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I. Introduction
The Paths of Destiny introduce a simple system for “leveling” your hero
across multiple sessions. The goal of this mod was to keep the unique flavor
and mechanics of MYTH intact, yet apply some careful rebalancing of the
overall hero powercurve.
II. Rules
II.1. Masteries General info and setup
This mod introduces two kinds of levelup mechanics, called “Masteries”. Skill
Masteries allow your hero to gain access to new hero cards. Item Masteries
allow your hero to keep more and more gear between sessions. Masteries
come in the form of itemsized cards. There are:
5 Skill Masteries Novice (green)
5 Skill Masteries Journeyman (blue)
30 Item Masteries Level 1 (green)
30 Item Masteries Level 2 (blue)
To use this mod in your game, shuffle five cards of each Mastery together to
form the “Path of Destiny” deck and place it facedown within reach. If you
want faster hero progession, only create a deck from the 10 green mastery
cards (5 Skill Masteries Novice and 5 Item Mastery Level 1). This way you will
always get cards your heroes can use. Once a hero in your party hits
Journeyman level, add the 10 blue mastery cards back into the deck.
II.2. Gaining a Mastery
There are 2 conditions when you are allowed to draw a mastery card:
Defeating a miniboss
Defeating a boss
When you defeat a miniboss, draw one card from the “Paths of Destiny” deck.
Then the group decides which hero will get the mastery. Then the card is
shuffled back into the “Paths of Destiny” deck.
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When you defeat a boss, draw one card from the “Paths of Destiny” deck, then
draw one more card for each skull in the difficulty rating of the boss (for a 2
skull boss you would draw a total of 3 cards). The drawn cards must be
divided as equally as possible among all heroes (you are still free to decide
which hero gets which card!). After applying each mastery, shuffle all cards
back into the “Paths of Destiny” deck.
II.3. Skill Masteries
A Skill Mastery allows the hero which aquires it to “unlock” a new hero card
and manipulate (swap a card) their hero deck.
Unlocking hero cards: This is a new term introduced by this mod. When you
unlock a card, it means it becomes available to be added to your hero deck. As
your hero progresses, more and more cards will be unlocked. Only unlocked
and starter hero cards can be used when manipulating the hero deck.
Manipulating the hero deck: This term means you can replace any card in your
current hero deck with any unlocked hero card from your unlocked hero card
pool.
The reason for splitting up the original “manipulate your hero deck” rule, is
that this will allow you to experiment with different builds and playstyles as
you go along and introduces more tactical choices. Even when you draw a
green Skill Mastery and you have already unlocked all Novice hero cards, it
will still allow you to manipulate your hero deck. So you can e.g. switch that
move card back in, that you thought was worthless, but you deperately need in
the current module.
When your hero gains a Skill Mastery you may immediately:
1) Unlock 1 hero card of the corresponding hero tier (Novice or
Journeyman) and add it to the pool of available hero cards.
2) Manipulate your hero deck.
Then shuffle the card back into the “Paths of Destiny” deck.
Note: The requirements for a hero to advance to Journeyman tier are not
changed by this mod. Unlocked cards count toward the hero card requirement
for Journeyman. You don’t have to have those cards in your deck. They just
have to be unlocked.
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II.4. Item Masteries
Item Masteries allow your hero to keep items between sessions. This replaces
the current system of keeping items, which allows you to keep 1 item per title
earned.
The maximum of Item Masteries a hero can have is determined by the hero
tier:
Novice hero: 3 Item Masteries Level 1 (green)
Journeyman hero: Same as Novice hero + 2 Item Masteries Level 2 (blue)
Important note: The Item Masteries are only responsible for keeping items.
Your Novice hero can still equip and use e.g. a blue item he finds as usual. He
won’t be able to keep it though as Novice heroes have no access to level 2
Item Masteries, which are required to keep blue equipment.
When a hero aquires an Item Mastery, take a copy of that card from the
remaining Item Mastery supply (not the “Paths of Destiny” deck) and place it
on a hero’s item slot.
The Mastery is now “bound” to that slot and can’t be moved to another slot.
When acquiring another Item Mastery (and your hero has already reached the
maximum of Item Masteries for his hero tier) you may choose to discard an
existing Item Mastery and place the new one in a different slot.
Any item equipped in a slot that also holds an Item Mastery of the same level
or better can be kept between sessions.
Upgrading Item Masteries: When your hero reaches the Jounreyman tier he is
able to aquire level 2 Item Masteries. Those Masteries can only be used on
slots, that already have a level 1 Item Mastery. When acquiring a level 2 Item
Mastery, simply discard the level 1 Item Mastery and replace it with the level 2.
II.5. Keywords
Bind: Masteries can’t be moved around between heroes or item slots. This
keyword reminds you, that once you’ve decided on whom / where you use a
mastery, it’s done. No more change.
Requires: This will tell you, what conditions must be met by the hero who
wants to aquire a certain mastery. If the conditions aren’t met, the card can’t be
aquired by that hero.
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Unclaimed: If no hero can or wants to use a mastery card, it goes “unclaimed”.
The party then gains the reward listed here. Green Masteries award 1
Serendipity if unclaimed, blue award 3 Serendipity.
Note: As soon as you use any part of a mastery (like only using the deck
manipulation part of a Skill Mastery) it is no longer unclaimed.
Thanks for trying my mod!
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