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Mythic 6.0 And Big Updates


A short update about me. I've been injured at work and have been without pay for two weeks. Luckily now, I can begin getting workmans comp, but at a lower amount than what I usually made at work. This has made things a bit difficult, but thanks to the patreon, I at least have a tiny bit of money to fall back on for my car insurance and food. So thank you all for that help. Whatever the issue is with my shoulder, hopefully the MRI will find out. No clue when I'll be able to get that MRI.


INTRODUCTION

I've done this in the past, as best I can remember. I initially set out to create a quick update to the system that addresses feedback, only to take enough feedback that I make the decision to do major changes. If you want to skip this little trip through history, I have the sections of this marked, just skip to the bold CHANGES header to find out whats going on with Mythic 6.0.


A TRIP THROUGH HISTORY

Mythic 5.1 was no exception. Mythic 5.1 was originally supposed to be an update that addressed as many mistakes that the system had as possible as a quick stop-gap update that also stopped increasing the number after the book so high. When Mythic 5.1 leaves beta, it will be renamed fully to 6.0.

But first, let's get into WHAT Mythic 5.1 and 6.0 are, and what Mythic's edition actually currently is. A long time ago, after almost 5 months out of development due to life issues and no money, 100DOS was rebuilt from the ground up to create 100DOS Second Edition.

Mythic dropped the original "Preview" naming scheme which was originally coined as a preview or testbed for the game as it evolved, releasing quick updates often. I believe Preview 26 (P26) was the final version. Previews could release as quickly as once a week, as the game was still in early development and used an active playerbase of GMs and players to give daily feedback.

Any version of Mythic you play with a number at the end is still technically on 100DOS 2nd Edition. Could also be called Mythic 2nd Edition. So Mythic 5.1 is Mythic 2nd Edition 5.1. Because that was always a mouthful, I never actually called it that outside of the first page in the handbooks, where you'd see that the game is on its second edition underneath the logo.

Now, I would call Mythic 5.0 and now 6.0 two of the biggest amount of major system changes Mythic has ever seen, I just don't feel like the core has changed enough to start calling this Mythic 3rd Edition, and I worry that people would also confuse 3rd Edition with 3.0. Something that's on me. So, we'll continue with the numbers until I feel like we truly earned a 3rd Edition monicker. So continue to enjoy the game.


CHANGES

Changing the title from Mythic 5.1 to Mythic 6.0 isn't the only big change coming, let's get into the biggest so far since the second beta released.


Special Damage

Special Damage was rebuilt from the ground up. I disliked the previous version that made players have to track 38 healthbars. It was something I never wanted to do but people enjoyed at the time. This new system returns to Mythic's original damage-based system, but with lower thresholds based on the damages certain types of weapons could possibly deal. This means a Sniper can destroy a body location, but an unmodified assault rifle cannot reach this level of damage.

The new system works on Special Damage Effects. These are effects that are given to  a player struck by special damage. At lower Special Damage values, these will do much less than previous versions. The old system would give stacking penalties of Characteristic reduction, which would become hard to track or you'd come into the issue of a damaged leg would have more penalties than the missing leg.

Special Damage Effects

Special Damage Effects are outcomes that each are timed effects based around the body location struck. These body locations were also reduced from before and some locations were moved. 

Lets give some examples of Special Damage Effects:

In total, there are 21 types of Special Damage Effects. All of these Effects are on one page so they're easy to look up. The Special Damage section also takes up fewer pages than before and is much cleaner. 

More information is also given in the Medical Sections, and the Medical Sections are split up between three sections, instead of 2. With this, a lot of the Medical Section was also revamped for the users. Medical Equipment was also improved on.


Dev Tools

The dev spreadsheets for balancing and pricing have been revamped and heavily improved. These tools, like always, will be available to anyone who requests them. More tools are given for pricing, balancing, and ease of use. Drop-down menus to add attachments to guns. Tools to balance explosives. Equipment all included in the sheet. Better testing and value tools. 


Outlier Expansion

Outliers have been partially expanded. What does this mean? Well, some underperforming Outliers have been given new updates and abilities, while others have had some of their restrictions lightened. Some will be able to be used more, while some will be able to be used more in specific Characteristics or aspects of the Character. Why is this? To tempt people into wasting all of their Luck, obviously! 

Go ahead, throw out all of your Luck to get +10 in Agility, Strength, and Toughness. Cmon, you know you want to be 10 feet tall as a Spartan, I know you want +20 Wounds. Wouldn't that be great?


Bestiary Wound Fix

The Bestiary toolset had an issue with its new version. It would generate Wounds using Mythic Agility instead of Mythic Toughness. This was present in Beta 1 and Beta 2, and has been fixed for the upcoming 6.0 release.


Starting cR

And finally, starting cR has been reduced across the board. With the reduction in pricing, starting cR needed changes to reflect this. This barely affects lower tiers, but higher tiers will no longer have enough money to buy large-scale vehicles for each person. This needed to be tuned-in better, and hopefully this will be in a better state for the full 6.0 release.


Luck Changes

Many of the Luck options were updated for the changes that have been introduced since 5.0. Some of these changes also include the overhauled medical options from 5.1's beta, while anything dealing with Special Damage has been changed, as well.

Many of the Luck options were updated to be partially improved and to help a bit more. To better reflect how players have more wounds, to ease needing to spend multiple Luck to get rid of both Fatigue AND Wounds, etc. There are also a couple new choices you'll be able to choose from.



Overall from 5.0, the changes span multiple pages, even some of the bigger updates. Those have been gone through in the beta 5.1 updates, so I wont go back over them in this post.


Thank Yous

Thank you all for the help and support. In times like these, it means the most to me. Thank you all.


Mythic Dice

And thank you everyone who bought dice. While it was a net loss for me, it was worth doing and something I'd love to do again in the future when I'm back on my feet. There are still plenty of dice still in stock. You can find the link here. 


Also, because of you all, Mythic Dice hit the Bestsellers list on Etsy! We also have a 5 star rating! Thank you all!





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