Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

KickStarter Solasta Pre-Release Thread [GAME RELEASED, GO TO NEW THREAD]

Darkzone

Arcane
Joined
Sep 4, 2013
Messages
2,323
Uh, is this a thing? Isn't the whole point of the SRD that you don't need a license? https://www.kickstarter.com/projects/tacticaladventures/solasta-crown-of-the-magister/posts/2630193
Could be wrong, but they might have received approval to refer to their game as "D&D" instead of something such as "Based on the 5th edition of the world's most popular roleplaying game"(typical lingo used for third-party content to avoid licensing issues)
This was my initial thought, but this cannot be that simple.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Bit more context and hope from Discord (no, they can't call this D&D, since it's not D&D as a property):

yes we can't say D&D (except for the licensing agreement)

it's not a D&D product

we still can't make a game in the Forgotten Realms setting for instance

or have beholders / mind flayers, which are trademarked by WotC

it's simply that SRD works a little different for video games (compared to books), so we ensured there would be no legal complications down the line by getting a SRD license from WotC

There isn't much difference, it's just that it's now official and that we won't risk WotC knocking on our door later :p

and... it could mean tighter collaboration in the future

so maybe a future, official D&D 5e game by Tactical is possible
 

Hamlet

Novice
Joined
Jun 30, 2019
Messages
20
As far as I can tell, this will make no meaningful difference to the player. There is still only one sub-class per class, and only one sub-race per race, available in the 5.1 SRD. They'll still need to home-brew the rest of sub-classes and sub-races, without the full license.
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
14,470
Location
Frostfell
"We are committed in bringing the SRD 5.1 Ruleset to life on PC as faithfully as we can, with changes being limited to rules needing to be adapted for video games (exemple: Longbows would be able to hit targets from dozens of screens away). We are committed in bringing the SRD 5.1 Ruleset to life on PC as faithfully as we can, with changes being limited to rules needing to be adapted for video games (exemple: Longbows would be able to hit targets from dozens of screens away). " https://www.kickstarter.com/projects/tacticaladventures/solasta-crown-of-the-magister

Well, on NWN2, is possible to hit enemies at 250 feet with Eldritch Blast even without the mods that correct the ridiculous nerfs that the class received in relation to pnp.
 

Elex

Arbiter
Joined
Oct 17, 2017
Messages
2,043
As far as I can tell, this will make no meaningful difference to the player. There is still only one sub-class per class, and only one sub-race per race, available in the 5.1 SRD. They'll still need to home-brew the rest of sub-classes and sub-races, without the full license.
they have more spells also and that matter a lot.
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
13,514
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.kickstarter.com/projects/tacticaladventures/solasta-crown-of-the-magister/posts/2631542

Almost there (92%), Paladin wins the vote! (+Referral Update & Physical Goods)

c4a1be280f7c9ae0102dd2ed653f0028_original.png

That 100% goal isn't going anywhere!

You folks are fantastic. We had prepared a little sketch of our favorite sassy elven rogue in anticipation for hitting 90%, but when we arrived at the office we were already at 92%. Words cannot express how excited we are so close to the goal, so close to revealing our upcoming stretch goals!

c6193c89f1af08dda973b17960779834_original.png

Class Vote is over. The final results are:
  • Facebook: 562 (51%) Paladin - 532 (49%) Ranger (1,094 Votes Total)
  • Twitter: 49% Paladin - 51% Ranger (630 Votes Total)
  • Discord: 329 (50.2%) Paladin - 326 (49.8%) Ranger (655 Votes Total)
  • Backer Vote: 816 (51%) Paladin - 729 (49%) Ranger (1,585 Votes Total)
fc9c514bbb39e78677a9ccfb2ab15d10_original.png

The Paladin is in and ready to kick some major butt!

Paladin wins this round... barely! The Ranger did not go down without a fight. Keep an eye out - he lost the battle, but not the war.

c2b6c1ca5f261cd5c1569ac3f6631073_original.png

Some of you voiced their issues over the week-end with our current Referral Program. As one of the pillars of Tactical Adventures is to be transparent with our community, we promised we'd give a bit of insight about it, and so here we are.

At the end of the day, it's still your money and the final decision falls to you. While we're always sad to see people leave, we will always respect your choice.

Why make a Referral Program?
It's fairly simple, really: our current goal is get as many people as possible to know about Solasta: Crown of the Magister, and back the project. Referral Programs work well in encouraging people to share the project, and the promise of rewards give an extra push to those who might have been on the fence.

Why did it launch so late? I already shared the project with my friends!
First of all, our upmost thanks to you if you did. You just need to send us a mail over at contact@tactical-adventures.com with "Referral Program" in the title, and your Backer Name + the Kickstarter names of your backer friends, and we'll add you to the list.

The late launch was not on purpose - we're using Beta Tools provided by BiggerCake. Between ensuring the good launch of our Kickstarter Campaign and testing those tools to make sure they work properly, the Referral Program unfortunately launched a fair bit later than we would have liked.

Isn't this unfair? Most people won't have access to those items!
Our reasoning was the following: "Let's create a few weak but entertaining magic items to encourage people to share the project". By doing so they bring more people, and in turn we can reach more stretch goals - adding more content for everyone. However, we noticed that quite a few of you were unhappy with not being able to get these small magic items. To be completely honest, we didn't think they would be that important in your eyes.

Which is why we decided to update the rules a little. The Referral Program stays as it is, but if we reach a certain number of Referrals, we'll progressively unlock the Items to every backer. This way people are still incentivized to bring in new friends, but on top of it everyone benefits if it works!

Hopefully those changes should address the issues that were brought up over the week-end. If not, don't hesitate to tell us in the comment!


5b28e8e4d888bddde04544b832f55802_original.png

We noticed that a lot of people were confused or unaware of the option to purchase physical add-ons separately from their pledge. As a reminder, here is how it works:
  • You decide which Kickstarter Tier you want to Pledge
  • You check the price of the Add-On you want
  • You add that amount to your Pledge
  • When the Kickstarter Campaign is over, you get to select the Add-On in our Pledge Manager
What Add-Ons are available?
3b2daf49017c7cadd4721649db9d18b5_original.png

The Adventure Box, with a GM Screen, Dice Set, Short Adventure (lvl 1-3), Standees, Battle Board, Character Sheets & more
292f0cde40703e0652c80c98abd8b6ff_original.png

The Solasta Campaign Rulebook, detailing the World & Factions of Solasta, as well as Archetypes & Sub-Races specific to the setting
574195fcea09c1dfc76e824b64a49a83_original.png

The Kickstarter version of the Solasta Campaign Rulebook, sporting an additional section with various Illustrations, Sketches & Concept Art
9849916bec63ebe574a5e642aa0a6591_original.png

The Solasta Original Soundtrack on Vinyl Records
Can't I wait until the Kickstarter Campaign is over?
Well, technically you can simply wait and purchase the Add-Ons in the Pledge Manager, but doing so in Kickstarter will contribute to the Stretch Goals, whereas doing so in the Pledge Manager won't.

Why do I have to wait after the Kickstarter Campaign is over to choose?
Kickstarter unfortunately does not have an interface for Add-Ons, meaning that you will only be able to choose what you do with that extra money you added on top of your pledge after the campaign ends, when the Pledge Manager takes over. It's more a technical limitation than anything else.

554e7edbc068657b74ab2a7d309d9fc1_original.png


New week, new friends! If you’re looking to get your blood pumping, check out the fast paced action-adventure platformer that is Savior ! Not only does the gameplay and the animations look smooth as butter, there’s an undeniable charm behind its lovingly-crafted Pixel Art. And the combat is shaping up to be incredible too!

So, interested in exploring the open-world of Arcadia to help its inhabitants? It’s just a click away!

 
Last edited by a moderator:
Joined
Jan 17, 2015
Messages
781
Maybe, possibly but compared to other pauldrons I have seen (in other fantasy(ish) games that I don't want to mention) those are downright inoffensive
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,229
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Orcs too! https://www.kickstarter.com/projects/tacticaladventures/solasta-crown-of-the-magister/posts/2632636

The Orcs & Humans of Solasta (+ Reddit AMA Schedule & 95% Funded!)


The Tactical Adventures crew will be holding an AMA (Ask Me Anything) on Reddit /r/games starting Thursday 26th at 7 am PDT / 10 am EDT / 4 pm CEST. Tactical Archimat (CEO & Creative Director), Tactical Zaz (Gameplay Director) and myself (Community Lead) will be answering questions live for at least 3 hours (and maybe a few more).

So don't be shy, come and ask us what you want to know! On another note, only 5% more to go and we'll be funded!

9b0b0843c8b565766566d90d216db9f9_original.png

By Aileen Rendyll, Loremaster of the Einarium

Origins and History
Unlike elves, dwarves, and halflings, humans are not native to Solasta. Their race appeared on another world, called Tirmar.

Humans are short-lived, and value the present and the future more highly than the past. After a millennium on Solasta their memories of Tirmar have become legends, studied only by priests and scholars. The high elves say that humans have three talents: multiplying, forgetting, and worshipping.

dc78283389f84887505d1b901b845db4_original.jpg

Human Cleric (Early Draft, Research)

Where Solasta was a world of magic, whose peoples learned to shape mana using arcane spells and rituals, Tirmar was a world of gods. Instead of studying arcane magic, humans worshipped the gods, and strengthened them through their devotion. There were gods for every aspect of life on Tirmar, even for the darkest purposes. In return, they gained a mastery of divine magic.

Years of war and fear led to the birth of the Tirmarian Inquisition, an institution created to protect humans, but that ended up corrupting them instead. An evil god grew in power, threatening all that was good on Tirmar. Many gods left their homeworld with their followers, passing through the Rift to Solasta. Humans arrived on this new world, full of hope and praying for safety, but before they had time to settle, the Cataclysm struck.

After the Exodus and the Cataclysm, humans found themselves welcome across most of Solasta. Unlike the elves, they knew how to build, farm, and survive without magic, which was a great advantage in a mana-depleted world, and even their divine magic relied on the power of the gods instead of the mana of the world.

3b155d9ab1b631e58b5de86de734072f_original.png

Human Spellcaster (Sketch, Research)

The humans and their deities became part of Solasta. They have been integrated into almost every nation, and some have become powerful, well established lords, wizards, or kings. They settled the majority of their population in Borealis and south of the Badlands, and are also numerous in Gallivan, the Snow Alliance, and the Principality of Masgarth.

Despite this widespread integration, a few humans still revere the old culture of Tirmar. In certain regions, these traditionalists preserve the old Tirmarian language through religious ceremonies and profane rituals. Scholars traveling in remote areas have encountered human villages where the pure Tirmarian language is still spoken, a thousand years after the Exodus.

Some elements of Tirmarian architecture have also survived, partly through the inexplicable workings of the Cataclysm that brought entire buildings from one world to another, but mainly because most temples on Solasta are constructed following the same architectural principles as their predecessors on Tirmar.

The Church of Einar, god of valor and fidelity, is the chief preserver of relics and stories from the past, from the rise of the Inquisition to the Exodus and the Cataclysm. Paladins of Einar swear an oath to Tirmar itself and devote themselves to following the tenets of the Inquisition, continuing the fight against the evil that cause the fall of Tirmar and that followers of Einar swore to never let rise again. We, at the Einarium, make sure the past is never forgotten.

92e2f7bab4098cfcda2bd51a59273080_original.png

Male Paladin (Early Draft, Research)

Appearance
Humans are as diverse on Solasta as they had been on Tirmar, with a much wider variation in height, build, and coloration of skin, hair, and eyes than any of the Solastan races. On average they are taller than dwarves and broader than elves, with facial features that are not unlike those of halflings.

b3179fc6b3b659b4d102a40f158bf254_original.png

Origin Story
Scholars agree that there were no orcs on Solasta before the Cataclysm. They are also absent from the surviving human histories of Tirmar. They seem to have appeared in the aftermath: a new threat in a beleaguered world.

Some speculate that they came through the Rift from some third place, but the archivists of the Einarium are firmly against this theory.

076ea8258b20b304ab3afba313b8ca0f_original.png

Orc Warrior (Sketch, Research)

The truth is that the orcs are linked to the Cataclysm. Their story is a sad one, for their ancestors were proud Tirmarian humans. Members of barbarian tribes from the high, jagged mountains of Tirmar, they were fearless in battle, for their harsh environment fostered a contempt for death within them. While they respected the Tirmarian pantheon, each tribe also venerated a totem animal, typically one renowned for its strength and ferocity. They made ideal shock troops, and the Tirmarian Inquisition regularly sent them into the toughest spots.

As the Cataclysm unfolded, the Bear Brothers and the Snow Lions fought on the front lines, side by side with the Imperial Iron Legions. Heedless of casualties, they slowly forced the enemy back so that the Imperial wizards could come close enough to close the Rift.

As the rift closed, the enormous strain on the mana of the land had a devastating and varied series of consequences. All know of the centuries when there was not enough magic to cast even the simplest cantrips; of the earthquakes, floods, and famines; the cold and the drought – but the fate of the Tirmarian barbarians was crueler still.

As the Rift closed, a backlash of magic engulfed the front lines, wiping out the Iron Legionnaires. For some reason, though – their human physiology, or their unyielding barbarian toughness – the Tirmarians survived. However, they were no longer human. The twisting magic ripped through their bodies, turning human intelligence into orcish ferocity and barbarian honor into monstrous bloodlust. The men and women were transformed into half-beasts, warped parodies of humanity’s basest instincts.

12e7639f0e76780b7e103da017096414_original.png

Orc Tribe Variations (Sketch, Research)

Over the days following the battle, the transformation became complete and the survivors began to move away from the Rift. They called themselves orcs, from the dim memory of a word in the mountain dialect: urrak, meaning strong or capable. Strength and capability had become the only virtues they understood. They wandered the land looting and killing. Many became cannibals, eating the bodies of their fallen foes as much to show dominance as to satisfy hunger. As they spread across the ruined world, sub-groups gathered behind particularly strong leaders, sometimes taking over a tribe and sometimes splitting off to form a new one. Tribes fought whenever they met, but all followed the violent orc way and all would band together against a foe who wielded the hated power of magic.

In time, the orcs moved out of the Badlands and into the Marches. Occasionally a tribe will grow strong enough to raid civilized areas and bring back captives as slaves or as food. Even less frequently, a cunning leader is able to forge a temporary alliance of tribes for the same purpose, but orcs are fractious by nature and such alliances seldom last long.

With strongholds in the mountains that separate the Marches from the Badlands, each orc tribe developed its own form of orc culture, fully orcish and yet distinctive, as each tribe forged its own path.

Although orcs share a common hatred of magic, their shamans wield a quasi-religious power through pacts with local spirits. They strive to prevent clan rivalries and petty feuds from developing into all-out war, often by organizing ritual combats between the champions of both sides. These fights sometimes settle a dispute, but just as often the losing side resorts to war rather than accepting defeat.

d0cefeebe4ecea029d7c950c911120fe_original.png

Orc Warrior (Concept Art)

Psychology
Although other races regard them as savages, orcs do have a culture, however barbaric. Orcs define themselves by their clan. For an orc, being clanless is, in many ways, worse than death, and in many clans banishment is regarded as a harsher punishment than execution.

As well as identity and protection, the clan provides structure and order. In the chaotic environment of the Badlands and the Marches, these are things that orcs crave. Each orc has a rank and a place within the clan, with superiors, inferiors, and duties. Ambitious individuals scheme to improve their position, usually under the watchful gaze of the tribe’s shaman.

Orcish mercenaries are occasionally hired by Solastan employers, most often the petty warlords of the Marches rather than the rulers of the more civilized nations. They are generally employed as expendable shock troops as well as for those unsavory tasks which might cause their employers’ regular troops to mutiny. A clanless orc takes surprisingly well to the mercenary life, with the mercenary band filling the role of the clan in providing security and structure. The colors of a mercenary company usually ensure that orcs are not taken for raiders and killed on sight, and as harsh as mercenary discipline can be, it is seldom as brutal as life within an orc clan

Description
Orcs are of a similar size and build to unusually large and muscular humans. Their skin is a dark olive green in color, and often decorated with clan tattoos and brands. Their hair is usually black and coarse. Their jaws are heavy and their teeth are large, with especially pronounced canines.

1dd695de6d8ec05f8e69f1a7b7997789_original.jpg

Orc Types (Early Draft, Research)

Orc Types
Even though the Cataclysm destroyed much of their humanity, orcs retain a notion of classes and professions, and they are encountered in greater variety than most other monsters.

Orc fighters are melee fighters, tough and brutal.

Orc archers are not as strong as fighters, but make up for that with cunning. Their skill with bows, makes them effective hunters and secures them a place within the tribe. They sometimes use poison on their arrows, usually to subdue or paralyze rather than to kill.

Orc Shamans pray to the totems of their clan, keeping the ancient animistic traditions, albeit in a dark and twisted form. Shaman spells are based on divine magic, but shamans do not specialize in a particular domain. Indirectly, and unknown even to the shamans themselves, their prayers are answered by Arun in one of his more primitive manifestations.

Orc Chiefs are almost always the biggest, strongest, and most brutal members of their tribe. Most are more intelligent than average, and possessed of an animal cunning that serves in place of education. Having the first choice of any loot (or rather, the strength to take anything they want from anyone else in their clan), they usually have better armor and weapons than other orcs. As a sign of prestige and power, some orc chiefs employ ogres as a personal guard.

 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
14,470
Location
Frostfell
IF you could choose any class and add to the game, what classes would you choose? I would choose warlock and artificer
 

Modron

Arcane
Joined
May 5, 2012
Messages
9,934
That Psionic class that derived its power points from constitution.
 

Rinslin Merwind

Erudite
Joined
Nov 4, 2017
Messages
1,274
Location
Sea of Eventualities
IF you could choose any class and add to the game, what classes would you choose? I would choose warlock and artificer
I would choose artificer too, although it's hard as fuck to implement (imho), but it's worth at least to try. Not sure about warlock, though.
Artificer is awesome and creative class, while warlock is just a boring variation of wizard enslaved by otherworldly being. As if with Gods there wasn't enough hassle, with Patrons there are serious chances that whole party will suffer, because retard warlock was betrayed by his patron.
 

Spectacle

Arcane
Patron
Joined
May 25, 2006
Messages
8,363
IF you could choose any class and add to the game, what classes would you choose? I would choose warlock and artificer
I would choose artificer too, although it's hard as fuck to implement (imho), but it's worth at least to try. Not sure about warlock, though.
Artificer is awesome and creative class, while warlock is just a boring variation of wizard enslaved by otherworldly being. As if with Gods there wasn't enough hassle, with Patrons there are serious chances that whole party will suffer, because retard warlock was betrayed by his patron.
Bro, that's just the DM exercising his God-given right to fuck with the party any way he wants to. There's nothing in the warlock rules about the patron betraying the warlock, or even any mechanic for making demands of the warlock. The whole patron relationship is really just fluff unless the player and/or DM wants to make it something more.
 

Kyl Von Kull

The Night Tripper
Patron
Joined
Jun 15, 2017
Messages
3,152
Location
Jamrock District
Steve gets a Kidney but I don't even get a tag.
Feel compelled to point out that when everyone was like, "oh man, they sure want to raise a lot of money, it'll be a real close call," or even, "no way will they hit that target," I told you fools they'd have no problem.

--KVK
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
14,470
Location
Frostfell
Artificer is awesome and creative class, while warlock is just a boring variation of wizard enslaved by otherworldly being. As if with Gods there wasn't enough hassle, with Patrons there are serious chances that whole party will suffer, because retard warlock was betrayed by his patron.

Not true. Warlocks originated on 3.5e complete arcane. And their relationship with their patron is much more akin to master / apprendice than to cleric to his deity on 5e. The DM can make WLK into an divine caster if he likes, but is not the core rules. The master of your wizard or the barbarian chief can betray they too... Think in Warlock as an "outsiderish" arcane caster, just like an druid is an "naturish" divine caster. Many people seens to think that WLK gains her power from the patron(something that makes no sense, since only deities can grant spells and WLK's are arcane casters)

That said, WLKs can bring a lot of things that Wizards can't have. Like

  • Different cantrips
  • Invokations
  • Spells that he regain via short rest
  • Different dice pool
  • Different thematically
  • Spontaneous casting instead of memorized
  • Casting in armor
  • An "outsider" familiar(pseudo dragon, imp, etc)
  • Can be good at melee if you have pact of the blade
And the best cantrip ever. Eldritch Blast

iu

https://forgottenrealms.fandom.com/wiki/Eldritch_blast

That Psionic class that derived its power points from constitution.

Are Psionic a OGL class? I would love to see it...
 
Last edited:

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,687
Location
Perched on a tree
Feel compelled to point out that when everyone was like, "oh man, they sure want to raise a lot of money, it'll be a real close call," or even, "no way will they hit that target," I told you fools they'd have no problem.

--KVK

The promise of that amazing verticality won over all the hipsters.
Turns out it's a cheap gimmick but few are those able to spot it, yet, i believe the smokescreen won't last long when we get to the full release.

I still hope it'll turn out to be a decent game through.
 

Kyl Von Kull

The Night Tripper
Patron
Joined
Jun 15, 2017
Messages
3,152
Location
Jamrock District
Steve gets a Kidney but I don't even get a tag.
Feel compelled to point out that when everyone was like, "oh man, they sure want to raise a lot of money, it'll be a real close call," or even, "no way will they hit that target," I told you fools they'd have no problem.

--KVK

The promise of that amazing verticality won over all the hipsters.
Turns out it's a cheap gimmick but few are those able to spot it, yet, i believe the smokescreen won't last long when we get to the full release.

I still hope it'll turn out to be a decent game through.

Dude, they released a great demo the day the Kickstarter launched. It's a strong implementation of D&D combat. The verticality creates some interesting possibilities, but that's not why people are giving them money.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
Are Psionic a OGL class? I would love to see it...
It wouldn't be hard to adapt.
Game rules can't be copyrighted in USA. To quote the US Copyright Office:
Copyright does not protect the idea for a game, its name or title, or the method or methods for playing it
The rules book itself can be copyrighted. But that merely protects that specific expression of the ruleset and not the ruleset itself.
You have to watch out for things that are trademarked, however.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom