I've seen some talk about having to convert npc an monsters in pre-written modules/adventures to comply with prpg alpha release.
I took the approach or modifying spell lists where applicable.
My group added light armor prof., cast in light armor, one martial weapon of choice, and medium BAB to the sorcerer. We like it, so we were ok with the change. We didn't up its HD.
Fighter and Sorc. got 4 skill points per lvl.
We used the book of experimental might rule of one feat per level for PC's only. Not for cohorts or companions, only for PC's.
We are planning on using book of experimental might 2 fighting domains for fighters only at the moment. We are also using the feats from BOXM2 on a case by case basis.
Feat every level has been really cool. Characters just seem more heroic, which is awesome.
The party consists of a fighter, sorc, and rogue. So less than four players but it hasn't been an issue at this point. The fighter is using one or two arcane battle feats from book of iron might. The sorcerer is using the destiny bloodline to set themself up as a prophet/tactician. The rogue passes themself off as a light skirmisher, not a thief or blade in the night.
So far no one has complained that nps's in the adventure are too weak. I didn't even bother updating them to prpg classes, I only changed the applicable spell lists.
I know that this isn't what you would call a good playtest. We didn't wholesale change over to the prpg rules. We like some of the feats, but not all. Thats to be expected. Our dnd games are taken from a number of sources. I really like the changes to the base classes so far (excepting the sorcerer as stated above), and will probably keep the prpg base classes as my games "core" setup. They are cool and I so far no issues.
The decision to not change the pre-written adventure wasn't just based on lazyness, it made my PC's really stand out, they were heroes in all the right ways. They were cut from superior cloth as it were.
Regarding the feat every level, I have yet to see everyone take improved initative (no one has yet actually). I also thought everyone would take advantage of combat expertise (not the prpg version) and only the rogue has. It could be my players, but I don't see a problem with PC's having this advantage. I do think I will move npc to the 1 feat per 2 lvls rule although.
I think that the working above really set apart PC's in my games. My players dislike forgotten realms because there is always a high lvl npc that should "realistically" be doing the adventure. I don't run in the realms but pointed out to my players that they have the most feats per level of anyone in the campaign world. Kings and mercs are seeking them out because they really do stand out, ever from slightly higher level npcs, and certainly from same level npc's.
How does everyone else feel about the style of conversions? Go all prpg? Go all prpg for PC's but leave modules alone? What about what I've done here? I know that their are oppinions on all sides, I just thought I'd state what I had done and that it does in fact work for my group with no complaints.