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Solasta Solasta II - coming to Early Access - demo on February 24th

Zed Duke of Banville

Dungeon Master
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Oct 3, 2015
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Too bad Solasta 2 is still stuck with D&D 5E.
D&D 5E is perfectly alright-ish.
But I would homebrew the shit out of some rules.
Deficiencies of "D&D 5th edition":
  • Concentration mechanic, renders most spells worthless
  • Attunement mechanic, renders surplus magic items worthless (except for sale)
  • Short-rest mechanic, along with many abilities that are per short rest or per encounter
  • Enormous power jump at 5th level across almost all classes
  • More of a super-hero game than a heroic fantasy game
  • Overpowered subclasses or class combinations
 

Artyoan

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Since I don't play tabletop and know almost nothing about alternatives, what other tabletop system is mechanically better? Regardless of popularity. Especially if adapted to a video game crpg format.
 

mediocrepoet

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Codex 2012 Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. MCA Project: Eternity Divinity: Original Sin 2
Since I don't play tabletop and know almost nothing about alternatives, what other tabletop system is mechanically better? Regardless of popularity. Especially if adapted to a video game crpg format.
3E, Pathfinder (basically D&D 3.75), something like Rolemaster might be interesting, AD&D 1E and 2E. WEG's D6 system... almost anything really. Lol

5E is fine, it just sucks that such a nice rendition of tabletop stuff doesn't use a better system.

A full fledged BECMI D&D CRPG would be interesting. I think they did that in... Warriors of the Eternal Sun? Game was pretty bad though.
 

scytheavatar

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Sep 22, 2016
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Since I don't play tabletop and know almost nothing about alternatives, what other tabletop system is mechanically better? Regardless of popularity. Especially if adapted to a video game crpg format.
3E, Pathfinder (basically D&D 3.75), something like Rolemaster might be interesting, AD&D 1E and 2E. WEG's D6 system... almost anything really. Lol

5E is fine, it just sucks that such a nice rendition of tabletop stuff doesn't use a better system.

A full fledged BECMI D&D CRPG would be interesting. I think they did that in... Warriors of the Eternal Sun? Game was pretty bad though.

Any system which doesn't deal with the stacking 100 buffs problem is not better than 5E. 5E is better than any of the system you have named just from Concentration.
 

Lacrymas

Arcane
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Pathfinder: Wrath
5E doesn't give us enough tools to build a character, the only meaningful choice you have is what subclass to get. 3E and Pathfinder are better in this regard, but they suffer from the stacking effects thing. Which admittedly is a better thing to suffer from than the myriad of problems 5E has when translated into video game form. I'd say no to Pathfinder 1E regardless, though, because it's just bloated. I haven't seriously looked into PF 2E.
 

rashiakas

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Pathfinder: Wrath
Since I don't play tabletop and know almost nothing about alternatives, what other tabletop system is mechanically better? Regardless of popularity. Especially if adapted to a video game crpg format.
Pathfinder is perfect for a PC game, especially if you use some of the optional rules from unchained.
 

rashiakas

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Pathfinder: Wrath
5E doesn't give us enough tools to build a character, the only meaningful choice you have is what subclass to get. 3E and Pathfinder are better in this regard, but they suffer from the stacking effects thing. Which admittedly is a better thing to suffer from than the myriad of problems 5E has when translated into video game form. I'd say no to Pathfinder 1E regardless, though, because it's just bloated. I haven't seriously looked into PF 2E.
The stacking/Buffing wouldn't be a problem if the game was set up right. First, most people think of WotR when they think about buffboting, and that is with mythic rules, which are pretty bad imo. Second, there is/was a lot of stacking that shouldn't work per RAW. If we had a level 1-12 Pathfinder game with good encounters and all the great options of Solastas encounter maps, it would be a superb game. Things like spiderclimb, fly, dimdoor, darkvision etc. all hardly matter in most games, this is where Solasta really shined. With Pathfinder, you have all this things on top of buildporn. Heck, even core only has more options then anything 5E.
 

Lacrymas

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Pathfinder: Wrath
Outside of the bloat, Pathfinder suffers from action economy problems. It throws countless abilities at you but only a few are ever viable due to how action economy works in TB games, or at least works in Pathfinder. If I were to make a Pathfinder game, I'd start by trimming the fat and house ruling the fuck out of how the action economy works.
 

Lacrymas

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Pathfinder: Wrath
Where is action economy a problem?
Since you can generally perform a single action in a turn, it forces an overwhelming opportunity cost to every spell or ability, meaning you have an incentive to spam the most overpowered abilities and others which might be useful in certain situations are actually not used at all in practice. This leads to a slew of balance issues down the road.
 

rashiakas

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Pathfinder: Wrath
Have you actually played any Pathfinder game? Because what you say is simply not true. Most powerful actions are limited and not spamable. Also, there are quick and intermediate actions. Not sure what you are talking about.
 

Lacrymas

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Pathfinder: Wrath
Have you actually played any Pathfinder game? Because what you say is simply not true. Most powerful actions are limited and not spamable. Also, there are quick and intermediate actions. Not sure what you are talking about.
You are telling me Kingmaker and Wrath of the Righteous are very balanced and well paced? ;d And whether you have limited powerful actions is moot since resting is not limited.
 

rashiakas

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Pathfinder: Wrath
If you rest spam, it's on you, not the system. And balance is nothing I want in my RPG. Finding good combos is part of the fun.
 

Lacrymas

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Pathfinder: Wrath
It's not on me, it's on the game. Not everyone wants a broken mess they can accidentally exploit either.
 

rashiakas

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Pathfinder: Wrath
So pressing rest each time you are out of your most powerful abilities is an accidental exploit? :lol:
 

S.H.O.D.A.N.

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If you rest spam, it's on you, not the system.

8KZ2Hoy.jpeg
 

Lacrymas

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Pathfinder: Wrath
So pressing rest each time you are out of your most powerful abilities is an accidental exploit? :lol:
I was talking about the balance thing, but actually yes. These games are obviously designed around limited rest, yet nothing is stopping you from clicking the rest button whenever you are out of your powerful abilities. If I were a normie and had no idea RPGs and Vancian systems existed, I would wonder why these resources are limited in the first place when I can just click "rest" to get them back whenever. This also presents another balancing hurdle for the designers. Do you design all the encounters around the idea the player is going to have all his powerful abilities all the time or not? If yes, you are unnecessarily punishing players who don't rest spam and are thus baking rest spamming into the foundation of the game. If not, you are actively making the game trivially easy. There is no winning here.
 

rashiakas

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Pathfinder: Wrath
So what you want is a puzzle game, not an RPG. Also, I am pretty sure a normie wouldn't even get past the char creation screeen without 5 guides and play on story mode anyway.
 
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D&D from its inception is based around resting. You're never going to balance it otherwise without changing it into something fundamentally different. Resting either needs to be explicitly controlled or made consequential. This can be a chance of camp getting ambushed and monsters respawning in incomplete dungeons while the player is away from it. One of the weaknesses CRPGs have with this rhythm is that the drudgery aspects of this aren't abstracted like in PnP, so it's tedious in practice. Short rests are one of 5E's attempts to circumvent this while still rate limiting character output. It has questionable results.

PS: I would wager that the future of D&D spellcaster classes are going to strongly resemble the Tome Pact Warlock. A wide variety of general purpose at-will spells that aren't terribly potent (cantrips), mid-range spells being tightly controlled in volume but being functionally per encounter, with top-tier spells being 1-day. Liberal application of the Ritual Tag outside of combat.
 
Last edited:
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Jan 21, 2023
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Since I don't play tabletop and know almost nothing about alternatives, what other tabletop system is mechanically better? Regardless of popularity. Especially if adapted to a video game crpg format.
3E, Pathfinder (basically D&D 3.75), something like Rolemaster might be interesting, AD&D 1E and 2E. WEG's D6 system... almost anything really. Lol

5E is fine, it just sucks that such a nice rendition of tabletop stuff doesn't use a better system.

A full fledged BECMI D&D CRPG would be interesting. I think they did that in... Warriors of the Eternal Sun? Game was pretty bad though.

Any system which doesn't deal with the stacking 100 buffs problem is not better than 5E. 5E is better than any of the system you have named just from Concentration.
get fucked

 

HoboForEternity

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liberal utopia in progress
Steve gets a Kidney but I don't even get a tag.
Since I don't play tabletop and know almost nothing about alternatives, what other tabletop system is mechanically better? Regardless of popularity. Especially if adapted to a video game crpg format.
3E, Pathfinder (basically D&D 3.75), something like Rolemaster might be interesting, AD&D 1E and 2E. WEG's D6 system... almost anything really. Lol

5E is fine, it just sucks that such a nice rendition of tabletop stuff doesn't use a better system.

A full fledged BECMI D&D CRPG would be interesting. I think they did that in... Warriors of the Eternal Sun? Game was pretty bad though.

Any system which doesn't deal with the stacking 100 buffs problem is not better than 5E. 5E is better than any of the system you have named just from Concentration.
get fucked


this is just average wrath of the righteous encounter on core difficulty
 

Infinitron

I post news
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Enjoy the Revolution! Another revolution around the sun that is. 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
Let's goooooooooooooo: https://www.solasta-game.com/news/190-dev-update-05-back-to-combat

Dev Update #05 - Back to Combat!​


Welcome adventurers!

Now that we’ve shown you how much our character models have improved as an appetizer, let’s move on to the main course - combat! If there is one thing that people have always agreed on, it’s that Solasta: Crown of the Magister was a fantastic combat simulator. So, does Solasta II share this strength?


04-kaijusoba-678e20b109c34.jpg
You better read the entire article properly lest our fierce ferrets Kaiju and Soba be nibbling your ankles.

Before we start, don't forget to wishlist Solasta II on Steam - it helps us a ton!


Good old Turn-Based Combat

First things first, yes Solasta II will still be Turn-Based. Not a very surprising decision considering we’ve always said that we want playing Solasta to feel similar to playing D&D on Tabletop. Rolling initiative, taking time to make your decisions, playing in turns one by one…

05-initiative169-678e20de267a6.jpg
Those monsters’ initiative rolls are nasty, 21, 20 & 19? Hope the Sorcerer isn’t in range…

Not to say that RTwP (Real Time with Pause) doesn’t have its own advantages - for instance it makes combat much faster, which can be a boon when the enemies are much weaker than your party. Buuuut that’s not what Solasta II is going for!

Find your own tile to stand in!

One question we’ve seen quite a lot: is Solasta II still going to be grid-based? The answer to this one is a little more complex, but long story short: Yes, Solasta II will still be grid-based… in combat!

07-move169-678e2145bf93c.jpg
Remember we’re still in pre-alpha, so the combat grid and UI are still subject to change!

What does it mean? When it comes to combat, as stated before we want to stay true to Tabletop - so every character and monster will still occupy their own tile, just like before. However due to how movement is computed in Unreal Engine 5, characters will now take the shortest path to their destination instead of walking “tile to tile”. This will make their movement less robotic as they won’t have to touch the center of each tile they’re moving through (thus being able to turn more naturally instead of being limited to 45 and 90 degree angles).

Keep in mind they still have to start in a tile and end in a tile! There might be a slight difference in the quantity of movement used - as some eagle-eyed fans pointed out, a character in the trailer has 2’ (feet) of movement remaining - but unless you’re moving very large distances it should be scarcely noticeable. In fact, some of you may remember the Tabletop rule where every other diagonal movement is doubled: the result is somewhat similar to what is currently implemented in Solasta II.

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You can also dash by double clicking where you want to go instead of clicking the Dash action in the UI.

Outside combat, there is no grid anymore - characters can freely move around and turn as they wish, they are no longer constrained by invisible tiles. Again, this makes movement feel much smoother and natural, especially when using the direct control movement scheme (WASD / Gamepad).

Wait wait wait, we can move using WASD / Gamepad?

Yes! We’ll give you more detail in a future article about the different control schemes, but just know for now that during exploration you will have the option to choose between indirect control like in Solasta I (clicking to tell your party where to go) and direct control (using WASD or the gamepad to move your party around).

10-control169-678e22be8e783.jpg
You mean I get to choose? And swap whenever I want?! The best of BOTH world!

During combat however, it’s back to indirect control as you will have to navigate the grid, and direct control would feel very awkward there.

More information, and easier to access

If you played Solasta I, you know that there was tons of information available to you during combat… but it wasn't always easy to find. Some would be in the combat log, some would be icons that you had to recognize, either on the mouse cursor or on the enemy’s portrait at the top of the screen… Not an easy task for a newer player!

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Daisy bows are for long range combat Daisy, what are you doing running into melee range Daisy.

Which is why we’re putting more effort in Solasta II to make it easier to get access to such information, so that there will be less frustrating moments like “wait, how the heck was I supposed to know that?!”

You may also notice that we’re showing hit chances when targeting the enemy - in the future, this data may only appear depending on your difficulty settings and the party’s level of knowledge of the monster you’re targeting (you’d need to know its AC).

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The combat log will still be here to show you all the details you need, so you can scream when you end up rolling 1 & 3 with advantage.

Now, I don’t want to show you too much of the game before the demo goes live but… I think we can share one last screenshot, as some of you may become familiar with it pretty soon. Also, quick shout out to the newest member of our Game Design team who handcrafted these tutorial screenshots I’m sharing in this article. They look twenty times better than what I would have come up with on my own. Thanks buddy!

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Death Saving throws baby! Get ready for some home grown, organic game overs!

Community Stream #04 Friday 24th

What’s better than an article talking about Solasta II’s combat encounters? An opportunity to talk about it directly with a dev! Come and join me in our 4th Community Stream on Friday 24th, and let’s talk violence!



Article by Tactical Myzzrym
 

Artyoan

Prophet
Joined
Jan 16, 2017
Messages
816
Rolls two 17's with disadvantage? Immersion shattered.
 

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