Especially 5E removed or nerfed Save or Die spells, poor concentration mechanic is bad for the caster.
2 rogue/
Why do warlock spells stop scaling after lvl 5?
Because warlock regain spells on a short rest, and being able to cast 9th level spells four times per short rest would be busted. So warlocks get their weird short rest spellcasting up to spell level 5, and everything higher than that is Mystic Arcanum - meaning, one spell slot that recovers on a long rest.Why do warlock spells stop scaling after lvl 5?
No, I get they don't get more slots and higher level spells, but why cap casts at lvl 5 instead of letting them scale to 6,7,8?Because warlock regain spells on a short rest, and being able to cast 9th level spells four times per short rest would be busted. So warlocks get their weird short rest spellcasting up to spell level 5, and everything higher than that is Mystic Arcanum - meaning, one spell slot that recovers on a long rest.Why do warlock spells stop scaling after lvl 5?
Any weapon with the tag 'monk weapon' will use your martial arts die. Not just gauntlets. So there are several monk weapons that are legendary.Think I'm gonna dump the monk then, was already annoying in the main campaign.Not seen any legendary monk stuff, while when it comes to finesse weapons or simple weapons you get a ton.
They've leaned into long resting it seems. Heavily disincentivizes short-rest classes, like warlocks.In the new ice palace dlc, is resting too limited?
I am in doubt between another shock arcanist main or wlk. No point in warlock if I can rest after each encounter. And will have a barb, a druid and a cleric in the party. Dint brought the dlc yet but after i go to home(i am in the gym right now) I will buy it. Seems good.
Other question. Is truth that in 5e playtest, warlocks where int casters and wotc changed it?
It's important to consider that the shadowcaster rogue can now sneak attack with spells at level 13 (so pretty much as soon as you start this new DLC). As a high elf you can take fire bolt which will scale up to 4d10+7d6 at that point, which is a Pretty Fucking Good use of your rogue's turn. I have no idea how the other rogue archetypes are supposed to compete with that.rogue can restealth for free as soon as lvl2. As such hitting targets with a bow is not a problem. When it occurs you can often still try your dagger. Honestly its only at 10+ when rogue starts getting behind. Before I consider it main dmg dealer.
Sneak atack alpha strike makes sure to disrupt caster concentration too.
Sure, having 4 melee characters sounds nice, but its hard to utilize them fully in many fights.
Ranger is superior, but in late levels. Marksman can disengage and even restealth now, although its late. If I were only to start fresh in dlc Id think again about not having a rogue, but as I plan to experience main campaign with less bugs, its optimal to have one. Also Im interested to push shadowcaster AC high. Mage armor appear to work with empress garb and bracers. Add shield and you can tank if dashing away is not an option. I do even consider grabbing shield feat...
thief can cast fireball from scroll for free... Its what I wanted to do since beginning but items to use for free were just never thereIt's important to consider that the shadowcaster rogue can now sneak attack with spells at level 13 (so pretty much as soon as you start this new DLC). As a high elf you can take fire bolt which will scale up to 4d10+7d6 at that point, which is a Pretty Fucking Good use of your rogue's turn. I have no idea how the other rogue archetypes are supposed to compete with that.rogue can restealth for free as soon as lvl2. As such hitting targets with a bow is not a problem. When it occurs you can often still try your dagger. Honestly its only at 10+ when rogue starts getting behind. Before I consider it main dmg dealer.
Sneak atack alpha strike makes sure to disrupt caster concentration too.
Sure, having 4 melee characters sounds nice, but its hard to utilize them fully in many fights.
Ranger is superior, but in late levels. Marksman can disengage and even restealth now, although its late. If I were only to start fresh in dlc Id think again about not having a rogue, but as I plan to experience main campaign with less bugs, its optimal to have one. Also Im interested to push shadowcaster AC high. Mage armor appear to work with empress garb and bracers. Add shield and you can tank if dashing away is not an option. I do even consider grabbing shield feat...
This isn't happening for me - main hand strikes normally with dagger 2x, but flurry of blows doesn't benefit. If you swap to gauntlets it gets it's bonus.Any weapon with the tag 'monk weapon' will use your martial arts die. Not just gauntlets. So there are several monk weapons that are legendary.Think I'm gonna dump the monk then, was already annoying in the main campaign.Not seen any legendary monk stuff, while when it comes to finesse weapons or simple weapons you get a ton.
My monk is using some +3 legendary dagger which is ridiculously buff for 5e. 1d8 (martial arts die) +3d4 (acid) crit on a 18+. It was the first I found an hour or two in.
TA really wants the Wotr crowd.
What do you mean "for free"? He can use his turn to cast the spell, sure, but the scroll is still consumed and it takes his action. If spamming fireball scrolls is the most interesting thing you can imagine for your rogue to do, why isn't he a sorcerer?thief can cast fireball from scroll for free... Its what I wanted to do since beginning but items to use for free were just never thereIt's important to consider that the shadowcaster rogue can now sneak attack with spells at level 13 (so pretty much as soon as you start this new DLC). As a high elf you can take fire bolt which will scale up to 4d10+7d6 at that point, which is a Pretty Fucking Good use of your rogue's turn. I have no idea how the other rogue archetypes are supposed to compete with that.rogue can restealth for free as soon as lvl2. As such hitting targets with a bow is not a problem. When it occurs you can often still try your dagger. Honestly its only at 10+ when rogue starts getting behind. Before I consider it main dmg dealer.
Sneak atack alpha strike makes sure to disrupt caster concentration too.
Sure, having 4 melee characters sounds nice, but its hard to utilize them fully in many fights.
Ranger is superior, but in late levels. Marksman can disengage and even restealth now, although its late. If I were only to start fresh in dlc Id think again about not having a rogue, but as I plan to experience main campaign with less bugs, its optimal to have one. Also Im interested to push shadowcaster AC high. Mage armor appear to work with empress garb and bracers. Add shield and you can tank if dashing away is not an option. I do even consider grabbing shield feat...
Oh - I see what you're saying. Unarmed strikes (the bonus attacks) using anything but your naked fists is straight up Solasta home-brew vs. how it's RAW.This isn't happening for me - main hand strikes normally with dagger 2x, but flurry of blows doesn't benefit. If you swap to gauntlets it gets it's bonus.Any weapon with the tag 'monk weapon' will use your martial arts die. Not just gauntlets. So there are several monk weapons that are legendary.Think I'm gonna dump the monk then, was already annoying in the main campaign.Not seen any legendary monk stuff, while when it comes to finesse weapons or simple weapons you get a ton.
My monk is using some +3 legendary dagger which is ridiculously buff for 5e. 1d8 (martial arts die) +3d4 (acid) crit on a 18+. It was the first I found an hour or two in.
TA really wants the Wotr crowd.
thief kit can use items as cunning action. Problem is that scrolls are not permitted to him until dlc when they can use anythingWhat do you mean "for free"? He can use his turn to cast the spell, sure, but the scroll is still consumed and it takes his action. If spamming fireball scrolls is the most interesting thing you can imagine for your rogue to do, why isn't he a sorcerer?
So monks are even worse in tabletop?Oh - I see what you're saying. Unarmed strikes (the bonus attacks) using anything but your naked fists is straight up Solasta home-brew vs. how it's RAW.This isn't happening for me - main hand strikes normally with dagger 2x, but flurry of blows doesn't benefit. If you swap to gauntlets it gets it's bonus.Any weapon with the tag 'monk weapon' will use your martial arts die. Not just gauntlets. So there are several monk weapons that are legendary.Think I'm gonna dump the monk then, was already annoying in the main campaign.Not seen any legendary monk stuff, while when it comes to finesse weapons or simple weapons you get a ton.
My monk is using some +3 legendary dagger which is ridiculously buff for 5e. 1d8 (martial arts die) +3d4 (acid) crit on a 18+. It was the first I found an hour or two in.
TA really wants the Wotr crowd.
No legendary gauntlets so far, then.
PoI shits out legendaries, including crossbows, that's how they'll compete.It's important to consider that the shadowcaster rogue can now sneak attack with spells at level 13 (so pretty much as soon as you start this new DLC). As a high elf you can take fire bolt which will scale up to 4d10+7d6 at that point, which is a Pretty Fucking Good use of your rogue's turn. I have no idea how the other rogue archetypes are supposed to compete with that.rogue can restealth for free as soon as lvl2. As such hitting targets with a bow is not a problem. When it occurs you can often still try your dagger. Honestly its only at 10+ when rogue starts getting behind. Before I consider it main dmg dealer.
Sneak atack alpha strike makes sure to disrupt caster concentration too.
Sure, having 4 melee characters sounds nice, but its hard to utilize them fully in many fights.
Ranger is superior, but in late levels. Marksman can disengage and even restealth now, although its late. If I were only to start fresh in dlc Id think again about not having a rogue, but as I plan to experience main campaign with less bugs, its optimal to have one. Also Im interested to push shadowcaster AC high. Mage armor appear to work with empress garb and bracers. Add shield and you can tank if dashing away is not an option. I do even consider grabbing shield feat...
People are more often sitting on stuff during conversations.Anyone playing the new dlc and has thoughts?
Just curious whats improved,
I'm not done with the campaign yet but my thoughts:Anyone playing the new dlc and has thoughts?
Just curious whats improved, what continuing criticisms etc before I buy
Making the Soraks even more similar to the Baaz, Kapaks, Bozaks, Sivaks, and Auraks from Dragonlance:"We have defeated Soraks so now they evolved into funny colors and are stronger then ever."
Welp... typical.
Thanks for the indepth but concise points!I'm not done with the campaign yet but my thoughts:Anyone playing the new dlc and has thoughts?
Just curious whats improved, what continuing criticisms etc before I buy
-in story presentation it remains the very same Solasta, which is to say its not great, though the plot is the most interesting of the three official campaigns so far
-the actual balance of the campaign has been way too easy on authentic. If you're wanting a challenge here, I'd probably tweak the custom parameters or set it on cataclysm. I'm mowing down fodder all over the place and only some enemies with legendary actions have posed any threat at all.
-the only bug I've had so far is a fire giant jumping on one of my characters, sending him flying onto a nearby cart prop, which inexplicably killed him and I had to revive. Not a big deal.
-combat now adds a freezing weather mechanic if you aren't taking care to warm yourself during combat, which I like. Its another system in addition to verticality and lighting that adds a dimension. It only happens in snowy areas. Dragons I fought had disadvantage to saves due to being frozen.
-Palace of Ice adds four locations and numerous enemies/npcs to the dungeon maker so if you ever plan on playing any custom campaigns that aren't already made, you're gonna need this DLC.
If you're only playing it for the official campaign I think the price point is fine but you could wait a while and get it a few bucks cheaper down the line. If you want to play and/or make custom campaigns, its well worth it.
You won't need Palace of Ice for now for any of my stuff. Just the base game, lost valley, and inner strength. The Forsaken Isle has two different versions, the four man original and the six man version which requires the Unfinished Business mod. I won't be adding anything there that requires palace of ice, its complete.Thanks for the indepth but concise points!I'm not done with the campaign yet but my thoughts:Anyone playing the new dlc and has thoughts?
Just curious whats improved, what continuing criticisms etc before I buy
-in story presentation it remains the very same Solasta, which is to say its not great, though the plot is the most interesting of the three official campaigns so far
-the actual balance of the campaign has been way too easy on authentic. If you're wanting a challenge here, I'd probably tweak the custom parameters or set it on cataclysm. I'm mowing down fodder all over the place and only some enemies with legendary actions have posed any threat at all.
-the only bug I've had so far is a fire giant jumping on one of my characters, sending him flying onto a nearby cart prop, which inexplicably killed him and I had to revive. Not a big deal.
-combat now adds a freezing weather mechanic if you aren't taking care to warm yourself during combat, which I like. Its another system in addition to verticality and lighting that adds a dimension. It only happens in snowy areas. Dragons I fought had disadvantage to saves due to being frozen.
-Palace of Ice adds four locations and numerous enemies/npcs to the dungeon maker so if you ever plan on playing any custom campaigns that aren't already made, you're gonna need this DLC.
If you're only playing it for the official campaign I think the price point is fine but you could wait a while and get it a few bucks cheaper down the line. If you want to play and/or make custom campaigns, its well worth it.
Ive been considering booting this up for your campaigns as well, is there one (I think you made multiple?) you suggest and what dlc's would I have to have to play it?
Appreciate ya
Awesome, will check them out starting with Forsaken Isle. Would love to play this game 6man, it just seems designed for it so I never understood them balancing for only 4 players especially at this point with all the classes races and subclass choices.You won't need Palace of Ice for now for any of my stuff. Just the base game, lost valley, and inner strength. The Forsaken Isle has two different versions, the four man original and the six man version which requires the Unfinished Business mod. I won't be adding anything there that requires palace of ice, its complete.Thanks for the indepth but concise points!I'm not done with the campaign yet but my thoughts:Anyone playing the new dlc and has thoughts?
Just curious whats improved, what continuing criticisms etc before I buy
-in story presentation it remains the very same Solasta, which is to say its not great, though the plot is the most interesting of the three official campaigns so far
-the actual balance of the campaign has been way too easy on authentic. If you're wanting a challenge here, I'd probably tweak the custom parameters or set it on cataclysm. I'm mowing down fodder all over the place and only some enemies with legendary actions have posed any threat at all.
-the only bug I've had so far is a fire giant jumping on one of my characters, sending him flying onto a nearby cart prop, which inexplicably killed him and I had to revive. Not a big deal.
-combat now adds a freezing weather mechanic if you aren't taking care to warm yourself during combat, which I like. Its another system in addition to verticality and lighting that adds a dimension. It only happens in snowy areas. Dragons I fought had disadvantage to saves due to being frozen.
-Palace of Ice adds four locations and numerous enemies/npcs to the dungeon maker so if you ever plan on playing any custom campaigns that aren't already made, you're gonna need this DLC.
If you're only playing it for the official campaign I think the price point is fine but you could wait a while and get it a few bucks cheaper down the line. If you want to play and/or make custom campaigns, its well worth it.
Ive been considering booting this up for your campaigns as well, is there one (I think you made multiple?) you suggest and what dlc's would I have to have to play it?
Appreciate ya
Morrows Deep has the original four man and also a six man version. That one I will be adding some stuff to down the line which will require palace of ice. Although from mod.io you will still be able to get old versions that don't require it. I'll just be adding a new area or two that have some additional encounters to get the player to the level 16 cap, as its only 15 now. I have no idea when I'm going to do this though. Not anytime soon.
Edit: Forsaken Isle would be better to start with and then Morrows Deep.