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KickStarter Solasta Pre-Release Thread [GAME RELEASED, GO TO NEW THREAD]

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
Might&Magic is D&D
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Sure. Absolutely the same systems. Utterly identical.

adds weapons skills on top of a dark eye like system
...which TDE obviously sorely needs.

That’s surreal. I saw two of those screens last night and neither one was P:K.
 

Darth Canoli

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I stand by my statement, not that i dislike D&D but high level D&D is often quite autistic.
Prelude adds weapons skills on top of a dark eye like system, improving upon it, instead of always going for D&D, one could make something even better than Blackguards, combat wise.
Of course, you need the environmental interactions from blackguards in a better engine.

...which TDE obviously sorely needs.

Why are you even arguing while it's obvious you didn't play Prelude or don't want to understand? (or can't?)
I mean skills in the Battle brothers way (moves?) with some different attacks depending on the weapons you use except in Prelude, you unlock them at some skill level.

I've played enough Dark Eye cRPG to know it's lacking and also that because of the lack of cRPG using it, the ruleset computer adaptation never reached its peak.
 

Darth Canoli

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Oh, you're right, combat is Soooo good in Drakensang and Blackguards is perfect too.

Oh wait, you admitted you don't like combat in cRPG and now you arguing about it?

Don't you want to discuss about lore instead?
 

fantadomat

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Oh, you're right, combat is Soooo good in Drakensang and Blackguards is perfect too.

Oh wait, you admitted you don't like combat in cRPG and now you arguing about it?

Don't you want to discuss about lore instead?
Combat in drakensang and blackguard is great,you could go fuck yourself in the ass.
 

Darth Canoli

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Combat in Drakensang is decent but it's still RTwP.
I'd rather have KotOR style combat than all that RTwP garbage but i've always hated RTS, even when i played some and was good at it.

Combat in Blackguards is good but as i mentioned elsewhere, the engine has obvious flaws.
AoE spells are blocked by extremely low terrain change in heights (like 20 centimeters)
Combat moves are somewhat lacking, it's missing something to make it great instead of just good.

It's good but it could be better and even more so with an open world and a better quest design and town hubs.

Town hubs are dumbed down jrpg style.
 

V_K

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Oh, you're right, combat is Soooo good in Drakensang and Blackguards is perfect too.
I just love the way this discussion is going:
VK said:
Is Solasta the first DnD game with spell reagents?
DR said:
Might&Magic.
VK said:
WTF? Might&Magic isn't DnD.
DR said:
It is! Also, TDE doesn't have combat skills.
VK said:
WTF? What are these then?
DR said:
So you liked combat in Drakensan?
Like, none of your replies have anything to do with the posts you're replying to. I'm honestly starting to admire your ability to persistently ignore reality and talk with voices in your head.
 

Lawntoilet

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Solasta January Patch - Patch Notes
Hey there again folks,

It's time for the January Patch! This small update should work out most out the bugs released with December's Winter Update, as well as a few others that thrived in our game since our Early Access came out in October. This means... it's patch note time!


Spells / Powers:
  • The Spell component system has been implemented (options are available in the settings if you want to disable it)
    • Verbal:
      Full (Default): Silence now prevents you from casting spells with Verbal components.
    • Somatic:
      Basic (Default): Restrained now prevents you from casting spells with Somatic components
      Full: Same as Basic, but you also need a free hand. Two-handed weapons (i.e. Quarterstaff) count as having a free hand.
    • Material:
      Basic: You must have a holy symbol, spellcasting focus or component pouch equipped to cast spells with Material components. Magic wands and magic staves are also considered as spellcasting foci. Note that spells with expensive components can also be cast in the same manner without any additional cost
      Full (Default): Same as Basic, but spells needing specific components will require you to have them in your inventory (i.e. a pearl to cast Identify, a diamond for Revivify...)
  • Losing concentration while flying to a location (by an attack of opportunity for instance) will now make you fall as soon as you lose concentration instead of attempting to reach your destination.
  • Fixed a bug when casting Feather Fall after being shoved into a pit
This patch fixed a whole lot of annoying things. The component system is :incline:.
I think that one or both of the Flying/Feather Fall fixes broke some areas, though. You can't fly, teleport, or jump over any bottomless pits that are beyond a certain width, so now some fat loot is inacessible.

It also introduced a quest associated with a character's background choice (Academic, specifically) which is cool. I assume we can expect a quest for each background choice, when the game is released.
Unfortunately though the quest was completely broken :argh:
 
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I have mixed feelings about components. Spells in D&D are already restricted in usage. Taxing them is just punitive. For components to be in, the spell needs to be really good. I'm talking Resurrection, Wish, etc. Magic keeps getting gimped, and 5E is no exception. Component costs are hard to justify, particularly in 5E.
 

Lawntoilet

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I have mixed feelings about components. Spells in D&D are already restricted in usage. Taxing them is just punitive. For components to be in, the spell needs to be really good. I'm talking Resurrection, Wish, etc. Magic keeps getting gimped, and 5E is no exception. Component costs are hard to justify, particularly in 5E.
99% of material components are covered by having a spell focus, which is a non-issue. The only ones that matter in the EA are a pearl for Identify (which Wizards can get in their starting equipment) and diamonds for Revivify.
Otherwise it just amounts to casters having some extra vulnerabilities, which is fine considering that they have extra capabilities. If you use the strictest Somatic setting then you also need a free hand (except for Spellblades), which is also basically a non-issue since you get a free item/inventory action once per round.
Casters don't feel gimped at all in Solasta. You can always turn the component system off if you want more caster supremacy though.
 
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I'll probably use basic. Wizard classes are built around trading everything for the spell. No armor, no weapons, poor BAB, poor saves, etc. Then what spells they get, they can only do a few times a day. Putting an item/cost tax on top of that for the spells which might actually be worth a damn is just excessive. They made more sense in 2E when that power curve was rather intact. 3E then doubled HP, and 5E now gives targets a save every round for most of the best spells and concentration required on anything good.

I very familiar with 5E rules, and I realize that many of the classic mage gimps can be overcome. Casting in armor, using a weapon, and getting good saving throws are FAR easier to accomplish than in any edition prior. Cantrips have also been expanded beyond what some 1st level spells were in prior editions. Even still, putting a tax on a class using their defining core abilities which are already limited is annoying. The only time I'm really OK with components is when the game is of a survivalist/horror nature, and you have to deal with things like provisions and item degradation.
 
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Cryomancer

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Much less so in 5E though. Between spell preparation not tied to slots and regaining lower level slots at short rest, it's quite flexible. A 5E wizard is basically as flexible as a 3.5E Sorcerer, if not more.

A better comparative would be pathfinder arcanist which prepares the spell like a wiz and cast like a sorc.

But the spells on 5e are very lackluster IMO.

The only time I'm really OK with components is when the game is of a survivalist/horror nature, and you have to deal with things like provisions and item degradation.

But IMO going more "survival" would be great.
 

Elex

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"Ability damage" as in "attacks that reduce one of your ability scores" still exists as a concept in 5E, but it's very rare. The shadow can reduce your Strength, and the intellect devourer can reduce your Intelligence. Maybe there are more examples, but those are the only ones I can think of right now.
Hit points can be reduced too, with different methods of restoration.

there is no general rule in 5e for reduction temporary or permanent, and no general rule for what happen when you reach 0.

the rule is inside the monster stats block, in particular each monster that reduce something have a specific rule for what happen when reach zero and how to heal.

in particolar the most dangerouns stuff is described in specific adventures like the deadly traps in tomb of annihilation.
 

Harthwain

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I like the idea of components and materials.

From what I am understanding:
  • Not all spells require focus/material.
  • Magic wands/staffs count as a focus.
  • With a focus only specific spells require material.
  • Some classes can use a pouch with material for easier spellcasting (no need to hold a focus) and are able to cast various spells.
  • It adds resource management/preparation aspect to spellcasting.
So, yeah, :incline: for me.
 

Myzzrym

Tactical Adventures
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tfw you take a look at RPGCodex and you find out that some WIP background quests that should have never made it into the patch are actually available to the players :(
 

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