I'm in the same boat as [MENTION=19115]bouncyhead[/MENTION]. I'm running Rise of the Runelords in 5E, but we converted from PF at the start of Chapter 5 and I've just been kind of converting as I go. I've also got 6 players with 30 point-buy, Hero Points and an extra feat, so I'm changing up enemy numbers and power levels for each encounter, which means it's not a flat conversion anyway. (My main reason for switching over is I was already having to do a lot of work to keep up with the larger-than-normal PF party, and even at high-level 5E has a lot less to keep track of than PF, so in the end it's actually easier to run it in 5E, even with the conversion.)
I've been using a general rule of "divide PF DC in half and then add 5" and it's worked pretty well so far.
I'm curious how you've been handling the effects of the various Wings, bouncyhead. I've been doing Advantage on Attack Rolls and Ability checks (but not saves) for aligned sins and Disadvantage on Ability Checks only in opposed wings. The party has still been stomping their way through so far (though their second encounter in Wrath scared them half to death and forced them to pretty much expend all their resources. I made the Warriors of Wrath Fighter(EK)3/Evoker 5s and gave them the Greenflame Blade cantrip from SCAG and the Warcaster feat. Half of them pelted the party with fireballs while the other half cast Haste and charged into melee. I also increased the number of Sinspawn substantially, but made them all standard ones instead of the Sinspawn Fighters from the AP because I wanted to see how well Bounded Accuracy worked.)
I also made the decision that Thassilonian Golems are special and have damage resistance to all weapons that aren't adamantine. Which makes the longsword they found on the body of Red Shiv back in chapter 2 and the warhammer they found in Freezemaw's horde a lot more exciting. (I used the unique properties table from the DMG for the warhammer. It hums like a tuning fork whenever a golem is within 120' feet.) They still shred them pretty easily, even with only one-third of the party doing full damage.
I've been using a general rule of "divide PF DC in half and then add 5" and it's worked pretty well so far.
I'm curious how you've been handling the effects of the various Wings, bouncyhead. I've been doing Advantage on Attack Rolls and Ability checks (but not saves) for aligned sins and Disadvantage on Ability Checks only in opposed wings. The party has still been stomping their way through so far (though their second encounter in Wrath scared them half to death and forced them to pretty much expend all their resources. I made the Warriors of Wrath Fighter(EK)3/Evoker 5s and gave them the Greenflame Blade cantrip from SCAG and the Warcaster feat. Half of them pelted the party with fireballs while the other half cast Haste and charged into melee. I also increased the number of Sinspawn substantially, but made them all standard ones instead of the Sinspawn Fighters from the AP because I wanted to see how well Bounded Accuracy worked.)
I also made the decision that Thassilonian Golems are special and have damage resistance to all weapons that aren't adamantine. Which makes the longsword they found on the body of Red Shiv back in chapter 2 and the warhammer they found in Freezemaw's horde a lot more exciting. (I used the unique properties table from the DMG for the warhammer. It hums like a tuning fork whenever a golem is within 120' feet.) They still shred them pretty easily, even with only one-third of the party doing full damage.