Mythras Skill Success Calculator has been updated

The skill success calculator can handle the math for augmenting skills, difficulty grades and reduction for over 100% skill opponents. It calculates the success, criticals and fumble chances and takes into account also things like when it is hopeless to roll.

It will give you an easy table to reference for each of the difficulty grades. Just enter skill, possible augmenting skill and possible reduction and press calculate

Easy calculation with even numbers
Protagonist has skill over 100
Opponent has skill of 117

Mythras Encounter Generator Difficulty Levels Refactored and Many Other Things As Well

The Most Important Table in Mythras (Monster Island page 282) did not exist at the time MeG was created 8 years ago. During that time more than 3800 public encounters have been created and similar number of ones that have been private to their creators’ campaigns. MeG has also evolved during that time getting many new features and most of all the creators have gained experience in how to use the MeG and creators’ ambition has risen as well.

As I have created 2300+ of the encounters I decided to go back and take a look what I could with some amount of work improve or change based on the experience so far. All creators can change only their own creatures so this is how I changed mine.

One of the contributions of Monster Island was the MITM (Most Important Table in Mythras). It gives you the idea of what skill levels novice, competent, proficient, expert, master and paragon would have and what they are known for.

MeG has a similar ranking but with not as many levels. As currently it is not feasible to change the names of the MeG ranks I made a tentative mapping between MeG and MITM as follows.

Main skillMITM rankingMeG rank
01-30NoviceRabble
31-50CompetentNovice
51-70ProficientSkilled
71-90ExpertVeteran
91+Master and ParagonMaster

After this I generated each (well almost each) of the 2300+ templates I have made at least once and took a look at few of the first npc’s generated from each template what is the main skill generated and the rank MeG has and changed the ranking to correspond to the above. So for example if the MeG rank was skilled and the generation yielded mostly in 71-90 range – I changed the rank to Veteran. And so on. Most often this was combat skill but for some templates for example sorcery magic skills were more appropriate to judge. In some cases I took a general view and not exact view on one skill percentage. For some templates I found that I wanted them to have higher skill to maintain their rank or lower skill to lower their rank so I changed them. In several cases I wanted more variety in the percentages so I changed the flat percentage add to be more varied dice rolls. This changed ranks for 822 of my creations – some went down, some went up.

I also took a look at the notes block for the creation and if some things could be moved to be “features” like “Abilities”, “Combat Style”, “Basic Poison” etc or if some abilities were missing I added them and cleaned some of the notes block. This changed 173 of the templates.

I also added few tags here and there but that would need another round sometime in future.

Some of the monsters and animals were missing “Natural armor” tick box – so they were slower than they need to be in initiative. I added the tick box to everything that was not wearing armor. This changed 465 templates.

I also changed few characteristics for less than a couple of dozen templates that did not follow the SIZ and STR guidelines from the RAW.

So what is the benefit of this:

When you filter by rank in MeG – many creatures (all of mine) now are of appropriate difficulty level to that rank. So if you want skilled opponents – you are not confronted by masters or if you need masters you will not find novices in the filtering results.

Also you will find that those generated have now correct natural armor penalty – so animals and monsters are quicker in initiative. There is also more info in the encounters for the abilities so it is easier to use – do not have to look up the info in the RAW or MI so much.

I encourage everyone who creates new creatures to fill the rank correctly and use the “features” and natural armor tick boxes. It is also hugely beneficial for all of us as users if you use enough proper and useful tagging. When you go back and visit your templates – it would be useful to do similar changes if the creatures are public.

So what will happen in the next refactoring – perhaps more tagging, more adding of combat styles and additional features and more explanations what the creatures are and where to refer for more information. This may come some time in future but not this year…

You will find Mythras Encounter Generator here

Creatures of Mythic Rome arrive to MeG

The missing creatures from Mythic Rome supplement have been added to MeG. In addition the tag Mythic Rome has been added to a few other creatures mentioned.

These are the creatures added:

All of these and 3800 more are published at Mythras Encounter Generator

Malfois, Imps, Yelping Beast – Creatures of Perceforest Emerge from MeG

Creatures of Perceforest – a supplement playable in Mythras ruleset have now been added to MeG

You can find them with tag Perceforest. Quite a few of them would also fit any fantasy campaign or even Monster Island

Basics of MeG (Mythras Encounter Generator) can be found here with its more than 3800 encounters…

Luther Arkwright creatures emerge – MeG Goes Parallel Lines

Took a look at the two Luther Arkwright supplements for Mythras by Design Mechanism. Few of the creatures there would suit fantasy campaigns especially Monster Island so created them in Mythras Encounter Generator.

Here are the encounters

You can find them with tags “Luther Arkwright” and “Monster Island”

Here is the introduction to Mythras Encounter Generator. It currently contains more than 3800 published encounters and more than 580 parties (groups of NPCs around a single theme). There are more than 400 feature lists (for example Curse Spirit Ability, Exotic Poison, Chaotic Feature, Medieval German Name or Appearance – Hair Style etc) that can customise an encounter. Those feature lists contain almost 60000 features in them. There are also stats for 160+ weapons.