
Dreamer3333 |

Hey guys,
I've DM'd before, but it's been awhile. Looking for some input from people who have run all (or most) of WotW for the power level to give my characters.
I don't want to run them as Mythic, as the consensus seems to be that the PCs become way too powerful for the AP.
I do recognize they will need some boosts, and am looking to follow some of what JJ recommends in the books.
Have also heard that some non-Mythic groups still stomp through it, so worried about OPing them too much.
My ideas:
- We use very high stats (mostly so pcs don't dump CHA). Not point buy, but 82 stat points to buy, straight-up, 1-for-1.
- Still using the campaign traits, just the upgrade will be basically the 1st half (a feat-level increase) without the Mythic point addon.
-- also, reducing the +4 CL vs SR to +2 (seemed OP)
- Instead of "Mythic":
- +2 any stat (with another +2 later)
- +2 CON
- Endurance + DieHard
- 1st hit-die after wardstone break being full
- some form of Hero point (possibly 1/session) to allow reroll (likely with +4 bonus) to any d20 roll
- will have to deal somehow with Mythic DR and resisting Mythic spells at some point (thoughts? thinking maybe the wardstone shard buff?)
- Also will likely run with Fast XP track
Thoughts/tweaks on this or anything else I should maybe do, based on better knowledge of what I'll be up against would be great.
Thanks!
- Dreamer

Dreamer3333 |

Give them a few Gestalt levels.
Or not - that pt buy is insane.
Yes, it's really powerful at early levels, but we also don't use STAT boost items (generally) so higher levels it seems to balance out.
It also helps that we have a very mature group of players who don't tend to power-game. Points are spread out so no one (generally) has a negative dump stat, and everyone has at least SOME int/cha (etc)
Thrandr |

To be perfectly honest I regret handing my non-mythic players the suggested extra levels. Point buy 20 - 25ish and the suggested stat boosts are enough for a competent group.
I've had to add 2 advanced templates everywhere where it makes remotely sense, use the reworked opponents found elsewhere on this forum and rework a good few things myself to even give my PCs a challenge so far and we have reached module 5. Until now they've had 3 - 5 close calls, most of them being due to tactics/traps/hazards from my side as a GM, rather than brute force.