Grunker
RPG Codex Ghost
I mean, you're saying they're "frustrating", "unfair", "can ignore your attacks" (??) and "other fights are too easy" (i.e. not bosses). But they're not "difficult"?
Giving opponents different rules than the player is absolutely catastrophically bad game design.If they weren't difficult, what does "wtf is this?!" mean?
LA's are the best part of the game's encounter design. They're the only thing keeping any fight vaguely interesting.
Of course that increases the challenge.
frustrating [...] unfair [...] other fights are too easy
I didn't say they were difficult.
Of course that increases the challenge
Giving opponents different rules than the player is absolutely catastrophically bad game design.
My characters can't just take multiple turns per round (or rounds per turn? Not sure about the naming here...). The bosses can.
My characters can't just at will ignore entire attacks and status effects. The bosses can.
Oh, btw. the extra turns of the bosses are not shown in the UI, either. They just happen.
At the end of another creature’s turn, a creature can use a legendary action. A creature with legendary actions has separate actions it can choose from. Each one costs a different amount of “actions”. Only one legendary action can be used at a time and the creature cannot use legendary actions while incapacitated. The creature regains its legendary actions at the start of its next turn.
Watching the opponent play a different game with different rules I find incredibly frustrating - even if I still win in the end.
All that's needed is better encounter design - it's not THAT hard.
Are you okay?Can you make up your mind?
I don't know how you'd even get that idea.You can't have fights be frustrating and unfair while still being easy but having increased challenge.
Usually, I'd agree with the idea, but only if they also had speed-up options.Feels like the game should have a hard setting where instead of adding HP or damage to monsters it should just double the monster count in each fight.
No game should be designed to be hard only for people who know the ruleset inside out or are veterans of the genre - that would be idiotic (at least if it was the only available difficulty).
but only if they also had speed-up options.
Some people really love to read themselves but not others ... No need of any long winded post , special mention for codexers with patron tags , who dont even bother to read the books , dont make any effort to understand how 5e works .
just one simple thing, limited rest, thats al
I am pretty sure it was intended , the camp sites are well spread out between the encounters that was supposed to be unique use. Then they had a look at play testers , and realized how retarded the average guy is, and made it easy, they have to make money .
That would be nice, but maybe this was a budget thing.An alternative to putting in more monsters is just adding monsters of a higher CR. Why are we fighting a few zombies or ghouls with a level 5 party? I realize that some fights are level-appropriate on paper, but they don't really factor in the abundance of magic items compared to a regular 5E campaign, nor the fact that Player vs. AI will always be an edge to the player compared to Player vs. GM. And that's without mentioning the fights that are just baffling, like throwing a small handful of CR0.25 monsters at a 5th level party.
I honestly don't think that would work as the only change.just one simple thing, limited rest, thats all . I am pretty sure it was intended , the camp sites are well spread out between the encounters that was supposed to be unique use. Then they had a look at play testers , and realized how retarded the average guy is, and made it easy, they have to make money .
Some people really love to read themselves but not others ... No need of any long winded post , special mention for codexers with patron tags , who dont even bother to read the books , dont make any effort to understand how 5e works .
Thought you had me on ignore, sweet summer child?
just one simple thing, limited rest, thats al
I agree that rest is not limited enough (very weird for a game that limits long resting to chosen zones that those zones are literally everywhere). But take the Necromancer's Castle for instance - limiting rest here would only matter for 1 or 2 fights, because the other fights you can trounce without expending a single resource. I'm completing The Hill area currently, and so far I've only spammed cantrips and basic attacks the entire map. How would less resting alleviate the issue when you literally don't need to rest?
I am pretty sure it was intended , the camp sites are well spread out between the encounters that was supposed to be unique use. Then they had a look at play testers , and realized how retarded the average guy is, and made it easy, they have to make money .
I'm pretty sure games like Solasta don't sell to the mainstream no matter how easy it is.
Wish they included a classic mode for us, there's very little to do to implement that.
Wish they included a classic mode for us, there's very little to do to implement that.
That's why I'm so sad there isn't such a difficulty mode. How hard can it be to just add a few monsters, perhaps remove a few rest zones? Given the level editor surely it's not a matter of more than just plopping them in there with a few clicks. What's it gonna take, like, a days work? Yeah it's not gonna be balanced to a mirror sheen in terms of gameplay experience at that point, but if you select the 'IMPOSSIBLE' difficulty (or equivalent) you did sign up for a rough ride.
The fact is though that you're completely wrong about this being a question of limited resting alone - in fact it's almost the opposite: the fact that you don't need to rest tells you everything that's wrong with the encounter design.
It's a 5E basic guideline its supposed to be 6 medium/easy encounters per day 2 short rest in between one long rest in the end
Dont tell me you dont need to rest after 6 encounters in solasta
Now adding monsters to raise the cr is a solution too, but that a bit work on their part , its a small team,
probably have some things to re script and not sure every gming pc will handle it
With unlimited rests every encounters should be 2X 3X deadly
Oh and another factor that I've mentioned before: Solasta is VERY generous with magic items, which is just another reason that the "5E basic guidelines"-comment is laughable. I actually like that Solasta sheds 5E's normal approach to magic items since they are way too stingy with them in official campaigns IMHO, but it's just another pure math-addition in the players favor, meaning they should have taken it into consideration with the encounter design.
agree. But Solasta is the easily the easiest D&D game I've ever played.
agree. But Solasta is the easily the easiest D&D game I've ever played.
Are you playing on the highest difficulty?
Wouldn't really rate the IE games as harder.
Wouldn't really rate the IE games harder.
agree. But Solasta is the easily the easiest D&D game I've ever played.
Are you playing on the highest difficulty?
Wouldn't really rate the IE games as harder.
If the encounter is 3 skeletons, you kill them in 1 big fireball.I'd much prefer harder and more enemies.
If the encounter is 3 skeletons, you kill them in 1 big fireball.I'd much prefer harder and more enemies.
If the encounter is 5 skeletons, you kill them in 1 big fireball.
Grunker said:What a rip-off that Spellblade's don't get Shield but most Paladins do :D