
Schiffer |

Everyone in this group has not played any pathfinder at all with the exception of myself and the groups sorcerer (who has played 2-3 sessions). I know that this group isn't going to be a trouble group cause they are just here to have fun (for now, hopefully they will love Pathfinder for more than just a good time with friends).
What are some pit falls with this AP that I should look for and things that I could do that helped your game?
I myself have read through the first two adventures and some of the third. I have DMed the first book and a half of the adventure path.
-Thanks

Mark D Griffin RPG Superstar Season 9 Top 8 |

I wouldn't be worried about the characters getting too powerful honestly. If none of them have played any pathfinder before, they may have trouble grokking the mythic rules and using them effectively. It's hard enough for first timers to make effective characters just using the core rules sometimes, it's a lot to take in, and starting with a mythic AP might not be a great idea. Unless of course they have other table top RPG experience, or really like to learn new systems.

magnuskn |

No, the main problem with mythic rules is that you don't need to abuse them to make extremely overpowered characters. Most options are extremely good and the bad ones are quite obviously bad, so that any person who can read will be able to tell the difference. So it's not an issue of min/max abuse, but rather of a book with really, really overpowered options and an AP which contains a lot of encounters which are underpowered in comparison to what players can do.

Mark D Griffin RPG Superstar Season 9 Top 8 |

I think you overestimate your average person, when was the last time you DMed for new players? I DM for a group of people who, while generally intelligent, aren't used to these sorts of games at all. They routinely forget to use their best abilities simply because they have too many options or are too busy role-playing to fight effectively. Alchemists that never use formulae, and frequently forget their mutagen, druids that only prepare terrible spells, paladins that forget to smite or use their buffs. Add more options to that, and people will forget to use them too. They forget until they start losing fights and desperately start looking at their sheets,

captain yesterday |

i play with my wife (no RPG experience before PFRPG 3 years ago) and kids (ages 10 and 3) so they don't always even pick the best or more optimized ability scores (currently in RoW wife has witch with 10 dex, daughter has ranger (no archetypes) with a wis 10) much less feats or class abilities so i've had no problems with Mythic Adventures so far (i use it in RoW sparingly admittedly only have 1 tier)

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Storywise, the AP is pretty tight. Granted, the rails are a little more obvious because of the story requirements, but still.
If you have four players, and go under the assumption that they have little to no experience, you shouldn't have to change a thing in the book. They will forget to use their best abilities even if they pick them.
The only real gotcha I know of for a newbie party is the vescavor swarms you have to deal with in Book 2. Weapon immune and fire resistant. I'd strongly emphasize to your melee players to pick up a swarmbane clasp before they leave Kenabres.
Other than that, run as stated. New players won't break the system.

magnuskn |

Yeah, the story is pretty tight. Rails are kind of visible, but then again, it's an AP, so that is to be expected. Book three seems a tad problematic to me, because the story structure is lots of little side-stories (then again, that is also the book which has the most sandbox elements). After that, it is very consistent and plenty good.
Ah, one great pitfall is the depiction of Iomedae in book five. There's a big discussion about it on this board, look it up if you got some time and make up your own mind then how you want to run her.

isaic16 |

I'll put thoughts on various issues in spoilers, since I will be including some issues that have been discussed in later books
If you get that far, there's also the issue of Iomedae that has been discussed to death on these forums, but you should be ready for that. If your characters are shoot first, ask questions later, it may be hard to get them to play along with sneaking into the Demon city in book 4.
The most important part of this book is that the PC's care about the people and the setting. As long as there's a connection there, you won't need to worry about rails, since the PC's should jump on the tracks without any encouragement.