| elgenath |
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Hmmm, the good, the bad and the maybe.
The new rules for sacred weapons, open up a lot of options, which is good, yet I find it niggles at me. If a warpriest specializes in the favored weapon of their god, they actually lose out, because choosing a separate weapon as the focus, gives you two sacred weapons. This could also cause a lot of characters using their gods favored weapon as their backup. It's minor and yet it irks me.
The niggles continue with the sacred weapon damage. I think the intent is to make all the favoured weapons usable, which is good. It's the side consequences that get me, making a mid level warpriest, you'd never choose longsword over rapier/scimitar. That seems off message for an ability called sacred weapon.
So yes, not exactly clear thoughts, it just seems to me that in enabling warpriest variety and making use of your gods weapon practical, it can make wielding the weapon of their god less practical. For instance, a warpriest of Norgorber should not be penalized for wielding their god's weapon (shortsword) over say a kukri, which is now simply better.
I'm trying to think of solution, the 'best' I've managed is to have a warpriest call forth their sacred weapon, not unlike a soulknife. It uses the current sacred weapon damage and a humble x2 crit. Then it gains extra properties according to their god. Apply all difference of the favored weapons from D6 damage, x2, except worse damage. So Scimitar/Rapier give crit range, longsword gives a slight damage boost, greatsword gives more damage but requires two hands etc. It prevents some stange choices and has your gods weapon help in a good way. (I don't claim this is great, I can see the clunkiness, it's simple an attempt to cure what I see as a jarring problem with the class.)
On other notes, fervour look promising, though it's trying to be a lot of different powers at once.
The MAD is very noticeable. I mostly view it as the price to pay for this many options, but there are limits. My half-orc warpriest of Shelyn has 13 starting con, that's ouchy. (In technical terms)
The class does seem to have many things going on, sacred weapon, blessings, fervour all ontop of the spell casting. Scared armour and channel divinity also turning up. Makes the class feel like it lacks some cohesion. It has no core mechanic, it has several competing for the privilege.
So yes, progress is good, but I don't think it's there, this longer than intended post shall finally end.