How combat works in Mythras
Вставка
- Опубліковано 6 лют 2025
- In video 2 of this series of videos on the RPG of Mythras, we have a look at the combat system. From attacking, through parrying to damage and wounds, we will have a look at the rules and and some actual gameplay
Thank you for supporting me:
Here is an up-to-date example of combat - enjoy! ua-cam.com/video/kO3HDgbGCMg/v-deo.html
I would be beyond grateful to see a video breaking down combat more indepth, step by step if possible.
Thank you for your videos
I'll see what I can do :)
I've done this now :) ua-cam.com/video/kO3HDgbGCMg/v-deo.html
First-time Mythras GM, and just wanted to say I loved this video. It's very helpful!
Glad it was helpful and Welcome to Mythras! - remember there is a discord and also a monthly podcast - you can find both here: www.inwils.co.uk/MythrasMatters there is also a Tapatalk forum: www.tapatalk.com/groups/designmechanism/index.php
Very helpful video! Those webs really put in some work for that Spider!
Thanks - glad to hear it's been helpful. Yes, the situation often makes the combat.
This is an excellent video. Initially I thought using a long combat example wouldn’t illustrate the system very well. I’m pleased to say you’ve proven me totally wrong. I don’t normally like watching online games but I was hooked on this one. Not only was it informative but highly enjoyable.
+Andy Simmons thanks. I’m pleased you have enjoyed it. We certainly enjoy playing them live.
+Andy Simmons thanks again glad it was helpful and enjoyable to watch.
I can't believe I got through that whole combat scene. This makes me excited to watch your VODs.
Glad you enjoy them
Subscribed! Excellent video. My friends and I just started playing Mythras or specifically Classic Fantasy. This video was a great primer for my first session today. Thanks much
no worries hope it helped - and thanks for subscribing - much appreciated
An Advanced combat review would be great
Love the series
+Andrew Lee thanks. I will definitely add it to the list. In the next episode of Mythras Matters. The podcast. There will be some input on evade. Hope this might help too.
Hugely enjoyable.
Go eight legged horrors!
thanks!
Great videos, congratulations for them. It would be great to have a video explaining how do you use roll20 with Mythras (such as Macros for example)
Great suggestion! - definitely on my list to do :)
If you have any questions, do add them and I'll try and answer them :)
Thanks for your video. I recently purchased the Mythras system and Mythic Constantinople. I would appreciate a slow step by step description of combat.
Thank you for your reply - there was the real example of combat from one of our actual play - was this not useful? If you can let me know what specifically would be helpful then I can add it to the list. Thanks once again for watching and commenting.
Watching your combat rounds on 1.5 speed actually makes it pretty exciting.
1.25 for the whole video helped immensely.
Do our voices sound funny?
this is a great video explaining the basics!
you should bring out the first 18min as an individual video. its much less daunting to click on it :D
if i had known i would have watched this part it much earlier
Thanks for the advice, I'll definitely look in that :)
@@inwils its really hard to summarize something as complex as a ruleset in 15minutes but you did a great job with it giving a feeling of how the game might play
Thank you 😁
Hello Inwils. Thanks for this very helpful video.
You are very welcome - let me know how your combat goes :)
nice video
Thanks 😁😁
@@inwils y
This is great!
What about comparing basic Mythras combat with the one in Classic Fantasy?
Cheers and keep up the good work!
thanks for your comment, yes, I have classic fantasy but never played it - great idea though - added to the list!
Very nice illustration of the rules of the combat episode! However, I do find it a bit underwhelming at times when so many misses happen in a row. How do you interpret it, in-game, that characters (both PCs and the spider) miss so many attacks when their enemies are right in front of them? I like the concept that the defender is able to evade or parry, but when it's already over with the failed attacker's roll, it feels like it's lacking some realism - which is in contrast with the very cool tactical and rich combat system of Mythras. I'm still new to the system but already wondering if some homebrew rules to reduce full misses would be nice.
I know what you mean; when combat skills are low, there are a lot of swings that are off-target! But this is reflective of combat at low levels. Wielding weapons that miss their target or the opponent simply sidesteps them. Luck rolls are essential here to get a hit. Combat characters quickly use their experience rolls to increase their skills and then use them to gain defensive parries. I'm unsure how homebrew rules would work when the skill levels increase. For us, it has really shown how far the characters have progressed 😁 I've created some more combat videos if that would be helpful to watch, and also check out our actual plays, especially the earlier ones when combat skills were low.
Combat: ua-cam.com/video/otSfQi7WXoA/v-deo.html
Thank's a lot for this videos series ! A great way to present the games !
+Chroniques Tharabboriennes thanks for taking the time to comment and subscribe. If there are any areas you think it would be good for me to cover. Do let me know.
You're welcome@@inwils ! I think you have covered almost everything, and in a great way ! Maybe something about the different settings available would be nice ?
+Chroniques Tharabboriennes we have a podcast in the making and that is definitely a feature but will add it to the video creation list :)
Hi! Trying to decide whether Mythras is a good fit for our group. Internet people claim that Mythras' combat is fast and deadly. However, you Four guys are whacking that One poor spider for an hour. Can't imagine how lengthy a fight against let's say 4 other opponents would be. Is this representative of Mythras?
(Apart from being unsure whether Mythras is a good fit, I *really* like your tutorial videos. You manage that balance between being concise vs superficial. Also, I like your voice, soothing :))
Thank you for your kind words about the videos, really appreciate it.
As for the combat. We were probably still learning at that point. Now as the skill levels are higher things go very quickly. I think it is also all about damage as well. One lucky or well placed weapon hit can instantly kill the opponent.
For me, I like the combat because of how involved it is. I love the specials, from press advantage to disarm and trip and the complexity of it. Also, players know that they need to finish up as quickly as possible since they will suffer from fatigue the longer they fight.
There are some excellent combat modules available for Mythras, 'Breaking the Habit, Brace yourself and Take Cover'. These would be a really good starting point for combat and to see if your players enjoy it.
Hope that helps, all the best and happy mythrasing!
@@inwils Thank you, helpful answer
One of my GMs is considering Mythras !
If I may ask, what VTTs support Mythras?
Would anyone care to share macros for Roll20?
Hey there. Roll20 fully supports Mythras. There is a character sheet that has everything you need and you can even import stats directly from the mythras encounter website. I only use on macro, that is to find out augment rolls. Hope that helps. 😁😁👍🏻
@@inwils Thank you kindly for the speedy and informative reply!
Do you use «Ready weapon” to draw weapon before going into engagement? Or do you simply assume that the character has the weapon ready by default?
We usually say that characters can draw their weapon while moving into combat. Destined, the new super hero ruleset does a similar idea. With every action the character can perform a quick movement that is one third of their movement. It seems to work well and avoids the first turn everyone drawing and moving. Hope that helps 😁😁
@@inwils thanks. Makes sense :)
I had a few sessions of the Odyssey of the Dragonlords campaign setting for 5th (its essentially Assassins Creed Odyssey meets D&D. Fantasy Ancient Greece) I liked what I saw but kept thinking how Mythras would have been a better fit for it mechanically.
I mean the base setting in the core book is Greek-esque and you can use Classic Fantasy for some of the more D&D-ish elements.
Have any people here experimented with that or something similar?
Very true
In the breaking habits combat module, in the character sheets for the initiative bonus there is a plus value with reference to amour. How to interpret this plus value?
Well spotted! I think this is their init bonus with and without wearing armour. If you have the core rule book it is explained on page 58. So if they are wearing heavy armour then their initiative bonus is reduced by a certain amount. Hope that helps 😁🧙🏻♂️
@@inwils hi, yes you are right. It makes sense now. I’m just starting to learn Mythras. Your videos are excellent, thanks :)
@@jonatanklock3206 thank you - if you have any questions let me know - Mythras is a great system 😁😁
Boy, that spider is tough.
I’m currently evaluating the tactical combat found in Mythras Companion vs standard combat rules. I found the tactical combat quite fascinating and realistic. I understand that once engaged, movement is limited. The complicated part is that the players need to understand the movement limitations of the actions they decide to perform before actual movement. What is your take on the tactical combat vs standard combat?
Good question. For me, I am more of what I call a narrative combat person rather than the tactical version of it. I'm not keen on I can move these numbers of squares and because (putting down a ruler) they are out of my line of sight I can't be hit. I will also want to co-create the combat with the players and if possible, I would go completely theatre of the mind rather than tokens and tactical combat :)
Which do you prefer?
@@inwils I think the strength as a GM is to know when to use either narrative combat or more tactical combat with a lot of decisions. For example in a session you could have narrative combat in the beginning, and middle. Leading up to a climatic boss end fight at the end of the session.
How would something like plate armor get damaged mechanically?
Sunder, the special effect can damage armour, plus substances like acid. It probably gets dented or doesn't fit as well rather than falling to pieces. Of course, the combat special - by-pass armour always finds the gap :) Hope this helps and thanks for the question!
Ooh, that was a painful session. What a terrible streak of low damage rolls and next to no criticals. Its fun to see how other folks use the system. Still, being a bastard GM my support, like Loz, is with the Eight Legged Horrors...
Thanks :)
today, while creating a character with a friend, we couldnt help but notice that the armor list does not mention hit points for the armor. So how do you destroy armor? Also the Foundry sheet has a place for hp for armors so that left me quite confused. We read through the equipment and armor section multiple times and we only found hp for weapons and shields. Not for armors or general items. Can you help me out here?
thank you for your comment. In the core rules, armour does not deteriorate, so it will always absorb the same about of damage. I'm not familiar with Foundry but there is a channel dedicated to it in the discord. Remember there is a combat special effect called Sunder that does damage the armour or the weapon. You can see how this works in the description of that special effect. Hope that helps! 😁
@@inwils Yes, I did re-read about Sunder today in the rules and remembered! Thank you :)
at 4:10, you say that one can only take 1 proactive action in any one turn, but on page 90 in the "Anathaym's Saga" box in the Mythras rulebook, the example clearly states that she can attack twice.
Could you maybe clarify, because I hear both answers in the public forums :)
Hi there, I'm not familiar with the Anthaym Saga box set. This is how we play it. A combat round last 5seconds but within this combat round, you have turns. So we have combat round 1, turn 1 and then turn 2 etc until everyone has used up their action points. So within a combat ROUND, a character could hit multiple times as long as they have action points to spend. But they can only use one action point each turn. does that help at all?
@@inwils thank you for the quick reply!
I misunderstood you, then :) you are completely right!
BTW, I was referring to the Mythras rulebook p 90, they use a character called Anathaym to give examples of the rules.
Cheers!
@@andersbroen2939 oh yes, I know that -doh that's just me being stupid :(
to aid in solitaire play and I mean only one player. Couldn't special be randomized? As far as a solo situation that sounds very exciting to me.
+JBL Creations I really like the specials. Especially when they can be used to certain end points. Often you might want to disarm or compel surrender if they were randomised then that might not lead to the desired end point.
What’s the software?
Its Roll20 with my own overlay then streamed to Twitch via OBS.Live
Nice explanation of the combat system!
One thing that bothers me a lot in Mythras is the Special Effects combat subsystem. If I understood the rules correctly, a player cannot attack an opponent with the *direct intent* of disarming them, finding a gap in their armor or trying to hit one specific location in their body. Rather, the player has to first attack with a "generic intent", hope for a positive differential to their own success level and *then* choose the special maneuver they actually wanted to perform since the beginning. That does not sit well with me.
I think Runequest Glorantha (Chaosium's latest installment) does a slightly better job at "special effects" despite having a less varied list of options.
*EDIT:* By discussing this with another player I've learned that without active opposition you can't succeed on an attack without receiving at least one level of success. Therefore, it's "safe" in Mythras to declare your intent of performing a special effect before resolving the attack. :)
I like it because its a bit more forgiving and I think it could be still be considered in the realm of realism. If your difficulty goes up to "disarm" and you fail that difficulty, then turns over and you did nothing that round. With this system, you hit first then based on how well, you choose an effect if possible.
It could be equated to seeing an opportunity during the fight and taking it. Combat isn't just swing and parry. There is footwork, motion and many different things involved.
Thanks for your comment Hilton - I've not played Runequest Glorantha so I've never known any difference - I'll look into it and see how it can be altered.
@@inwils It belongs to the same family of games, so the rules are almost the same. The book is gorgeous and its combat feels even heavier in the simulation aspect... but overall Mythras is better for anyone who does not want to use Glorantha as a setting.
@@middlemonster Indeed. I would like to houserule for allowing to directly choose to perform special maneuvers but I feel like _hit critical margin or your move gets wasted_ would be too punishing. I haven't come up yet with a balanced "fix" to my problem.
@@hperantunes thanks, really interesting
For a supposedly "deadly" combat system this seemed uneventful. You made a comparison to trading blows with a red dragon for 20-30 minutes at the beginning of the video, and yet that's exactly what this devolved into. (substituting a giant spider for a dragon, of course)
Thank you for your feedback, really appreciate it.
My interpretation on this would be that a dragon in Mythras would've just make them run for the mill, instead of taking 20-30 minutes fighting evenly. A giant spider is somewhat of an even opponent, and so this timing is pretty fair if you ask me.
So a 40 K last gun would do over 12 damage
There is a free to download version of firearms, but they can do a huge amount of damage. In our sci-fi campaign, Numen's shotgun does 3d6 damage! Mythras is not a pink mohawk setting when you chip away at the total hit points. In a recent barroom brawl, a character took two punches to the head and one to the gut and was out cold on the floor 😲
@@inwils I think that’s what I like most about the setting. Being laid out by three punches sounds very realistic. I have a question. In this video, you mentioned that a round was six seconds but when the party were fighting the cobalts underground, I believe you said a round was one minute? How long is one round of combat?
@@justinrivera1618 Thanks for the comment - yeah combat in this game is excellent - really let's the fighters be masters of their profession. My mistake - one combat round is 5 seconds and then there will be 3 turns within that combat round - unless someone has more than three action points :) Hope that helps
Thanks for making these informative videos but I feel like this is one of the worst clips you could have chosen to promote the combat hahaha. Basically every hit attempt is a miss, every dodge attempt is a fail, two characters spend 30 minutes trying to get through a wall of cobweb, and even the enemy monster misses continuously, basically nothing happens in game for the first 3 rounds of combat. the attacks that do land do no damage. it's almost comical how poorly it goes. is that supposed to be what combat always looks like?
Also I know this is GMs discretion but does it make sense for giant cave spiders to be able to parry weapons? I know arachnids are more intelligent than we assume but I don't think they're fencing experts
Thank you, much appreciated. Those were early days, and I've improved a lot 😁😁. I have another combat video coming out - that is staged so there should be more 'exciting' 😂😂
@@inwils Can't wait! I'm subscribed so I'll be sure to watch it when it drops.
@@gryphonprince thank you 😁😁