Using M6

Although we're talking about cutting off much of the level scale and replacing it with a different system of advancement, M6 is actually quite easy to handle in practice. But it's a major change and requires some consideration.

Here are a few factors I usually consider with these games.

Before the Campaign

The most important step in any M6 game is getting players on board with the campaign being M6.

Stopping level advancement at 6th-level can be a hard sell, but the Mythic abilities work in your favor in this regard. They provide some more advancement and a new route towards power for players to try as an alternative to levels.

The Setting

It's important, when creating a Mythic campaign, to think about how myths and legends are going to play a role from day 1. What sort of sources of mythic power are there in your world? How rare are mortals with mythic power? How about monsters?

Particularly with M6, you can start tying in those themes almost immediately. Characters can very rapidly reach the top of non-Mythic achievement and be ready for the next challenge, so you don't need to hold back to keep the good stuff for later… just be careful not overwhelm your players.

The Transition to Mythic

Gaining mythic power means something in the game, but also something much more important in the story. This is where, hopefully, you tie the characters to the mythic world and the set of conflicts that will drive the rest of the campaign.

The temptation is to hold off on Mythic until the characters have been at 6th-level for a while and racked up several feats. I don't think this is generally correct, especially for first-time groups.

I would suggest introducing the first Mythic Tier at 4th or 5th level and the second Tier a feat or two after 6th. That should get everyone over to the feats and tiers mindset without it being too jarring.

That said, if you have a group of experienced E6 players or really managed to do a good job selling the idea, holding off on Mythic until later may be better for your story. It's just a more challenging road.

The Transition to Feats

After reaching 6th level, characters gain feats every 10,000 XP rather than additional levels. There are Capstone, Multiclass, and Prestige Feats available along with those from traditional Pathfinder sources.

This can be a rough transition for players, but the addition of Mythic rules can help smooth the process as long as they're added soon enough. That's a large part of why I suggest adding them before 6th-level.

Over time, feats become a larger and larger part of a character's power, but the players will also run out of feats they want to take. Combat ability will peter out at roughly CR 12 for lack of feats.

Prestige Organizations

At some point, one of your players will probably want to forge their own organization with its own Prestige Feats.

If the player just wants custom feats, handle that as you would any other request for custom content. I personally think custom feats add a lot to M6, but they're always a little scary from a balance perspective.

Once they have the custom feats in hand, though, there's a very cool opportunity for them to train others, essentially founding their own prestige class. There are few things players do that add more back to the world.

The Endgame

Most campaigns fade away, but there are a few good reasons to end a campaign on purpose. The best is probably just that the story's over.

But the system can also only stretch itself so far. Eventually you're going to run out of tiers or feats.

Running out of tiers is probably just a good sign to wrap things up. Characters are close to becoming divine beings in their own right and probably deserve a truly mythic sendoff.

Running out of feats is more of a pain. Custom feats can stem the tide a bit, as can scouring obscure rules supplements for other people's custom feats. But nothing will burn players more quickly than getting feat slots they don't want to spend. If you are using a limited supply of feats, it can be important to try and time your story to end before they've run out.

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