11th level Warpriest Playtest Report


Playtest Feedback

Dark Archive Bella Sara Charter Superscriber

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We just introduced a new 11th level Warpriest to our party last night, and I was DMing, so this feedback may be a little vague as I'm not on the front line of the mechanics. We are playing Kingmaker (more or less), and the character didn't see much in-game action last night.

However, one thing we noticed right away was how poorly the abilities granted stacked with the magic item package the party had. We aren't dedicated min-maxers, but we do have a handful of crafting feats in the party. Each party member has a ring of protection +2 or greater and a stat bump item with at least a +2 enchancement bonus. As we were trying to pick appropriate domains for the warpriest to fit him into the party, we kept running into domain abilities that were ineffectual for the party level - any bonus the warpriest could provide did not stack with and thus did not do anything to the party members with magic items (which was effectively all party members).

This may be an intentional design choice, and it might be that these abilities are intentionally skewed to be effective at low levels, but become less useful as the character advances. However, other abilities in that same slot for different domains continued to be effective/useful (e.g., one ability would've let the character fly) even at the levels of the party.

I realize character generation is probably on the border of what constitutes playtesting, but the initial experience with making a high level Warpriest is that it has some abilities that are dead-ends/traps for a typically equipped party.

Designer, RPG Superstar Judge

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Thanks for your playtest feedback, Sebastian. I'll make sure we all take a look at this. :)

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