
Morganstern |

So to start this off, I should say that this will be my first time running a "High-Power" style game, though I have a good amount of experience as a GM.
The characters will all be Gestalt and Mythic, 3d6 drop the lowest +6 for stats, and an extra feat at 1st level.
Going to start at 1st level and really play up the "something out of a legend" vibe.
I have 4-6 players depending on the night, and I'm used to running for groups of that size or larger, but I was just wondering if this kind of game would have its own pitfalls of things I should be aware of.
And while I know that no module or adventure path is designed for this kind of party, are there any suggestions that I could get a suitably epic story out of and adjust it on my own to compensate for their increased power?

My Self |
Make sure you are very, very comfortable with regular play.
Adjust whatever you use on the fly. They'll be able to completely wreck single enemy encounters, and their effective CR is perhaps CR +1 or CR +2 at least. With such high stats and gestalt/mythic, you can run them all day without them running out of resources.

Morganstern |

I'm very comfortable with adjusting on the fly, and I don't use single enemy encounters with more than 4 people as they just trash it through action economy.
Any suggestions for adventure paths or modules to get story ideas from? I'm just looking for something where heroes of this calibur would make sense.

Caimbuel |

At that power preventing rocket tag can be troublesome. Actually regular characters and mythic is normally rocket tag from what I have seen past lvl 10ish.
I did something like this in a Way of the Wicked campaign. Over half the campaign I had the running the gauntlet effect, only resting after 10+ encounters.

Rerednaw |
Wrath of the Righteous is the typical Mythic AP. That said, our group killed final boss of book 6, at the end of Book 5. But the AP has plenty of good ideas.
And rocket tag is the norm. You'll spend hours of prep and it will be over in 6 seconds.
Problematical abilities/spells/etc. at least in our campaign:
Mythic Haste. (same issue as Word-casting of Power that grants extra actions)
Mythic Vital Strike.
Beyond Morality.
Fleet Charge.
Mythic Archery.
Just about all Mythic full casting options.
Mythic Surge.
Re-rolls.
Legendary items.
Mythic Stealth.
Mythic Initiative.
IME: Mythic Martial ~ = non mythic caster in terms of power.
Mythic full casting is very very world changing/breaking and, if not limited, well, let's just say it's gets pretty over the top.
On another note: I'd strongly recommend a long talk with your players about expectations and what is agreed "off-limits."

Morganstern |

Wrath of the Righteous is the typical Mythic AP. That said, our group killed final boss of book 6, at the end of Book 5. But the AP has plenty of good ideas.
And rocket tag is the norm. You'll spend hours of prep and it will be over in 6 seconds.
Problematical abilities/spells/etc. at least in our campaign:
Mythic Haste. (same issue as Word-casting of Power that grants extra actions)
Mythic Vital Strike.
Beyond Morality.
Fleet Charge.
Mythic Archery.
Just about all Mythic full casting options.
Mythic Surge.
Re-rolls.
Legendary items.
Mythic Stealth.
Mythic Initiative.IME: Mythic Martial ~ = non mythic caster in terms of power.
Mythic full casting is very very world changing/breaking and, if not limited, well, let's just say it's gets pretty over the top.On another note: I'd strongly recommend a long talk with your players about expectations and what is agreed "off-limits."
I'm pretty well versed in the system itself, so I really don't worry about adjusting on the fly too much. The players I have tend to actively avoid the game breaking stuff, though one or two players sometimes have to be reigned in.
Full casters are also pretty rare for us, except for clerics. Do they tend to be too powerful, or is it more the arcane guys?And would you suggest using the story from Wrath of the Righteous, adjusting or remaking enemies as needed?