Wait, what? Solasta is bad???Solasta is bad. More news at 11.
How does that bother you when Haste is the only buff you use anyway.Then we have overpowered homebrew subclasses on top.
The game has a lot of flaws but I'll shill for it:I honestly don't know what you guys see in it ¯\_(ツ)_/¯ I mean, yeah sure, it's 5E but the content and encounter design are below par. Then we have overpowered homebrew subclasses on top.
Solasta only has ONE flaw. The marilith isn't hot.And Fireball is the only spell you cast. That and Haste do indeed bother me.
so they/them would feel welcomed in solastaThe marilith isn't hot.
They added even more ugly faces, just to mess wIth you.Have they fixed the faces yet?
Then you're in luck. Because I'm making as close to a 'rogue-like' mode as I can get, which restricts long resting. And it is playable up to level 11.Encounter design is flawed mainly because of unlimited resting, and this issue applies to every D&D-type game since the dawn of time. You're supposed to face multiple encounters with limited resources, potentially even having to avoid combat altogether. If you implement an ironman mode with limited rest spots between dungeon sequences, the game would be much more challenging, and you wouldn't be able to spam fireball and haste. However, this likely won't happen because the developers prefer to cater to YouTubers who rely on karmic dice. I can only hope their next game uses Pathfinder 2E, where you need to be at full resources for most fights.
Fuck yeah.Then you're in luck. Because I'm making as close to a 'rogue-like' mode as I can get, which restricts long resting. And it is playable up to level 11.Encounter design is flawed mainly because of unlimited resting, and this issue applies to every D&D-type game since the dawn of time. You're supposed to face multiple encounters with limited resources, potentially even having to avoid combat altogether. If you implement an ironman mode with limited rest spots between dungeon sequences, the game would be much more challenging, and you wouldn't be able to spam fireball and haste. However, this likely won't happen because the developers prefer to cater to YouTubers who rely on karmic dice. I can only hope their next game uses Pathfinder 2E, where you need to be at full resources for most fights.
The rundown:
-Starts at level 1. You can level up to 5 or 9 and a bunch of items/recipes/gold will be given randomly. Better to start at level 1 for now.
-Six man party. Unfinished Business mod is required to play it. Encounters are designed around six player characters.
-Leveling is done by reaching the next area, rather than by exp from enemy kills
-Areas that you go to are chosen by hidden dice rolls in the background. There are three areas potentially per party level.
-Pick up any brown backpacks you find as those trigger custom loot packs to reward items
-Ability checks are used, like history, religion, investigation, arcana, etc and an adventure book is provided to know what skill check is about to occur based on the asset it is on. A history check is done on statues, arcana on book/worktables, religion on a obelisk type monument, etc.
If you want attrition based six man combat with a huge amount of random elements then here you go. Check the Solasta discord, the modding section, look for Grave Rush (6 Man Party) and download the json I uploaded there as of today. Paste that into the campaign folder and have a go at it.
Then you're in luck. Because I'm making as close to a 'rogue-like' mode as I can get, which restricts long resting. And it is playable up to level 11.Encounter design is flawed mainly because of unlimited resting, and this issue applies to every D&D-type game since the dawn of time. You're supposed to face multiple encounters with limited resources, potentially even having to avoid combat altogether. If you implement an ironman mode with limited rest spots between dungeon sequences, the game would be much more challenging, and you wouldn't be able to spam fireball and haste. However, this likely won't happen because the developers prefer to cater to YouTubers who rely on karmic dice. I can only hope their next game uses Pathfinder 2E, where you need to be at full resources for most fights.
The rundown:
-Starts at level 1. You can level up to 5 or 9 and a bunch of items/recipes/gold will be given randomly. Better to start at level 1 for now.
-Six man party. Unfinished Business mod is required to play it. Encounters are designed around six player characters.
-Leveling is done by reaching the next area, rather than by exp from enemy kills
-Areas that you go to are chosen by hidden dice rolls in the background. There are three areas potentially per party level.
-Pick up any brown backpacks you find as those trigger custom loot packs to reward items
-Ability checks are used, like history, religion, investigation, arcana, etc and an adventure book is provided to know what skill check is about to occur based on the asset it is on. A history check is done on statues, arcana on book/worktables, religion on a obelisk type monument, etc.
If you want attrition based six man combat with a huge amount of random elements then here you go. Check the Solasta discord, the modding section, look for Grave Rush (6 Man Party) and download the json I uploaded there as of today. Paste that into the campaign folder and have a go at it.
I'll be debating with myself about whether I want future story based campaigns to be structured around attrition or not. Especially if a theoretical Solasta 2 had more options in restricting it. I'm fine with the current way since it keeps things open to come and go but also to wander to areas one shouldn't necessarily be. The option is there to self-restrict and tweak the difficulty (up or down) for the desired effect. But I do agree that using the attrition system is truer to what 5e is supposed to be and to invoke in the player.Then you're in luck. Because I'm making as close to a 'rogue-like' mode as I can get, which restricts long resting. And it is playable up to level 11.Encounter design is flawed mainly because of unlimited resting, and this issue applies to every D&D-type game since the dawn of time. You're supposed to face multiple encounters with limited resources, potentially even having to avoid combat altogether. If you implement an ironman mode with limited rest spots between dungeon sequences, the game would be much more challenging, and you wouldn't be able to spam fireball and haste. However, this likely won't happen because the developers prefer to cater to YouTubers who rely on karmic dice. I can only hope their next game uses Pathfinder 2E, where you need to be at full resources for most fights.
The rundown:
-Starts at level 1. You can level up to 5 or 9 and a bunch of items/recipes/gold will be given randomly. Better to start at level 1 for now.
-Six man party. Unfinished Business mod is required to play it. Encounters are designed around six player characters.
-Leveling is done by reaching the next area, rather than by exp from enemy kills
-Areas that you go to are chosen by hidden dice rolls in the background. There are three areas potentially per party level.
-Pick up any brown backpacks you find as those trigger custom loot packs to reward items
-Ability checks are used, like history, religion, investigation, arcana, etc and an adventure book is provided to know what skill check is about to occur based on the asset it is on. A history check is done on statues, arcana on book/worktables, religion on a obelisk type monument, etc.
If you want attrition based six man combat with a huge amount of random elements then here you go. Check the Solasta discord, the modding section, look for Grave Rush (6 Man Party) and download the json I uploaded there as of today. Paste that into the campaign folder and have a go at it.
I just played it a bit, and I like it a lot more this way—no over-the-top encounters and limited rests. It makes it feel much closer to true dungeon delving. You should have designed your previous modules this way.
I don't know why you want to fight the system and guidelines ; it's clearly working better this way. I also noticed that you place far fewer magic items, which is also a good thing. It's better to balance things this way—now, of course, as long as people don't start using the overpowered options in the Unfinished Business mod.I'll be debating with myself about whether I want future story based campaigns to be structured around attrition or not. Especially if a theoretical Solasta 2 had more options in restricting it. I'm fine with the current way since it keeps things open to come and go but also to wander to areas one shouldn't necessarily be. The option is there to self-restrict and tweak the difficulty (up or down) for the desired effect. But I do agree that using the attrition system is truer to what 5e is supposed to be and to invoke in the player.Then you're in luck. Because I'm making as close to a 'rogue-like' mode as I can get, which restricts long resting. And it is playable up to level 11.Encounter design is flawed mainly because of unlimited resting, and this issue applies to every D&D-type game since the dawn of time. You're supposed to face multiple encounters with limited resources, potentially even having to avoid combat altogether. If you implement an ironman mode with limited rest spots between dungeon sequences, the game would be much more challenging, and you wouldn't be able to spam fireball and haste. However, this likely won't happen because the developers prefer to cater to YouTubers who rely on karmic dice. I can only hope their next game uses Pathfinder 2E, where you need to be at full resources for most fights.
The rundown:
-Starts at level 1. You can level up to 5 or 9 and a bunch of items/recipes/gold will be given randomly. Better to start at level 1 for now.
-Six man party. Unfinished Business mod is required to play it. Encounters are designed around six player characters.
-Leveling is done by reaching the next area, rather than by exp from enemy kills
-Areas that you go to are chosen by hidden dice rolls in the background. There are three areas potentially per party level.
-Pick up any brown backpacks you find as those trigger custom loot packs to reward items
-Ability checks are used, like history, religion, investigation, arcana, etc and an adventure book is provided to know what skill check is about to occur based on the asset it is on. A history check is done on statues, arcana on book/worktables, religion on a obelisk type monument, etc.
If you want attrition based six man combat with a huge amount of random elements then here you go. Check the Solasta discord, the modding section, look for Grave Rush (6 Man Party) and download the json I uploaded there as of today. Paste that into the campaign folder and have a go at it.
I just played it a bit, and I like it a lot more this way—no over-the-top encounters and limited rests. It makes it feel much closer to true dungeon delving. You should have designed your previous modules this way.
If a story-based campaign is very linear then I agree it is definitely the favorable option. If it isn't, then there are tradeoffs to be made. I'm not fighting the system of 5e so much as I tried to find a design structure for an rpg that I prefer while using the 5e ruleset as is necessary here. Basically, trading for freedom of movement, exploration, and immersion at the expense of class balance and tilted encounter design. Saying I'm fitting a round peg into a square hole is valid criticism but it still works well enough that I found it enjoyable and so did other people.I don't know why you want to fight the system and guidelines ; it's clearly working better this way. I also noticed that you place far fewer magic items, which is also a good thing. It's better to balance things this way—now, of course, as long as people don't start using the overpowered options in the Unfinished Business mod.