Four Horsemen Studios Mythic Legions

Cookie Monster orc is a lot to ask Dek.. :LOL:

It's funny - the homages is what made me notice this line in the first place, but the non homage knights are the ones that I actually like enough to buy currently.
 
But a lot of people will give $1 to a fully funded campaign to get that “Super Backer” badge by their name
I don't think that's how it works, though, is it? Don't you have to pledge a minimum of 10 dollars to 20 campaigns in a single year for that? Still a very low threshold, but I don't think it's as low as 'give literally 20 dollars per year.'
 
I don't think that's how it works, though, is it? Don't you have to pledge a minimum of 10 dollars to 20 campaigns in a single year for that? Still a very low threshold, but I don't think it's as low as 'give literally 20 dollars per year.'
you’re right, $10 for 25 funded campaigns.
It’s a dollar to comment on a campaign though which is my confusion.

Which is still a ridiculously low buy in for a “super backer”

I’m dropping more than that on this one stupid campaign and I’m just some asshole?! But someone who gave $10 to 25 fully funded projects gets to pretend to Joey Million Bucks walking around saying “well I’ve backed a lot of projects and in my opinion, as a SUPER BACKER, some fat tiddied Orc Mommies would push this campaign over $2m easily…”
 
you’re right, $10 for 25 funded campaigns.
It’s a dollar to comment on a campaign though which is my confusion.

Which is still a ridiculously low buy in for a “super backer”

I’m dropping more than that on this one stupid campaign and I’m just some asshole?! But someone who gave $10 to 25 fully funded projects gets to pretend to Joey Million Bucks walking around saying “well I’ve backed a lot of projects and in my opinion, as a SUPER BACKER, some fat tiddied Orc Mommies would push this campaign over $2m easily…”
I don't disagree on any point. Actually, I don't think 'super backer' should even be a thing. I literally do not care how many things you've backed or at what value. It has absolutely no bearing on the value of your opinions or you as a person. But if you are going to have some kind of ego-stroke title like that, spending 250 bucks in an entire year is a pretty low bar when, yeah, most of us will spend more than that on a single campaign for toys.

I get having a dollar pledge, if you're gonna always say shit like 'every dollar matters.' But man, I'm really not sure I think it's a good idea to let someone have access to the messages functions just because they tossed in a dollar and, therefore, have basically no dog in the fight at all. They can just clog everything up with shit, irrelevant opinions.
 
Cookie Monster orc is a lot to ask Dek.. :LOL:

It's funny - the homages is what made me notice this line in the first place, but the non homage knights are the ones that I actually like enough to buy currently.
Me too. I skipped the first Kickstarter but they got me with the Man-At-Arms orc that I thought looked cool. I threw a Bronze Dwarf onto the order to check it out and because it was $25 or whatever and ended up liking that a lot more than the orc.

It was off to the races after that.
 
We need to unite for Cookie Monster Orc. His name will be Cooh'Kay the Mohnstar, and he will eat you lunch's snack.
 
This is Mythic Legions. He will be Koooooookaii Mmonnstr because they never met a letter they didn't think they needed extra of in a character name.




...and you ruined it.

Just kidding. If you don't mind my asking, what did you think of the Savage Crucible Trading cards and do you think they will be better or worse than this Kickstarter's game?
 
...and you ruined it.

Just kidding. If you don't mind my asking, what did you think of the Savage Crucible Trading cards and do you think they will be better or worse than this Kickstarter's game?
I actually forgot to even open them til you asked, but I just unboxed them and honestly, as someone who runs a LOT of 5e? I could drop these cards into a game without any additional prep. The NPC cards are a little busy, but that's kind of a hallmark of Pathfinder and early 5e, and the Heraldic Marks aren't game changers or anything, but they actually try to give some flavor to the characters and setting with it - Who-Man having a "promethean sword" to explain the hot-metal look of it, giving the Frazetta warrior an attack using his shield, it's actually got some thoughtful if not complex game mechanics to it.

But I wouldn't call it its own game - I'd say it's like "here's a stat block you can throw into your home game VERY easily."
 
Do you think they're better designed than what the Four Horsesmen have been alluding to with their game? Or there's no way to know right now?
 
Do you think they're better designed than what the Four Horsesmen have been alluding to with their game? Or there's no way to know right now?
I suppose there's no way of knowing, but if I look at the work that went into the Savage Crucible cards - which show that they understand 5e, understand their characters, and want to make their characters unique, flavorful, and intentional, and the vanilla slop 4H has shown in the four pages of book material they've actually let anyone look at? Savage Crucible's cards were written by someone who gives a shit (even if they're a little messy and those stat blocks are TOO DAMNED LONG! :) ). What 4H has shown us so far is basically a font change from existing 5e species stats.

(BTW, happy to break down from a game design why teh SC stuff is better. I opened the cards expecting slop and was like shit, I could USE Ko'Mo as an NPC in my games with this card, this ain't terrible!)
 
I'd love to hear your thoughts
Mods may want to move this to the TTRPG thread instead but... At this point it's comparing apples to pears because the ONLY game component 4H has revealed are four species starting traits and one game mechanic, the latter of which is "during big battle, switch from minis to action figures," which is less of a mechanic and more like zooming in on the battle map in a video game. (Which is harmless, do as thou mayest, but it's not game MECHANIC, it's a game VIEW.)

But the species are, all four, less interesting than existing versions of those species. First, they're less flexible than existing versions (with the stat bonuses locked in, and even having a minus for goblins).
  • Take the minotaurs for example. 5e has two types of minotaur that provide a bonus action option, mechanics for their horns, and two options for a flavorful impact on your skill set. 4H just has an armor bonus.
  • There's a few options for goblins with things like Fury of the Small or Nimble escape, mechanics that can really impact how you play your character and the options you have in combat. 4H goblins get proficiencies with weapons that nearly every class already has and that's it.
  • Humans get SIGNIFICANTLY less fun stuff than ANY version of human in modern D&D, and one of the tricks of human stats in modern D&D is they make it worth playing just-a-guy. You can have a lot of fun playing a regular old human because of the feats you get, etc.
  • Their catfolk stats are trade a movement effect and climbing effect for advantage on... balance / agility checks. Which is fine, but also NOT mechanically clear - is a dex save vs. fireball an agility check? The wording in the book sounds like falling or running long a rooftop vs. a save, the latter of which is very powerful (but also steals benefits away from the rogue class).
And... that's all we've got for content from a $1.3 million Kickstarter that is ostensibly supposed to be for the game and not the action figures.

By comparison, Savage Crucible has just sort of tucked this bonus material into the back or their packaging so low-effort actually isn't a big deal - we were gonna buy the figures anyway, didn't need a Kickstarter buy in. But mechanically they're messy but make interesting choices. For example:
  • The Lemurian Royal Guard and the Tavros Guard both have an ability that protects them from charm effects. On the downside, they both have it, and that's boring. But on the upside, The Lemurian Royal Guards have a trait called Royal Gaes that said they can't be charmed IN SIGHT OF THE NOBILITY THEY ARE PROTECTING. That gives the GM a story reason for that ability - imagine your players going up against these guys, deciding to throw some enchantment magic at them, and learning the hard way that these guys are incapable of breaking their oath. The Tavros Guards have text explaining that they have been anointed with alchemical oils that deaden their emotions and pain, which gives them advantage on stunned, frightened, or charmed. So these poor fuckers have been abused by their masters to make them more impervious killers. That's a really interesting thing for the players to find out the hard way as well. It's a tool in the GM's toolbox. I'd use that and surprise my players with it.
  • The Heraldic Marks are an actual mechanic - essentially a shared magic item that, when used, can impact your entire party or your allies (or enemies). That's not something modern D&D has done as far as I know, at least not as a magic item the players can create. It's a unique addition to the game. I personally think the buy-in to MAKE a Heraldic Mark is a little low since they're pretty powerful, but I could see adding this as a concept to my games. It's something I haven't seen before. (The effects are WILDLY situational, too, so YMMV.)
  • The NPC/monster stats for their characters make deliberate choices that make them fun to run for the GM but also interesting enough I could hand these stats to a guest player to run as a character. Ko'Mo of the Isles has an ability where his skin leaks a potion a day and a random table tells you what kind. That's fucking weird, but if Ko'Mo is your party's traveling companion, that's has a real impact. Who-Man has the ability to give up his turn's movement in exchange for temporary hit points. That's interesting enough I'd want to see that built into a fighter or barbarian subclass. He has a reaction (blinding parry) that has a secondary effect - it's too powerful as a class ability, but it's based on his SWORD, and I could actually see stealing his Promethean sword text from his card and making a magic item for one of my own games to include (it's a powerful magic item with several effects but for a mid- to late-stage campaign I could see a melee character having a blast with it). The same with Warrior with Ball and Chain's shield - that's a magic item tucked into a monster stat block.
Anyway. All this to say, one company put out four pages of objectively zero-effort text and cranked out a million dollar kickstarter on it and other guys printed up some card stock with some bonus material, and the bonus material is actually useable. That being said, proceed with caution if you implement the Savage Crucible stuff because some of it is definitely overpowered, but it looks like the idea was that they intentionally want a world where EVERYBODY is overpowered by design.
 
Actually, one last note: for every third-party option I've ever picked up, one of my concerns is "have they introduced a game-breaking power creep that will make the players want to only use the third-party content and leaves other characters behind." I'd call good design "tempting but not broken" like you'd entice players to want to try out the new thing without damaging the existing game. If I put any of the four versions of ML's species in front of my gaming groups and asked if they'd use the base game or ML version of any of those species, I cannot conceive of anyone picking the ML version. There's just nothing there.
 
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