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Not quite related but I'd much rather have a limited set of tools that I need to get creative with than a boatload of stuff which are tailored to very specific situations.
With regards to another campaign, Lost Valley didn't give me a shred of confidence. It's a tiny step forward and two large steps back - essentially the map is better, but except for a few highlights, the encounters are even more copy-pasted and uninteresting.
I'm more optimistic. Lost Valley would have been released when there was barely any DM content and props in the DM show signs of progress toward a better understanding of how to allow for interesting area design. Its good enough that at this point if they let me customize enemy spell parameters (not the spells, just the parameters), put in more props for verticality (similar to castle walls, though floor raising/lowering by some method would be best), and let adds automatically latch into battle with the same encounter number then I'd feel the only thing holding me back would be myself and not the DM.
The devs have said content for the DM has to come from official campaigns to be worth the cost. So even if the official campaign somehow sucks, it still feeds the real beast.
And done with the crown of the magefag campaign. Had fun but no urge to replay it.
Gonna either try Lost Valley with a party of barbarian, paladin, fighter and ranger or take a crack at Artyoan's modules.
And done with the crown of the magefag campaign. Had fun but no urge to replay it.
Gonna either try Lost Valley with a party of barbarian, paladin, fighter and ranger or take a crack at Artyoan's modules.
I played a couple other short user campaigns, now running back through the forsaken isle to rebalance the final battle with new creatures, then gonna return to user campaigns. Won't be a major change but the final battle will be different. Lost Valley isn't bad but the faction alignment ended up being clear as mud and my ending was a massive buzzkill for me.
And done with the crown of the magefag campaign. Had fun but no urge to replay it.
Gonna either try Lost Valley with a party of barbarian, paladin, fighter and ranger or take a crack at Artyoan's modules.
I played Destined to be Loveless which I liked the story, some of it told through enemy/item descriptions and has to be figured out via inference which I loved, but it was made when a lot of features weren't available so the basic gameplay suffers a lot for it.
Working on Depths of Darkness, which just came out, and should get to level 5 for exporting characters at the end, to then import them into Shadows over Brightreach. Heard nothing but good things about Shadows over Brightreach too.
I've been looking for modules with more story elements but I actually have an itch to make a pure combat campaign with somewhat randomized maps/vendors/combat.
Barbarian, rogue, cleric and sorceror. Barbarian with decent dex + path of stone is good for only three things- hitting hard, being hard to hit and taking hard hits when they do connect. Path of stone + ac boosting items and feats will make him practically untouchable.
Until the very last round of combat in the game, he stayed consistently above 60% hp.
how so? it actually lags behind end game when other classes get extra attack while you can still sneak attack once.
Although at the beginning, when you can re stealth and shoot bow, it is amazing
anyway you are going to enjoy no caster ones, I did in both campaigns. No need for heals when your paladin and ftr cant get hit. Id do whole maps without resting - I always like to limit them
I'm playing the base game only as a wizard/leader, paladin, rogue, cleric team and the game is brilliant! I really like everything about it except for the setting and plot and I am usually a Real-Time with Pause kind of a person. It deserves an easy 7/10
by the time the party ventures upon the quest to find the second gem.
The interface is intuitive and the division of the map into tiles with altitude layers is genuinely brilliant. You can even fly around. It deserves a place just beside the Temple of Elemental Evil as the best Turn-Based Western Role-Playing Games.
If it was set in the Forgotten Realms this game would be a 9/10 for me. Also, I wish there was dual-classing.
I'm playing the base game only as a wizard/leader, paladin, rogue, cleric team and the game is brilliant! I really like everything about it except for the setting and plot and I am usually a Real-Time with Pause kind of a person. It deserves an easy 7/10
by the time the party ventures upon the quest to find the second gem.
The interface is intuitive and the division of the map into tiles with altitude layers is genuinely brilliant. You can even fly around. It deserves a place just beside the Temple of Elemental Evil as the best Turn-Based Western Role-Playing Games.
If it was set in the Forgotten Realms this game would be a 9/10 for me. Also, I wish there was dual-classing.
There is a mod called Unfinished Business on github that has an enormous amount of new subclasses, multiclassing, and settings. I haven't used it yet, though I will. But its highly likely to be what you want, though using it mid-campaign wouldn't be advised.
Anyone finding Solasta to be stale should check it out. And then check out user campaigns.
Rather than attempting to obtain the license for the worst D&D/AD&D setting ever created, the developers of Solasta would have been better served by acquiring the rights to use the Dragonlance setting, rather than merely ripping it off with the game world overall being vague or incoherent.
I'm tempted to give Lost Valley 10/10 solely because I am not running out of elves to kill. So many elves especially in the secret prison.
Honestly it's got a better plothook compared to the crown of the magefag, and the jungle vibes is nice.