D&D General Solasta: Crown of the Magister reaches 1.0!


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Same!

So much more so than BG3, but to a large extent because BG3 doesn't (yet) let you customize more than one character. It gets boring making one character, and then having to pick the other 3 from the same 5. All of whom I detest.
Personally I'm the opposite case, where I find needing to roll up four characters is the thing that discourages me (a little) from doing a new Solasta campaign, and, more importantly, keeps me from feeling any particular investment in any of the characters when I do play. Especially when they have such limited voice options that I have to be very careful to not have two of them sound identical. A much as I hate being saddled with irritating CRPG companions, I think it does make the "main character as empty vessel whom the player projects a personality on" dynamic of most CRPGs work better when it's just one empty vessel character and there are other characters with actual distinctive personalities for the main character to play off of.
 

Bill Zebub

“It’s probably Matt Mercer’s fault.”
Personally I'm the opposite case, where I find needing to roll up four characters is the thing that discourages me (a little) from doing a new Solasta campaign, and, more importantly, keeps me from feeling any particular investment in any of the characters when I do play. Especially when they have such limited voice options that I have to be very careful to not have two of them sound identical. A much as I hate being saddled with irritating CRPG companions, I think it does make the "main character as empty vessel whom the player projects a personality on" dynamic of most CRPGs work better when it's just one empty vessel character and there are other characters with actual distinctive personalities for the main character to play off of.

Ah, I see.

Yeah I don't play CRPGs for the story/characters at all. If there aren't other humans around, I could care less about the roleplay. I do it purely for the gamist experience.

The one exception is that when I played Dragon Age I loved hearing the banter and bickering between the NPCs, which was different depending on who was in your party. Not because I cared about the characters but because it was just plain funny.
 

Personally I'm the opposite case, where I find needing to roll up four characters is the thing that discourages me (a little) from doing a new Solasta campaign, and, more importantly, keeps me from feeling any particular investment in any of the characters when I do play. Especially when they have such limited voice options that I have to be very careful to not have two of them sound identical. A much as I hate being saddled with irritating CRPG companions, I think it does make the "main character as empty vessel whom the player projects a personality on" dynamic of most CRPGs work better when it's just one empty vessel character and there are other characters with actual distinctive personalities for the main character to play off of.
Solasta does try to make the party members a little more than blank cyphers with its personality flags, but they are a bit hit-and-miss. Still, for a game focused on combat rather than role playing, it makes an effort.

The trouble with the pregens in BG3 isn't their existence, it's just that they are all characters you would prefer to avoid spending time with.
 
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Bill Zebub

“It’s probably Matt Mercer’s fault.”
The trouble with the pregens in BG3 isn't their existence, it's just that they are all characters you would prefer to avoid spending time with.

I know some people like developing a romance with the NPCs in these games…not my thing but I won’t judge, at least not outwardly…but the NPCs in BG3? Seriously?
 



Bill Zebub

“It’s probably Matt Mercer’s fault.”
Okay, reading this thread has convinced me to pick it up while the Steam sale is ongoing. Sounds like it's a lot of fun, and I specifically like the "4-person party you all make" format.

The thing I mentioned upthread about needing a Wizard (or now Bard) for identify is because at levels ~5+ you will find so many magic items per long rest that you really want Identify as a ritual. It’s really kind of a pain without it.
 

Oofta

Legend
The thing I mentioned upthread about needing a Wizard (or now Bard) for identify is because at levels ~5+ you will find so many magic items per long rest that you really want Identify as a ritual. It’s really kind of a pain without it.
You can have things identified by a merchant in town, but it's 100 GP per item. Apparently with the new patch the items will function even if they aren't identified, so that +1 sword will act as a +1 sword whether or not you have it identified.
 

Bill Zebub

“It’s probably Matt Mercer’s fault.”
You can have things identified by a merchant in town, but it's 100 GP per item. Apparently with the new patch the items will function even if they aren't identified, so that +1 sword will act as a +1 sword whether or not you have it identified.

Nope. Just equipped unidentified +1 leather armor ("magnificent leather armor") and AC didn't change.

I've run it by paying to have everything identified; it becomes a serious resource drain.
 








FrogReaver

As long as i get to be the frog
Good game. I started playing yesterday and have made it to level 5. *Took hours going through character options before playing.

The game is definitely 5e though most classes have unique to Solasta subclasses. It plays really smooth and reminds you that it's being true to the tabletop by showing your dice rolls when you attack and such.

There are a few notable changes from base 5e.
  • Feats have been mostly reworked. No more -5/+10 feats. Most of the combat feats seem okay but not great. Some of the non-combat feats seem really good - for example there is one that gives expertise in all the social skills if you already have proficiency in them.
  • There is no variant human or race that provides a feat at level 1.
  • Spell lists have been toned down with most of the notable spells that were deemed OP missing.
  • Encounters don't typically start with enemies in AOE formation. There are often archers and/or melee enemies streaming in.
  • Stealth requires completely broken line of sight to enter, but doesn't go away even when attacking unless enemies get close enough to your position. This makes archer rogues really strong.
  • Can swap from TWF to a bow and vice versa with only 1 free object interaction. I've not tested it yet but I predict it will also do the same with sword and shield to a bow.
  • Frenzy Barbarian Exhaustion mechanic is improved. Now there's a chance of exhaustion with the DC scaling on times used.
  • Insight essentially reveals the chances that particular conversation options will work. It's a cool way of handling insight in a crpg IMO.
  • Conjure Animals cannot summon 8 1/4 CR creatures. Most is 4 CR 1/2.
  • Spirit Guardians is Amazing - in a Dungeon environment you can likely keep it up through 2-3 encounters.
  • Web Spell doesn't exist in the game
  • There is no ability to grapple.
  • At character creation the game does a good job providing you information about what skills and languages are applicable to a given campaign.

Still, the overall effect of these changes seems to create a more balanced and streamlined game.
 


FrogReaver

As long as i get to be the frog
Note that they only have access to the SRD, which explains the new subclasses and feats.
Yea. I'll add this about subclasses. I think they did really well with the caster ones they created. However, there's only a few martial subclasses they created that i could get excited about. Paladins being a notable exception. Then again, that's not that unlike base 5e I guess.
 

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