So I started this game a couple weeks back, and my PCs are hitting the Grey Garrison this weekend. So far, the adventure as written has been really easy, so I'm tweaking a lot of stats and combining a few encounters to simultaneously result in fewer encounters and more challenging ones (for example, the PCs will be fighting the oracle boss and the fiendish minotaur at the same time, with the oracle lowered to level 6 and tweaked to be more supportive). In any case, the adventure has already been pretty easy for my PCs, and I've heard it just gets easier after Mythic. I don't care about tweaking stuff - in fact, I welcome the chance to put a personal touch on the AP (and I'm going to be rewriting book four entirely to have the PCs going to Avernus instead of the Midnight Isles and allying with Barbatos). What have the biggest pitfalls of this AP and mythic PCs been?
In case it matters, here is the party I am working with...
- Paladin. Uses a greatsword (Radiance was changed to a greatsword in this AP). Player doesn't have the strongest system mastery. I am giving her some build advice, but not totally railroading her character.
- Investigator. Not sure what to expect from this guy. He understand the system better than most of my players, but likes to play jacks of all trades, and will probably end up spreading himself kind of thin. He also has a tendency to find a specific gimmick to exploit that makes him formidable, but usually not game-breaking. Shooting for Trickster
- Wizard, specialized in abjuration, with evocation and necromancy as disabled schools. Also likes conjuration and illusion. This guy probably has the strongest system mastery, and is usually the one I need to watch out for. He pretty much always plays a wizard, and likes to load up on save-or-suck spells and battlefield control. Obviously aiming for archmage.
- Inquisitor. This guy seems to know what he's doing, more or less. I'm not entirely sure what he's going for, but so far he's been competently versatile.
- Ranger. Favored enemy is demons, of course. Going for archery. This guy is a veteran player, but still tends to rely on more system savvy players for build advice. He's had hilariously bad luck with his attack rolls so far.
We are also using a handful of house rules. The biggest potential game changers is probably that we're using the Wounds/Vigor system from ultimate combat, as well as the expanded rules for called shots. I've tweaked a couple feats, most notably weapon finesse (the common house rule that weapons are finessable without the feat. In this game, the feat lets you use int bonus for damage, but it counts as precision damage) and precise shot (the feat doesn't exist. It's benefits apply within 30 ft if you have point blank shot, and at all ranges if you have far shot).
Finally, we're blowing through it a little faster than usual. We've cut out xp and PCs are just leveling at specific points. As such, I'm cutting out most combat encounters that aren't related to the narrative and don't include appreciable loot.