
Telcarr |

I played this series using 3.5, but like you I had six players for the entire series. Through levels 1-13, I generally balanced the challenge and xp progression in three ways. I added an extra monster or two, but didn't go crazy with that method as it slows down play for the players. If I was afraid the action economy would grind to a halt with extra monsters, I added hit dice to monsters instead. And lastly I added side adventures if the group fell behind the leveling curve (I did not use milestone leveling).
But around level 14 I saw burnout developing, so I generally did not add any monsters or hit dice except for the most iconic of the fights in the adventure path, and computed xp as if the group only had a party of four to ensure the group was at the proper level, even if I eliminated some encounters to streamline the later modules.

Jim Chadwick 510 |

I played this series...
Thanks. I think it might matter more on lower to mid levels. I will see how it goes. I told her nothing did not need to power gain their characters because there were six of them. I know at least one guy did listen.
I could see that as my last game finished and the party got higher levels. They felt that they were challenged and they were on a knife's edge, but no one ever lost half their hip points. I guess they felt challenged.