Showing posts with label Mythras. Show all posts
Showing posts with label Mythras. Show all posts

Thursday, September 11, 2025

Off the Shelf: Mythras Classic Fantasy

There is a move away from D&D and d20. I even feel this. I'll explore various d20 games, including 5E, OSE, an AD&D clone, Shadowdark, OSRIC, Dungeon Crawl Classics, Pathfinder, and Swords & Wizardry, all of which share the same problem.

All of d20 is the same game.

d20 games rely on a sterile combat system: d20 versus AC and hit point damage.

To give it any feeling, you need to embellish the heck out of it. At a point, I lost interest and wanted the d20 vs. d20 monotonous rolling to end, and the "hit point battle" to be over with. Rest up, heal to maximum, and get on with the subsequent encounter, please.

In 5E, it gets worse. To "fix the problem," they turn each class and subclass into an ivory tower —a hyper-complicated, specialized, and unique white elephant that requires learning an entire rules subsystem that exists in no other class. It drives me up a wall, like the designers think they can "write games inside of classes" to shadow-puppet and pretend the game has depth.

Some of these class designs are more complicated than the entire game of Shadowdark.

Yet, the base combat rules for everyone else are just as plain, tasteless, and boring as they always are. Everyone else gets to whittle around with basic attacks.

MS Paint FTW. -Hak

And in almost every classic adventure module, they will throw a few dozen monsters in a room, and I just don't care. The age of slogging through the slop fights of a party of eight versus two dozen monsters makes my eyes water, and I just want to walk away. Yes, d20 is easy and abstract. But it is boring.

A one-on-one fight with GURPS, Rolemaster, HARP, or Mythras is far more engaging and enjoyable. Give me a system where I genuinely care about my actions and the impact on my character. Give me a system where combat is deadly, and I have to think hard about whether I want to go that route.

Oh, and some of these other games have minion rules, so you don't need to track everything (GURPS, B417; Mythras, p111). Large cinematic fights are possible. Minions are a popular house rule for D&D 5E, but this is a holdover from D&D 4E, which was designed for those rules, and some of the class designs were built to be "minion mops."

And don't make the system so hard that it takes hours or a computer to figure out a character sheet. A computer sucks the life out of "pen and paper" games, when they should be on "pen and paper." I love GURPS, but I only use the character creation software. Any version of 5E has transitioned into a subscription and digital sales model, making it too expensive to play. I don't want pen-and-paper gaming to be "only for the rich" like most of entertainment is these days. Don't laugh, live sports of any kind are getting to be very expensive.

GURPS has the advantage of two very usable and supported computer systems: a paid-for system and a donor-supported system.

Mythras is a fantastic mix between a d100 system and B/X D&D, and we don't need any software.

Mythras Classic Fantasy strikes a balance between the d100 Mythras rules and simulating a classic fantasy experience with them. The technology level between the Bronze-age Mythras game and this isn't as wide as you think; plate armor and crossbows exist in each, and you get more tinkered "repeating crossbows" and other gadget-based gear in Classic Fantasy than you do Mythras.

The difference lies in the "classes" which act like a GURPS template out of Dungeon Fantasy, and the magic systems, which are closer to a B/X game. The power level in Classic Fantasy is higher, but at low levels, it is comparable to core Mythras.

Like GURPS's Dungeon Fantasy, Classic Fantasy "simulates" classes in the d100 system, where base Mythras is more "like GURPS" in that you get skills, and you do whatever you want. Classic Fantasy also simulates divine and arcane magic. A part of me finds Mythras' five magic systems fascinating, and I could build far more character types around them. A "thief" in basic Mythras could learn Mysticism and have monk-like powers to run up walls and deflect projectiles. That is cool.

In Classic Fantasy, you would need a monk to do all that cool stuff, whereas we can have a "magic thief" in Mythras. Oh, and in GURPS, too, we can do that there easily, just find powers that do that and spend the points. In Classic Fantasy, your thief would need to "learn" the Mysticism skill in-game and take that path of magic. This is possible after you start the game and are willing to make some adjustments later.

Mythras and Classic Fantasy are very compatible, and you could mix character types and magic systems. The magic in Classic Fantasy scales to a higher power level, but I need to test that.

My MS Paint Art. Not AI. -Hak

Another interesting fact about Mythras is that every "combat special move" is open to all characters, and none of them are locked behind a class. You are living in a world where the only way to defend yourself is to stick a blade in someone else, stick arrows in their body and make them bleed, or crush their skull with a club. It is reasonable to assume that most people in this world who fight can trip someone, attack a piece of armor, attempt a disarm, bash, bypass armor, force a bleed, or impale a target.

This stuffy, "only my class can shield bash" sort of "King's Rules of Warfare" that D&D and most d20 games assume is sterile, boring, and unrealistic. Please, the only thing you are allowed to do on a turn is reduce the goblin's hit points and end your turn, no more, no less. Please refrain from attempting to "break the system" or being unrealistic by attacking the goblin's head. What are you, some sort of barbarian? We have rules, here, good sir!

D&D was made for kids, and it shows. There is only so long I can eat food and entertainment made for the youth before I want something more sophisticated and mature. Even today, the brutality of D&D is hidden behind "the hit points," and the game turns a blind eye to what is really going on. You "touch someone" with a "metal stick" and they "fall down."

In the real world, fighting with blades and bludgeons is a very messy and serious business to be involved with. The "happy idiots" in the D&D 2024 art do not do the genre any justice, instead making the game seem sterile and boring.

More MS Paint Art. No AI needed. -Hak

Yes, I know, let people stunt in d20 games, and then be as descriptive as you want. But stunting is a house rule, and other games have better rules for this. I can target an unarmored location in GURPS, and get a combat special in Mythras that lets me do the same thing. My cleric is bringing my mace straight down on the goblin's unarmored head. Just like all the other characters in the art of D&D books, who never wear a helmet and think a dyed Supercuts hairstyle or a pair of cosplay Tiefling horns will protect them from a brain injury.

I am done with D&D's style over substance.

And games that give me the experience I want are out there, and do all this work for me.

The whole "flashy era" of D&D from 2014 to 2024 was garish, cartoonish, and unrealistic. This was the worst era of modern D&D by far, and it introduced the walled gardens, cringe lifestyle marketing, and paywalls. D&D 3.5E was the best version of D&D that Wizards ever put out, hands down, but it was horribly broken when compared to AD&D.

And even the OSR has inherited many of these problems, if not with the flashyness, but the boring, stale, d20 combat rules that are just number games disguised as roleplaying rules.

There comes a point where I look so hard to replace 5E, that I end up replacing all of d20 as the solution. GURPS is one answer, and Myrthras is the other.

Saturday, September 6, 2025

Off the Shelf: Mythras

Mythras endures. This game is beloved. This is on a level of fandom and loyalty that I have not seen, and the people who swear by this game seem to be increasing. The community is also vocal in their support of videos and blogs, consistently wanting more.

Mythras is a game that will not die.

Despite how much noise 5E 2014 and 2024 make, the whole OGL thing, Pathfinder, Shadowdark, Daggerheart, Draw Steel, people pass those by and stick with Mythras. They grasp this game, they don't let it go, and they stay here. There is a core, devoted fan base to Mythras like there is for GURPS.

This deserves another look.

There is something here I am missing.

This is going back on the shelf. 

Monday, June 3, 2024

Classic Fantasy Imperative

Classic Fantasy Imperative (CFI), a one-book game with readable print, makes all the difference in the world. To play the original, you needed to sift through an original Mythras book (with small print) and a Classic Fantasy (CF) book to work out the differences between the games and constantly flip back and forth between them to learn the game.

The third printing of the original Mythras book has made significant strides in addressing the print issue. While it may not be flawless, it's a marked improvement over the original version and worth considering for a more comfortable reading experience.

But playing the original Classic Fantasy Mythras-based game was a massive pain, as you had to learn the core system and the add-on game. The new Classic Fantasy Imperative book puts everything in one, so you don't need other books to play.

Maybe.

Since the Imperative book is mostly core rules, you will likely want the original CF book since it contains many more spells, classes, magic, treasure, and monsters - all compatible with the new game, but this will become your sourcebook. Until they develop an updated Classic Fantasy sourcebook, Imperative will be your rulebook, while the older Classic Fantasy book will be your expansion.

Nothing else is needed to play and have the entire experience.

Note that Imperative introduces Hit Point and Action Point bonuses for rank-ups! Since these are the same for every Imperative class, you must let them use these rank bonuses if you want to use an original book class (Bard, Cavalier, Paladin, Ranger, etc.). The CFI book only has the base four classes (fighter, mage, cleric, and rogue). Still, the original CF classes add many more (bard, berserker, cavalier, druid, monk, paladin, ranger, and multi-class characters).

The nice part about this setup is that you do not need to touch the original Mythras book or learn that game to play it. Though Mythras is a great game, it has a similar setup with the updated core of the Mythras Imperative and the original book used as the expansion. The MI book is more of a BRP-style generic game book with too many genres jammed in the short page count. Still, it establishes the new ORC-based baseline and lets 3rd party publishers continue to support the game under a much better license.

Also, Classic Fantasy tends to be more pulp and over-the-top than the core Mythras rules. Specifically, those Action Point, Luck Point, and Hit Point bonuses as you rank up are substantial game changers since action points are used as "actions during a combat turn," and Pathfinder 2E copied this mechanic for its action economy. Moving is an action while attacking is also an action, and you can spend all actions on attacks. So a character that begins with 3 Action Points can get two more in rank-ups and potentially have 5 at the highest rank.

Classic Fantasy characters are amped and heroic to the level of a Gray Mouser or Conan, compared to their more grounded Mythras counterparts. Imagine 5 actions a turn in Pathfinder 2! Also, they are far more potent than Runequest, Basic Roleplaying, or Open Quest characters.

CFI and the original CF book make for a solid, heroic, high fantasy d100 game with a realistic feel and solid core system.

Saturday, June 1, 2024

Mail Room: Classic Fantasy Imperative (Mythras)

Mythras is in a strange place right now. Many people love this fork of the Mongoose-flavored BRP system, which initially powered Runequest 6. Right now, they are converting everything over to the ORC license, and they started with two core books, Classic Fantasy Imperative and Mythras Imperative.

Mythras Imperative, The Design Mechanism's multi-genre response to Basic Roleplaying, is set to redefine the Mythras setting. This versatile core book will serve as the foundation for a new, dynamic version of the game. The Classic Fantasy Imperative, on the other hand, powers the traditional fantasy aspect of the system, offering a diverse gaming experience.

Both books cover the basics, but you need the older OGL license core books for Classic Fantasy and Mythras if you want the entire game. So they are stuck in the middle of their license conversion but need core books with a license so third parties can continue to support the system. Players must use the older books to fill in the missing parts.

New players can start with the latest books and have the basics while pulling in older content as needed. I wish I had the expanded content, but this is an excellent workaround to support 3rd parties and give players something to work with.

At my table, Classic Fantasy Imperative is in a contest with Open Quest since they cover the same ground, and Open Quest is currently a complete game in one book. The Mythras rules interpretation has many fans, and the combat is excellent with skill and tactics, but you need to use two books, one new and one old.

I will give CFI plus the older book a look, there is a lot to like here.

The Mythras forks of the BRP rules are excellent and have many fans. Many exciting games, including sci-fi games, have been built with them. The BRP side of the hobby has a surprising number of choices, especially when most 5E players just see Call of Cthulhu and think that is the best the system offers.