink. As far as the art, I liked Mohler's cover quite a bit. The adventuring party seems to be prepared for something, but there's a nice bit of tension regarding what they could be prepared for. At first glance, I thought it was just another pin-up, like a lot of the art in modern D&D books (posed character portraits), but there's some subtlety there that I really appreciated. None of the interior art stood out as anything special to me.
What
Mythic Heroes proposes is to wed the archetypes that Jung and Campbell suggested were integral to culture and myth with d20 gaming, most specifically in the form of Bad Axe's
Grim Tales toolkit but not limited to it. To this end, Durbin's book has three sections: Action Points, The Mythic Campaign, and Skill and Combat Challenges.
Action Points, in one form or another, are familiar to many gamers now, so rehashing what they are and how they work isn't important here. What is important is that the system presented here does two things. One, it's irrevocably tied to the other material here — the archetypes presented in the Mythic Campaign chapter require action points to use and the challenges later in the book present an interesting mechanical way to challenge characters in a system where action points could quickly cause attack rolls and skill checks to become ridiculously easy. Because they're more integrated, in my opinion, than the rules that
Wizards of the Coast presented in
d20 Modern and
Eberron and slightly more concrete than the rules in
Malhavoc Press's
Arcana Evolved, I feel like players will use them more frequently (in my experiences with the other systems, the action points became an afterthought, which is a shame). Two, they're a little more interesting than typical action points in that the dice can do different things depending on the ability and the GM's rules for the campaign. They can be doubled (roll two dice, add them), shadowed (roll two, drop lowest), or doubled and shadowed (roll three, drop lowest, add remaining two). Variants for scaling the die size (lower level characters use smaller dice) and exploding action dice (each time the maximum is rolled, reroll and add, repeat until a different number is rolled) are also provided. On one level this is clever because it taps into part of the gamer psyche that
just likes to roll dice, but it makes sense mechanically, especially given that the baseline aim of this system is to compensate for a lack of magic items, and the various ways the dice can be manipulated help yield higher/more epic results. It's a counter for the old saw that D&D characters are defined by their equipment and not their actions.
The main section of the book, the Mythic Campaign, details the Jungian/Campbellian archetypes (Wow, typing that makes me feel like I'm back in graduate school) and the game effects of the archetypes. There are seven archetypes presented, and they're all designed to interact with each other: the Hero, the Shadow, the Fated, the Mentor, the Oracle, the Trickster, and the Maiden. Most of them are fairly self-explanatory, but Durbin does a nice job explaining exactly where they fit in to the mythic campaign and within a party of PCs. And, ultimately, that's the key here — where they fit in inside the party — because the abilities and bonuses presented by the templates directly effect other party members. For example, the second ability of the Mentor archetype, Mentor's Gift I, allows the Mentor to spend an action point for an ally if he has more action points than that ally. It mechanically supports his role as a mentor to the other heroes by giving his position a clear, in-game function. Similarly, the Maiden's abilities encourage the party to protect her and reward them for doing so, particularly in the face of grave personal danger for her — Desperation, for example, shadows her allies action dice if she's helpless, unconscious, or dying. And most all of the abilities given to the archetypes are similar in how they tie into the archetypes of the other characters.
The PDF ends with a section on skill and combat challenges, which is a system where players can increase the DC of a skill check or attack roll in exchange for an enhanced success; the character ends up doing something faster or better than he would normally. For instance, by accepting a +5 penalty to the DC of a Gather Information check, the character can aim to be discreet in his research, keeping his intentions and actions hidden from prying eyes. Similarly, by taking a -2 penalty to AC, a character can gain DR 1/- to model rolling with punches and such. My first thought upon reading it was that it was a more streamlined version of the combat maneuvers and stunts presented by Mike Mearls in
The Book of Iron Might, and my instinct was correct, given that
Iron Heroes, which is itself, if I understand correctly, an extension and revision of those rules, appears in the PDF's Section 15. It's a nice version of that system, and Durbin does a nice job extending it to skills while keeping it manageable.
With this background complete, I do have some minor notes on things that could be problematic with this book. Firstly, although it could very easily be used for a standard d20 game (and the introduction mentions as much), it's intended for low magic games and a standard game will find the power level ramped up a bit (the introduction also says this), so I wouldn't necessarily recommend it for a new GM. Like
Grim Tales, it's a toolkit, and deserves some consideration before being dropped directly into a game. Most things will work as is, but some won't. To wit, the Oracle gains extra spells at levels 3, 7, 13, and 19. A DM will need to consider what this means for a normal D&D game. Are they new spells per day? New spells known? What level are they? Should it be replaced by something else (limited, free metamagic)? Secondly, and perhaps more importantly, some of the archetypes could be disruptive in certain groups. The Trickster's abilities encourage the character to be a sort of scoundrel, alternately helping (Goodwill, Trickster's Aid) or hindering (Ill-Will, Devil's Luck) the other characters. In a more competitive or less mature group, this could be very disruptive and lead to some intra-party strife, as the Trickster decides when to use these abilities on a metagame level.
All in all, I enjoyed my experiences with these rules a lot and am very impressed with the final version that I've read over the last two nights. I think the rules will add a lot to epic games, and it's nice to see mechanics that actively support role-playing and story-telling within this milieu.
Score:
5