| Rauðúlfur |
Greetings,
I’m in the beginning phase of a new Rise of the Runelords AP after having run through some of the others, and asked the players if they would be willing to consider running some lower tiered adventurer classes. The players all agreed when I offered them up the following benefits scheme. These benefits accrued as follows: if you would be considered a tier 1, you get nothing. If you are a tier 2, you get one minor benefit. Tier 3 gets 2 benefits, tier 4 gets 4 benefits, and so on. These benefits were judged kind of like a wish spell, in that the player made the request for what they would want, but the effects were decided by me. I told the PC’s what the effect would be, so they could change their minds if they didn’t like it. I know that this is a very large deviation from the core rules, but it seemed like a good way to get some variety in the characters, as we were having a lot of the same party composition, adventure path to adventure path.
I am hoping that I could get some feedback from the forum on the party as to how they should be able to fair later on, as they have been fine so far in the Burnt Offerings.
Our first player is an Elven Magus Archer.
The second player is playing a Half-Elf Warpriest of Iomedae.
The third player wanted to be a Skinwalker Telekinetic Kineticist,
The last player was requesting something odd.
My question is, how badly will they fair in the second half of this adventure path? I figure that the first half should be easy, because it looks like they are four hammers, with one of the group is a secondary Anvil, another is a secondary Arms, the third is a very minor Anvil and the fourth is a selfish Arms. I worry that they will not do well at all after things become less about pure damage and more about strategizing and piling on or removing of effects mid encounter.