Play grounded, gritty adventure with detailed combat, skills, and special effects, in historical or fantasy settings.
Percentile (d100)Fantasyd100roll underclasslesslifepath creationtactical gridhigh lethalityCampaignsNeeds a GM
6.0
Geek rating
From 5 firsthand play reports in 2 r/rpg threads. The threads alone average 7.8.
Player rating—/ 10
No visitor ratings yet.
Discussion6.8/ 10
244 r/rpg posts named it, October 2023 to October 2026.
Rules weight
Heavy. Hype 5.0 for its age.
Have you played it?
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What players say
At the table
Only five firsthand reports sit behind this entry, from two r/rpg threads, so treat it as a thin sample. Those who have run Mythras mostly like it. They describe a gritty, tactical, crunchy game that is more realistic than rules-light systems and takes some effort to learn.
What works
Special effects make fights feel tactical, and some GMs call them the game's best feature. (thread)
Reach and shields matter in play, which is rare in crunchy systems. (thread)
The math is easy once characters are built, and one core mechanic runs everything. (thread, thread)
Culture and magic, especially Animism, are singled out as strong. Players who invent their own cults and brotherhoods add immersion. (thread)
What tables struggle with
Running out of action points is punishing: you lose your attack, and attacks against you get free effects. (thread)
Fighting several opponents quickly overwhelms a character. (thread)
Combat can feel heavy at first. Gridless play and range adjudication are awkward, though one commenter says a grid is easy to add. (thread)
Special effects can feel jarring when the outcomes a roll offers don't match what the player meant to do. (thread)
The learning curve is steeper than 5e's, and the rulebooks are described as confusingly written. Players who won't engage with the system miss much of its strength. (thread)
Who it suits
Groups who want gritty, tactical combat and will learn a crunchy system.
Tables where players will invent cults, schools and cultures.
Probably not groups that want quick onboarding or front-loaded character choices. Some players find the back-ended choices a poor fit after other systems.
In players' words
"having no AP in Mythras is super horrible, you lose your attack, and attacks against you get free effects." (thread)
"Mythras rules. It's my favorite crunchy system. Special moves rule, it's one of the few systems where reach and shields feel good." (thread)
"Special Effects are really amazing but some players find it difficult as they often feel like what they want to do, and what they have available to them as an outcome of their roll success is different." (thread)
The threads behind it
Each thread is rated for the play it describes, from the firsthand reports in it. Load one here or read it on Reddit.
8.0
How to choose between Mythras/GURPS/alternative? And get into it?
The thread is mostly about choosing between Mythras, GURPS and other systems, and the OP hasn't played Mythras. The few commenters who have run it are enthusiastic, and one calls it their favorite crunchy system for its special effects, reach and shields. They also note that running out of action points is punishing and that fighting several opponents is a losing proposition. 3 firsthand · 20 comments
Mythras is mostly discussed by readers and recommenders, with only two clear firsthand accounts. Both are positive overall: combat and the culture and magic systems stand out, but there is a learning curve, players need to buy in, and the books are poorly written. 2 firsthand · 23 comments