|PhelanArcetus Star Voter 2014|
This thread has been quite scary for me. Fortunately, my party is still in book 1 (it's sad how much less you can get done in 4 hours when you have to play online), and is only 4 players. Plus, the cleric downgraded himself to warpriest (yes, one less person with 9th level spells to worry about!).
I may be shooting myself in the foot, but I'm not going to ditch mythic. I am looking at what I think will be a few relatively low-impact houserules to nip the worst problems mentioned here in the bud.
- No Mythic Improved Critical
- Remove the entire clause about crits from Mythic Power Attack
- No legendary items (or, at the absolute minimum, ban the Foebiter property)
- Remove that double damage on first attack clause from Smite Evil (a little less burst, a little less "oh, wait, I did 15 more damage that I forgot about")
- The ability boosts from Mythic are +1 to 2 different stats, rather than +2 to one stat.
- Eliminate all abilities that partially bypass DR (i.e. treat DR as 10 lower) - these are just a hassle.
- I'm pretty sure I'll make DR/epic impossible for the PCs to bypass.
That's my list so far, plus, of course, borrowing a lot of adjustments from this thread as I progress, and regularly chaining encounters in a dungeon together to avoid the "here's 2 dudes, you curbstomp them. In the next room are 2 more dudes, who you also curbstomp".
My good news is that the players do a decent bit of self-censorship, and will (aside from one player, who leans towards the Combat as War approach) prefer fights that are not horribly swingy, so if I need to adjust around that, they'll be up for it.
I don't want to give up on this - this is the first campaign, though not first game, that I've run, and the story is something we're all interested in. So house rules, preemptively, and as-needed.