[Solasta] 5e Tactical Adventures fully released on Steam and Gamepass

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Posts

  • cncaudatacncaudata Registered User regular
    Most of this seems really great, but goddammit. Why did they have to go and change stuff that could have just been left alone... I guess I'll live with needing to learn a video game instead of just playing dnd.

    It's little stuff too, like they changed the names of some subclasses for no apparent reason. Or they made backgrounds give additional skills. Mostly character creation stuff, anyway. Action economy and combat, in my extremely limited play so far, are right on, so that's nice.

    PSN: Broodax- battle.net: broodax#1163
  • Pixelated PixiePixelated Pixie They/Them Registered User regular
    edited October 2020
    cncaudata wrote: »
    Most of this seems really great, but goddammit. Why did they have to go and change stuff that could have just been left alone... I guess I'll live with needing to learn a video game instead of just playing dnd.

    It's little stuff too, like they changed the names of some subclasses for no apparent reason. Or they made backgrounds give additional skills. Mostly character creation stuff, anyway. Action economy and combat, in my extremely limited play so far, are right on, so that's nice.

    It's not that they changed them for no reason. It's that they are only allowed to use stuff from the publicly available SRD, so, for example, they can't use "Eldritch Knight" because that subclass is only in the PHB and not in the SRD. Thus, we get basically-the-same-but-slightly-different Spellblades. We can have Hill Dwarves... but not Mountain Dwarves. Shadowcaster instead of Arcane Trickster. Etc. That's also going to limit things like the spells they can use and enemies they can throw at you.

    If they had license to use full 5E source material, like Baldur's Gate 3 apparently has, we'd probably have much different content.

    Pixelated Pixie on
    ~~ Pixie on Steam ~~
    ironzerg wrote: »
    Chipmunks are like nature's nipple clamps, I guess?
  • cncaudatacncaudata Registered User regular
    Oh! You're right on the names, I had forgotten what was not in the SRD because I've been playing in a roll20 game that actually has licensed material for so long.

    The rest remains annoying, though.

    PSN: Broodax- battle.net: broodax#1163
  • AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    cncaudata wrote: »
    Most of this seems really great, but goddammit. Why did they have to go and change stuff that could have just been left alone... I guess I'll live with needing to learn a video game instead of just playing dnd.

    It's little stuff too, like they changed the names of some subclasses for no apparent reason. Or they made backgrounds give additional skills. Mostly character creation stuff, anyway. Action economy and combat, in my extremely limited play so far, are right on, so that's nice.

    -snip-

    If they had license to use full 5E source material, like Baldur's Gate 3 apparently has, we'd probably have much different content.

    Solasta right now is in fairly early access, but what is there is rather promising at least IMHO.

    I imagine the game is going to end up doing well for the Devs and I can easily see them getting to play around in DnD proper for their next game.

    A Capellan's favorite sheath for any blade is your back.
  • cncaudatacncaudata Registered User regular
    Hmm, no multiclassing. That's too bad. Combat is really nice so far, really clear cover calculations, opportunity attacks, etc.

    Also, the devs did that thing where they don't pay attention to my keyboard layout (I type in dvorak), so all the binds are wrong. At least they let me reset them all though. Also, WASD is for plebs, ESDF forever.

    PSN: Broodax- battle.net: broodax#1163
  • JaysonFourJaysonFour Classy Monster Kitteh Registered User regular
    New version is out, with the following improvements:

    Tutorials

    * Characters and NPCs in the tavern should no longer clip into their chair or the table in the intro cutscene.
    * You are now forced to use Disengage against the Greyback Wolf. Hopefully that will save some more lives, too many budding adventurers died there
    * We've also updated the Quest to clearly indicate that you must push the rock after disengaging
    * Added a camera movement in the Orc Cave to show where the lever is to open the door
    * Added a bit of gold in the Stealth Tutorial, because gold is life


    World Map

    * Fixed a bug where locations would sometimes appear at the wrong place. Don't lose your waaaaayyyy!
    * Fixed a bug where the party would sometimes not move on the World Map, then suddenly teleport further away. The DM just forgot to move your tokens, sorry
    * Caer Lem should no longer be producing light at night on the World Map. Its secret goblin nightclub has been closed for sanitary reasons
    * Fixed a bug where trying to travel with an unconscious character would sometimes crash the game. Give the poor lad some of that healing potion!
    * The camera behavior should be more consistant on the World Map now
    * Random encounter locations should now have music outside combat as well


    Caer Lem

    * Monsters should no longer shove you to your death. We will re-introduce this feature when we roll out the difficulty settings, but it was too punishing for new players
    * A secret passage in the cave should now properly open up when interacted with
    * Daliat should no longer appear alive in a cutscene if you killed him earlier. He will haunt you regardless, you monster
    * You should no longer be able to walk inside fire tiles. At least not here. Not now. Not like this


    Tower of Magic

    * Fixed a bug where killing spiders would sometimes teleport you to an empty Crown Room. Sorry future Solasta speedrunners
    * It should no longer be possible to get a random encounter between leaving the Tower of Magic and the Trouble Night Event
    * Fixed one wall being closer than what the visuals showed in the Crown Room
    * The chest in the Crown Room should no longer be filled with test items


    Caer Cyflen

    * Fixed a rare crash that occurred after Aer Elai (the vision) from the Crown-bearer
    * Started optimizing Aer Elai to reduce fps issues
    * Fixed a rare bug where merchants sometimes weren't positioned properly after cutscenes
    * Fixed NPCs sometimes not properly looking at people when they talk after reloading a save. They're just standing there... menacingly
    * Added a quest marker for the first scavenger quest


    Necromancy Quest

    * When fighting Lizzaria, the zombies should no longer be locked behind bars. They get to join the fun too!
    * Fixed a rare crash where killing Lizzaria would drop her Arcane Focus, which probably was an Orb of Annihilation considering how it annihilated the game stability
    * Mardracht has been buffed a lot, poor old man barely had enough HP to stand up. He now is ready to kick some butt
    * Mardracht should no longer disappear before the end of the cutscene
    * Made adjustments to the items found in loot containers
    * Added audio when breaking windows
    * Fixed the main quest not updating if the player immediately rushed to the secret passage instead of entering the courtyard
    * Mana Lamps should no longer go invisible after being lit. Those lamps are weird man, I tell you
    * Added a short fade to black effect when transitioning between Cemetery and Courtyard
    * Skeleton now have new portraits and a small ambiant VFX
    * Fixed the poor dwarven ghost's beard looking like a fluffy stuffed animal
    * Fixed a few pathfinding issues when playing around moving crates and puzzle doors
    * Added a collider so that players can walk inside a certain sarcophagus. You're already pillaging tombs, don't be rude come on


    Items

    * Ring of Protection +1 should now work properly
    * Heavy Armor should no longer reduce AC if you have negative DEX modifier
    * Unidentified items should now properly hide their properties until identified
    * The attunement system should now work properly. The Wand of Lightning Bolt awaits you!
    * Scroll of Lightning Bolt should no longer be named Scroll of Fireball. The scribe in charge of writing scrolls has been reassigned to latrine duty
    * Crafting a scroll of Jump should no longer give you a scroll of Mage Armor. Latrine duty duration has been doubled.
    * Weapons tooltip should now display if they are Simple or Martial weapons
    * Fixed a bug where drag & dropping items in the inventory would make them... disappear! Truth be told the rogue probably stole them
    * Added some harvestable ingredients. GATHER ALL THE FLOWERS!
    * Made some adjustments to item cost.
    * Fixed a rare bug where a character going unconscious on top of loot, getting healed and then attempting to pick up said loot would sometimes crash the game. Loot is sacred, don't fall on it
    * Faction items should no longer show white squares in their tooltip
    * Updated the Harversack tooltip


    Spells

    * Updated the icons of Flaming Sphere, Spiritual Weapon and Dancing Light
    * Removed the ability to upcast Fog Cloud for now. Save the frames, kill the upcasting
    * Added VFX effects to the Tongues spell
    * Fixed a rare crash when refreshing spell slots
    * Fixed a very rare crash when spells go poof game goes boom boom. And that's a no no
    * The Shield spell should now properly end on the start of your next turn
    * Fixed a rare crash when casting a spell inflicting a condition using a scroll
    * The game will now display a warning message when trying to scribe a scroll you already know
    * You can now scribe Greenmage spells if you're a Greenmage
    * When attempting to move spells such as Flaming Sphere, Dancing Light & Spiritual Weapon, you should no longer lose your Bonus action if you immediately cancel instead of moving after selecting it.
    * You should no longer be able to cast Flaming Sphere directly on top a character
    * Added VFX effects to the Remove Curse spell
    * Casting Levitate on an enemy should no longer give them advantage on their Saving Throw
    * Speaking of Levitate, Spiders should no longer turn invisible if you cast Levitate on them. Seriously, who does that?
    * Fixed Protection from poison doing weird stuff


    Characters

    * Snow Dwarves should now properly get +2 in Constitution Saving Throws instead of Advantage. Tell me again about how you "misread" the feature, Larry.
    * Fixed the idle pose when holding a 2-handed sword. Fighters all around the world now know how to properly wield a greatsword
    * Fixed a very peculiar bug where an NPC would sometimes replace your character if the two shared the same name. What can I say, some NPCs always wanted to be adventurers
    * Fixed a bug where Saving Throw modifiers were applied twice against Ghouls paralyzing effect. Larry I'm sure you know how to do basic math, stop cheating
    * Fixed a bug sometimes causing issues when attempting to level up an Oblivion Cleric
    * Fixed characters sometimes not visually waking up from sleeping conditions
    * Characters in Stealth knocked unconscious will no longer be considered in Stealth
    * Adjusted Anton & Miles (pre-made characters) starting equipment
    * Fixed a very funny bug where some characters would wave their torch back and forth, even when unconscious
    * Fixed an issue with the Sorrak ranged attack animation could sometimes be out of sync
    * Aristocrats should now properly have proficiency in Intimidation as displayed in the tooltip
    * Archers should now properly take into account elevation when aiming at the enemy before shooting
    * Disarming a trap while holding a rapier should no longer show the rapier flying around
    * Added some missing audio for Sorraks, such as spellcasting and Doom Laughter
    * Fixed characters sometimes saluting by placing their arm inside their chest instead of on their chest. Poor Sorraks, they're trying their best to blend in
    * Skeletons should no longer hold their shortbows inside their wrist
    * Characters should now reposition themselves automatically if they start their turn stacked on top of someone else
    * Characters' portrait should no longer be blurry after loading a save during combat
    * Fixed Orcs' faces in the Bestiary


    Miscellaneous

    * Added an option to enable non-seeded RNG (has to be activated manually). Savescummers rejoice!
    * Dice Rolls should now properly appear when making ability checks during cutscenes
    * Fixed some lighting issues when swapping to the third weapon configuration (weapon + light source)
    * Fixed most missing texts in French, German and Chinese
    * Fixed the camera sometimes not switching to battle mode when entering combat. Peace is not an option, camera
    * Fixed a crash when the creature with the highest initiative died of an "at the start of your turn" effect.
    * Fixed a whole lot of rare crashes and bugs again! More stability banzai!
    * Added a button on the main menu to easily leave a review on Steam, which you should totally do because that would make you even more awesome than you already are
    * Fixed a rare bug where the game would sometimes display an empty string instead of the correct location of the party in the save file
    * Fixed the camera sometimes going bananas when focused on a character
    * Fixed a rare bug preventing the player from doing Short Rests after doing a Long Rest + Level up
    * The loading screen when launching the game should now properly scale to your screen resolution instead of being horribly stretched
    * Optimized starting time a bit. You should see a slight improvement when launching the game!
    * Fixed a strange bug that would happen when attempting to fast travel and closing the map at the same time
    * Continue & Load Game buttons should no longer be greyed out when cancelling Character Creation
    * Poisoned and Diseased conditions should now properly be displayed
    * Fixed a rare and strange bug where audio levels could get out of sync in certain conditions
    * Rocks should properly roll when pushed now, instead of sliding on the ground
    * Fixed a small issue with the Adventurer Ghost portrait
    * Added new sounds to ghouls, skeletons and zombies
    * Made some slight improvements to the map here and there

    Looks like they managed to mash a lot of what you guys had listed.

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    I can has cheezburger, yes?
  • GoumindongGoumindong Registered User regular
    Thanks for the update Jay. I was a bit busy to catch it

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  • McHogerMcHoger Registered User regular
    I've been playing a bit off and on and I've got some random thoughts.

    I've been treating the light system fairly reactively because I have no how to be proactive with it beyond just casting lights on my shields. Also, Darkvision doesn't seem to actually change how bright the environment is which makes scouting useless because I (the player) can't see.

    The shield combat style is real handy.

    I think gaining spell slots on level up is resetting my spell choices. I keep getting into battles where all my cleric spells are different.

    I have yet to succeed at a dialogue check. I have characters with good charisma, proficiency in each of the dialogue skills, but I never seem to have better than a 30% chance of success.

    This game has a real problem with failed skill checks leading to unfulfilling dead ends. If I was playing for real, I'd be constantly save scumming.

    I really like how the personality system has worked out.

  • cncaudatacncaudata Registered User regular
    McHoger wrote: »
    I've been playing a bit off and on and I've got some random thoughts.

    I've been treating the light system fairly reactively because I have no how to be proactive with it beyond just casting lights on my shields. Also, Darkvision doesn't seem to actually change how bright the environment is which makes scouting useless because I (the player) can't see.

    The shield combat style is real handy.

    I think gaining spell slots on level up is resetting my spell choices. I keep getting into battles where all my cleric spells are different.

    I have yet to succeed at a dialogue check. I have characters with good charisma, proficiency in each of the dialogue skills, but I never seem to have better than a 30% chance of success.

    This game has a real problem with failed skill checks leading to unfulfilling dead ends. If I was playing for real, I'd be constantly save scumming.

    I really like how the personality system has worked out.

    I can confirm that it is possible to win a dialogue check, I did it once (through two playthroughs). It's not a dead end if you just attack folks after failing!

    Spells absolutely also reset at some times, it's not just at level up. Annoying.

    The light system is by far my biggest complaint. You can't ever tell how much light there is unless you're in combat mousing over folks, darkvision is almost no benefit, because you would need to somehow make dim light, but not bright light, to use it effectively. I just cast dancing lights any time combat starts... It's pretty silly.

    PSN: Broodax- battle.net: broodax#1163
  • GoumindongGoumindong Registered User regular
    The main problem with the lighting (besides darkvision being hella buffed*) is that there is no relation between ambient lighting and lit. There are areas of the game that look like they should be brightly lit but are actually in complete darkness.

    *more or less while it’s hard to make dim light specifically for melee folks it’s harder to produce bright light for ranged attacks. The effective range of light for a non-darkvision character is 1/2 normal. And so covers 1/4 the area!

    It gets worse in areas of natural dim light, like dusk. Because darkvision no longer has a range and so darkvision characters now have full regular attack to any range while non-darkvision characters are stuck in their 20 ft light radius!

    I am more or less leading a revolt on the light changes on the forums.

    Re: dialogue. I passed the majority of dialogue on my first playthrough. Some at the end are harder than others though

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  • cncaudatacncaudata Registered User regular
    edited November 2020
    Goumindong wrote: »
    The main problem with the lighting (besides darkvision being hella buffed*)h

    I couldn't disagree with this any more strongly. The default state is that a character with dark vision should be able to see perfectly (for the purposes of attacking) with zero light. The game gives them disadvantage instead. Normal vision characters should be effectively blinded, but have disadvantage instead.

    Normal vision is greatly buffed, and darkvision nerfed in Solasta.

    Now, if they haven't implemented range on darkvision (I honestly couldn't ever tell, because I always use light, because darkvision sucks in the game), I agree with you on that. It very much complicates the matter, darkvision needs a range limit in order to function in a balanced way.

    cncaudata on
    PSN: Broodax- battle.net: broodax#1163
  • GoumindongGoumindong Registered User regular
    There is indeed no range on darkvision at the moment. For melee then its not usually a huge deal but 1/2 the effective range of light means 1/4 the effective area. Its a lot easier to find yourself in a situation where you will have dim light and not bright light. Or, if you have light on a character that isn't your primary melee you will find yourself on the edges fairly consistently.

    For ranged characters its a huge issue unless they themselves are using dancing lights to stick bright light right next to their targets.

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  • GoumindongGoumindong Registered User regular
    Lighting changes coming in the Winter Update: https://forums.solasta-game.com/forum/tldr-9-a-new-lighting-system

    This, i think, means a move towards more RAW lighting.

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  • cncaudatacncaudata Registered User regular
    Yep, I'm pleased with that. I am less pleased that items have disappeared when I moved them to a different character (like, magic armor and bows items, not just a ration pack). Pretty much done until the next update and they fix some things I think.

    PSN: Broodax- battle.net: broodax#1163
  • GoumindongGoumindong Registered User regular
    Speaking of the next big update!

    https://www.solasta-game.com/news/110-solasta-winter-update-patch-notes

    Yesterday this came out(I think, I have been a bit cyberpunked).

    Lighting goes back to tabletop rules! (Almost) Darkvision has range!

    There is a new area and quest line.

    New spells! But still no spike growth.

    You can hide in combat!(Kind of)

    Poisons work, scavengers work, new magic items!

    You can now loot a sizable area around any body you loot

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  • GoumindongGoumindong Registered User regular
    Solasta got its spring update yesterday. Bunch of changes including a dungeon builder!?!!? Too many to list. I don't have time to play this (though again and i was kind of thinking of waiting for full releast) since... X4 and Obra Dihn and starsector but someone else should and report back

    https://store.steampowered.com/newshub/app/1096530/view/3003311896028768450

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  • cncaudatacncaudata Registered User regular
    Yeah, I can't believe they got a dungeon builder in it. The best part of NWN2 was the community built worlds/dungeons. If this grows it'll be amazing.

    PSN: Broodax- battle.net: broodax#1163
  • jdarksunjdarksun Struggler VARegistered User regular
    Looks like the Solasta 1.0 Full Launch is today. Any of y'all still play? How's it looking after the last few months?

  • GoumindongGoumindong Registered User regular
    edited May 2021
    I had not played intentionally in order to not spoil more of the game for myself and am downloading it right now so i will let you know(also i was having internet issues which was one reason for not updating the thread). The last version i played was pretty stable though so i expect mainly just content of varying levels of polish (not to say that the EA wasn't polished but to say that who knows how things go)

    I should also update the game to say its released

    Goumindong on
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  • CarpyCarpy Registered User regular
  • SpawnbrokerSpawnbroker Registered User regular
    Holy shit how does this game not have more buzz now that it's fully launched?

    This is like..the best user interface and best implementation of turn-based D&D combat that I've...ever seen?

    Steam: Spawnbroker
  • MirkelMirkel FinlandRegistered User regular
    Subbed into Game Pass to play this, for some reason it gave me 1+2 months for 1 euro even though I've already tried Game Pass like four times. Weird but I guess they have plenty of money to burn, unlike me.

  • CruorCruor Registered User regular
    I might have to check this game out soon. I've been interested in trying it for awhile, but I have a "no early access" policy for myself.

  • Hexmage-PAHexmage-PA Registered User regular
    Mirkel wrote: »
    Subbed into Game Pass to play this, for some reason it gave me 1+2 months for 1 euro even though I've already tried Game Pass like four times. Weird but I guess they have plenty of money to burn, unlike me.

    This is the first I've heard of Game Pass. Does it have a streaming option like Stadia? I've wanted to play Solasta in addition to Baldur's Gate 3, but I've been having to use Stadia for the latter because my laptop's graphics card isn't up to snuff.

  • jdarksunjdarksun Struggler VARegistered User regular
    Hexmage-PA wrote: »
    Mirkel wrote: »
    Subbed into Game Pass to play this, for some reason it gave me 1+2 months for 1 euro even though I've already tried Game Pass like four times. Weird but I guess they have plenty of money to burn, unlike me.

    This is the first I've heard of Game Pass. Does it have a streaming option like Stadia? I've wanted to play Solasta in addition to Baldur's Gate 3, but I've been having to use Stadia for the latter because my laptop's graphics card isn't up to snuff.
    I think Cloud gaming only works with Xbox titles, and Solasta is on the PC game pass.

  • SpawnbrokerSpawnbroker Registered User regular
    I'm having a blast in the first dungeon so far. Fairly standard party. Human fighter, dwarf cleric with life domain, high elf wizard, and sylvan elf archer ranger with lowlife background who acts as my thief.

    Steam: Spawnbroker
  • GoumindongGoumindong Registered User regular
    edited May 2021
    Holy shit how does this game not have more buzz now that it's fully launched?

    This is like..the best user interface and best implementation of turn-based D&D combat that I've...ever seen?

    See FAQ: is the UI banging? Fuck yea the UI is banging!

    One thing to note is that currently the Hunter feature horde breaker functions when you down an enemy (but let’s you attack anyone) and not as it should :(
    Cruor wrote: »
    I might have to check this game out soon. I've been interested in trying it for awhile, but I have a "no early access" policy for myself.

    I have to say it was one of the cleaner EA that I have played. I might still have access to the demo (which contains a premade party and as far as I know no aspect of the main game).

    Buuut gamepass is hella cheap for the first month. So if you want to try it out it will cost you like a dollar. There is no excuse.

    Then you should buy the game if you like it so that maybe we get more in the same vein.

    Goumindong on
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  • CruorCruor Registered User regular
    I have no objection to EA games for being EA, I just know that the times I have bought things in EA I will play through it, enjoy it, and then basically forget the game exists even after it launches.

    I think EA is a great thing and allows a lot of games to become much better than they would have been without, I just know how I engage with games doesn't mesh well with EA stuff.

  • GoumindongGoumindong Registered User regular
    Cruor wrote: »
    I have no objection to EA games for being EA, I just know that the times I have bought things in EA I will play through it, enjoy it, and then basically forget the game exists even after it launches.

    I think EA is a great thing and allows a lot of games to become much better than they would have been without, I just know how I engage with games doesn't mesh well with EA stuff.

    Entirely fair. I made sure to only play the EA enough to get a sense for the thread and provide initial feedback. (There was a second round that increased the playable area that I ignored) for similar reasons.

    I haven’t got out of the EA areas yet (but should today or tomorrow) so can’t elucidate more. But aside from my hunter ranger not being nearly as good as he should it’s running smooth.

    Also shock arcanists are still OP

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  • CruorCruor Registered User regular
    A ranger in a 5e based game not being the best in combat is, at least, very accurate to 5e!

  • GoumindongGoumindong Registered User regular
    edited May 2021
    Cruor wrote: »
    A ranger in a 5e based game not being the best in combat is, at least, very accurate to 5e!

    Rangers are hella good in combat and the main thing is that people don't realize this because

    1) They concentrate on post level 10 stuffs when this is both
    a) rarely played
    b) not really that focused on what the character does with weapons

    and

    2) They do not understand how the Ranger's abilities work.

    3) They don't understand that rangers are best with versatile/two handed weapons and try to make archers or TWF. The ranger has a LOT of bonus action abilities and these interfere with TWF. Bonus action hunter's mark + versatile long sword == good 1d10+stat+1d6!(or 3d6+stat for greatsword). Bonus action hunter's mark + TWF == bad 1d6+stat+1d6 and only 3d6+stat on rnd 2. The same as a greatsword

    That being said there are some issues with the ranger in 5e. For instance rangers shouldn't have to learn spells. Druids don't, Cleric's don't. Paladins don't rangers should not either. On top of this the ranger's spell progression is really bad at 1/2 levels. A Paladin is going to have 2+ 1/2 level prepared and up to 5 + 1/2 level while a ranger will always be stuck at 2+1/2 level and can't swap things in and out as things change.

    And the ranger capstone sucks but...

    The Hunter Ranger in particular has a lot going for it but its hard to see.

    Horde Breaker is an extra attack in the majority of fights that have two enemies because 5 feet is a good distance in 5e. It encompasses a full 9 potential squares by standard measurement. So at level 5 a fighter is making 2 attacks/round a Horde Breaker is making 3. Sure the fighter can bust to 4 attacks but if the combat goes to 2 rounds the hunter is ahead. Similarly Giant Killer... bonus reaction attack! Ok it only works on some enemies but its still very good considering large enemies tend to be the more dangerous ones.

    Multi-attack defense is hella good. Whirlwind Attack and Volley Attack let you make AoE and sure its weaker than the AoE that a wizard is doing... Buuut they both still work with Horde Breaker. You made an attack on your turn which means you get to attack one target twice and still make the AoE. Since you've probably marked that one you're at what 2d10+2stat +2d6, Its not quite 3 attacks of damage but its pretty close. And all three options for Superior Hunter's defense are hella good

    Goumindong on
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  • CruorCruor Registered User regular
    Consider my mind changed! I've never played a ranger myself (in my games in 5e I've played a couple clerics and a bard and that's about it...) but it's nice knowing that they're not as bad as the memes make them sound. I know that they're fantastic when it comes to the Exploration pillar of DnD, but a lot of groups and DMs just kinda ignore a lot of the exploration and travel stuff to get to the RP/Combat stuff.

  • GoumindongGoumindong Registered User regular
    If you're making one in Solasta i am not sure whether or not Giant Killer or Horde Breaker is better yet though

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  • jdarksunjdarksun Struggler VARegistered User regular
  • AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    jdarksun wrote: »
    Little disappointed I can't make a Bard or a Sorcerer or a Warlock.

    Yeah, limited classes is a bit of a weak point at the moment.

    They have said before that Sorcerer will come as post-launch free DLC.

    The rest of the classes, races, and such for DnD SRD 5e will come in various DLC depending on how well the game performs. They do stress that they don't want to make any promises though. After all they are a small studio with a small budget.

    They cannot add anything that isn't in DnD SRD 5e.

    A Capellan's favorite sheath for any blade is your back.
  • McHogerMcHoger Registered User regular
    Honestly, you should run a ranger just because someone finally made a D&D video game where you can actually use Goodberry as it was intended.

    I'm curious to see if running an Insight Cleric with the caster Fighter and Thief is a party that doesn't need a Mage.

  • GoumindongGoumindong Registered User regular
    Without some blasting spells you will be missing a mage. Buuut if you have a Sun or Elemental Cleric instead you probably won't miss the Mage

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  • McHogerMcHoger Registered User regular
    Goumindong wrote: »
    Without some blasting spells you will be missing a mage. Buuut if you have a Sun or Elemental Cleric instead you probably won't miss the Mage

    I have some weird obsession with the Insight cleric. It seems like some fun utility class but seems like it's just short of being able to replace a mage or a rogue. I'll still play around with a party set-up. I've got to finish up a run of Baldurs Gate first.

  • GoumindongGoumindong Registered User regular
    Could always Cleric Cleric, Ranger, Fighter or Cleric Cleric Rogue Fighter

    wbBv3fj.png
  • SpawnbrokerSpawnbroker Registered User regular
    edited May 2021
    My Ranger is currently one of my party MVPs. They have Goodberry so they feed the party; I can go light on rations. My ranger is also my thief. I'm going archery with Hunter because my fighter and cleric are both up close and personal. Lowlife background can make a good approximation of a rogue for everything outside of combat.

    I'm sure I will have a different opinion on this once I play on the highest difficulty

    Spawnbroker on
    Steam: Spawnbroker
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