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

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They have a single big civil war and single war with the mongols in the last 1000 years,before the westernization.

What about wars with Emishi? Or about civil war during Kamakura shogunate? Or about Hideyoshi adventures in Korea? Or about christian rebellion?
That is not even wars lol,mole like a bunch of small rebellions and extension of their borders conquest,it is not like the ainu put up any opposition lol. I have no idea how you could give those examples with a strait face,so i take it that you are trolling lol.

Hideyoshi had like 150 thousand troops in Korea. The war took 6 years. LOL muh skirmish, herpa derpa
Ainu and Emishi are different people, you don't know what you are talking about. Emishi resisted Japenese for several decades, there were a few big ass wars, with Emishi having an upper hand in many conflicts.
Genpei War took 5 years, you have big ass battles with hundreds of ships (Dan-no-ura), thousands of combatants (Kurikara).
Even Amakusa rebellion you want to sell as "not real war" had thousands people fighting, mountains of corpses.
 

guestposting

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They have a single big civil war and single war with the mongols in the last 1000 years,before the westernization.

What about wars with Emishi? Or about civil war during Kamakura shogunate? Or about Hideyoshi adventures in Korea? Or about christian rebellion?
That is not even wars lol,mole like a bunch of small rebellions and extension of their borders conquest,it is not like the ainu put up any opposition lol. I have no idea how you could give those examples with a strait face,so i take it that you are trolling lol.

Dude, they briefly conquered all of Korea and fought Ming China to a standstill—the war only ended because Hideyoshi died and the Japanese troops had to come home for the next civil war. If he’d lived a couple years longer they probably would’ve conquered a decent chunk of Northern China.

Japan did become fairly peaceful, but only from 1614-1868 when the country was united under a strong, isolationist central government that ruthlessly enforced internal disarmament. During the 150 years before that, Japan was as war torn as anywhere else on earth. Crazy to consider the Sengoku period a single civil war.

Right before that, you have over a century of constant smaller scale conflicts with the occasional huge civil war between the Shogun and the Emperor. We’re talking hundreds of thousands of troops on each side. The Kamakura shogunate had the same problem—takes us back to 1185. And the century leading up to the Kamakura period was far from peaceful even before the Genpei war.

Japan’s military became a joke because the Tokugawa shogunate pursued a policy of deliberate disarmament. Under Hideyoshi, they were manufacturing some of the best handguns in the world. Then they outlawed that shit to prevent a second sengoku period and keep samurai socially preeminent.

Japan’s second rate pirates were so unbeatable that Ming China banned all incoming maritime travel for two hundred years. Stupid policy, but they kept getting their asses kicked—and that includes early to mid Ming dynasty when they still had their shit together.
 

LabRat

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I mean do swords, when used for slashing or stabbing, is even effective against heavier armor of any kind? I guess cloths armor up to something like gambeson would be vulnerable, but any metallic armor? You either stabs in the armor gaps, use the handguard thing as a makeshift hammer for heavier swords, or better use polearms or hammer/mace, right? I guess heavier western swords would deliver a big punch when smashed against armor even when it doesn't cut, but at that point it is pretty much a metal stick in function, not a sword anymore.
Swords could be effective against plate armour,you have to used them in half-swording where you grab the blade with hand and either try to pierce the armour's crevasses or use the hand guard as a hammer.
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RPK

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a little something to get the thread back on topic :)
not a whole lot of new info, but still kind of interesting.

https://screenrant.com/solasta-crown-of-the-magister-preview-dungeons-dragons-5e/

Solasta: Crown of The Magister Preview - D&D 5e Evolved
Solasta: Crown of the Magister is a tabletop inspired RPG video game that uses the sourcebook from D&D 5th Edition for many of its mechanics.

Dungeons & Dragons has made a big comeback with 2019 being the franchise's biggest year ever, and with it there are an increasing number of video games based on the popular tabletop game, its rules and lore. PC game Solasta: Crown of the Magister is heavily inspired by D&D, and adapts many of the systems and mechanics that make D&D 5th Edition tick. Everything from character creation, movement, combat, and actions are right out of D&D's 5e sourcebook.

Solasta: Crown of the Magister began as a Kickstarter project and wound up breaking its goal by a significant amount. Last September the team behind Solasta announced that they had crowdsourced more than $270,000, and were able to add a lot of new content including new classes and quest lines.

Ultimately, Solasta is aiming to be a digital video game version of a D&D session. The player will be able to create their entire party based on 5th Edition rules, and then go on a quest that feels like it could have been lifted straight from a campaign source book. Screen Rant was able to participate in a virtual preview of Solasta: Crown of the Magister which is in an early alpha stage and chat with Tactical Adventures, the team behind the game.

Solasta: Created By Fans Of Tabletop Games
During our chat with Tactical Adventures' founder Mathieu Girard, it was revealed that the devs are tabletop game players. Girard and his team wanted to bring their passion and excitement for Dungeons & Dragons to Solasta: Crown of the Magister as much as possible. Girard said "We are big fans of tabletop RPGs as well as computer and video game RPGs... Making a RPG, especially one very faithful to tabletop, has always been a dream of mine, so this is really a passion project for me and for a large part of the team as well."

Girard has been playing tabletop RPGs for many years, and loves playing them with friends and coworkers. Girard is actually currently running four different D&D campaigns with different groups, even while under lockdown due to the COVID-19 pandemic. He also is currently running a session with a party of people who work at Tactical Adventures, and they play using the Roll20 app. All this to say that Girard and the rest of Tactical Adventures have a lot of of experience with pen and paper RPGs.

Girard stated during the interview portion that one of the biggest questions they had received from Kickstarter users was whether or not the game would have a multiplayer component. This isn't something that he wanted to rule out, since tabletop games are predominately a multiplayer experience. Ultimately, Tactical Adventures decided that they would rather stick to single-player for Solasta because it would simplify their vision and enable the team to focus their efforts.

Solasta: Character Creation Feels Like 5th Edition
Our preview focused heavily on the character creation aspect of Solasta: Crown of the Magister, and it was impressive to see how in-depth it was. The player in Solasta will need to have a full party of four characters that have been personally hand-crafted. Just like in 5th Edition, players have the option of choosing their race, class, alignment, and backstory. Tactical Adventures even went as far as to acquire a 5e license from Wizards of the Coast so that all of the rules and mechanics could be incorporated into Solasta.

During the course of the preview, Girard gave us the option of deciding which character and class we wanted to see shown off. After choosing a Snow Dwarf Cleric, Girard informed us, "You actually chose very well, because Dwarves and Clerics have the most customization options in the game so far." He wasn't wrong either as Clerics in the game have a range of different gods to choose from, which provide them with different skills and spells. There were many options for designing a character's looks as well, including different beards and hair styles.

Tactical Adventures has remained faithful to 5th Edition when it comes to backgrounds, but also adapted them into Solasta: Crown of the Magister in new ways. "Each background is going to define a story arc for this character, so players will have four different story arcs for their party. Each one will give the player a sidequest that unlocks a different part of the game," explains Girard. Just like in D&D, backgrounds grant players different skill proficiencies and abilities. Solasta also has a new system called "personality flags." Depending on what alignment and background the player chooses, they will receive specific personality traits that influence how the character behaves during cutscenes and narration. There will also be different dialogue options based on what a character's personality is.

The player will also be able to use ability scores to designate what skills their characters will be proficient at in Solasta: Crown of the Magister. Just like D&D, there are six different ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each number determines how likely a player is to succeed at different actions. Characters who have more points invested in Charisma for example are more likely to perform well during while conversing with NPCs, while characters with more Dexterity will be more likely to avoid attacks or perform better in combat scenarios. Girard says, "This mechanic is mostly for players who want to have exactly the same character that they play as during their home D&D campaign."

Solasta: How Movement And Combat Works

The preview gameplay shown to us was still in the early Alpha stages, so we were assured that the release version would be much more polished and in-depth than what was shown. Solasta: Crown of the Magister doesn't have a release date yet, so some bugs and lack of polish should be forgiven at this time. Despite being an Alpha build and Solasta running slightly rough sometimes, the gameplay mechanics were impressive and innovative.

Characters can be moved around in the environment in multiple ways to give different advantages in combat. Tactical Adventures put a significant focus on vertical movement, so players can position their characters on higher terrain to have a height advantage against ground enemies or attack enemies that are flying in the air. During one point in the demo, an enemy wolf was lured to a cliff-side and kicked off to its death. This made what should have been a difficult fight much simpler through the use of the environment. Girard says that they want to allow players to make choices such as this while they play, so that they feel like they are more in control of combat and movement.

The combat mechanics were still unpolished and glitchy, but the things that they were able to show off would introduce some unique ideas to Solasta: Crown of the Magister. Players and enemies are able to use parts of the environment for cover or decrease their enemies visibility in different ways to reduce the chances of taking damage. The use of magic characters are where things become more interesting in combat. Since players and enemies are able to to move in three dimensions, players need to be able to attack in three dimensions as well. This means that spells can be cast in any direction the player choose, whether that is at an angle below them or directly above their head to hit a flying enemy.

Solasta: Dungeons And Dragons Evolved

During the brief session with Tactical Adventures, it was apparent that they are aiming to create something special with Solasta: Crown of the Magister. Unlike other games that have been inspired by tabletop adventures like Diablo or Baldur's Gate, Solasta seems like a digital evolution of the experience that players receive from Dungeons and Dragons.

There is currently no concrete release date for Solasta: Crown of the Magister, but Girard and his team feel as though fans will embrace the work they have created when it does finally come to PC. He says, "I hope players have fun interacting with the verticality and lighting. I hope they feel smart when they push an enemy to his death rather than fighting them in a standard way. I think players will have fun discovering all the possibilities the game is going to offer."
 
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Infinitron

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Another preview: https://www.gamereactor.eu/solasta-crown-of-the-magister-first-look/

Solasta: Crown of the Magister - First Look
We got an early look at the promising new RPG that looks to bring the world of tabletop and digital role-playing closer together than ever before.

A cataclysm has hit and political tension has been brewing between the Principality of Masgarth and its neighbouring regions. The neutral Legacy Council has decided to issue a call for hired help to be sent out to explore the Badlands - the core - the epicentre of the cataclysm. The hired adventurers are for you to command so roll for initiative and let's get going.

As we move closer to first-person photorealism in games, making it hard to differentiate real life from the life gamers live on-screen, a specific genre is moving in a different direction. The golden age of top-down RPGs is now with games such as Divinity: Original Sin II, Wasteland 3, Disco Elysium and Baldur's Gate III exciting an audience broader than many previously would have expected. A newcomer taking centre stage on this particular scene is indie studio Tactical Adventures and its game, Solasta: Crown of the Magister. While plenty of things set it apart from its competitors, the one that will surely get people the most excited is the fact that it has the license for the Dungeons & Dragons SRD 5.1 ruleset (a whopping 95% of the rules from the 5.1 have been implemented). This means that not only is the developer looking to wow the fans and potential players of top-down RPGs, it also has the chance to welcome the tabletop and pen & paper crowd with an experience that's faithful to the well-loved source material yet also brand-new.

Solasta: Crown of the Magister lets its players experience the depth, intrigue, tactics and deep storytelling elements of tabletop games without needing a set group to play with. You'll be controlling four characters, all of which you yourself get to build. Being a fantasy RPG, Solasta has plenty of options for you to pick from and we got to see five, three of which had subraces to choose from (hill dwarf/snow dwarf, high elf/sylvan elf, and marsh halfling/island halfling), with the two left being half-elf and human. Each race has special features as well so if you're dead-set on playing the game in a specific way, you need to pay attention to which features you end up with. The one we picked, high elf, had stat alterations based on being an elf first and foremost; this meant that she had a base dexterity of +1, an advantage against the 'Charm' debuff, immunity to 'Magical Sleep', had the stat 'Dark Vision' that let her see normally in dim light and see natural darkness as dim light. For the high elf subrace, she received a base intelligence of +1, proficiency with longswords, shortswords, short bows and longbow, had the ability to choose one wizard cantrip and intelligence as the spellcasting ability. We thought the race options were grand to start but more are set to arrive as development progresses.


There are six classes: cleric, fighter, paladin, ranger, rogue, and wizard. We chose to have our high elf be a wizard and here, we found even more specific features and the developer who played for us even showed us how players could then edit the equipment of each class (weapons and armour, etc) as well as toggle the character in high-level gear to see what one would end up looking like during the late-game.

Background and its sub-category 'alignment', which expands this feature further, adds 'personality flags' of which you can pick two. The background options are academic, acolyte, aristocrat, law keeper, lowlife, philosopher, sellsword, and spy; giving each character you create a unique backstory and overall aura about them that will come to light in cutscenes and influence how your character will behave. It will also determine questlines in the game that are specific to that character. You'll also have a set number of languages that your character can learn and knowing specific languages in-game can influence whether or not you'll be able to negotiate with other races.

Ability scores are the next step in creating a character and it's most definitely one of the most critical areas. Players start with some points already distributed, yet there are 27 points to freely distribute anywhere across the six classic categories (strength, dexterity, constitution, intelligence, wisdom and charisma), and this will, of course, create the core of your character. Those wanting to embrace that extra tabletop flair can actually use a random dice roll function to set their stat scores, which we thought was a fantastic feature. This then ties into proficiencies and it's in this category you'll get to pick from a vast array of skill combinations and skill sub-trees - all determined via initiative rolls and tied to your stats, of course.

Finally, it's time to create the visual aspect of your character, naming him or her, altering the shape of their face, skin, hair, hair colour, eye colour and muscular build. While plenty of features are already available, we were told that our options would expand further during development.


Once you have assembled your party of four, it's time to start the game up, at which point you will be greeted by a cutscene. This is where Solasta's stories will be told, through fully voiced dialogue, with each character determined by you just prior. A high elf scholar will, for example, speak formally, with grace and confidence.

As each of the four tells their separate stories between chugs of ale, each character will take you through a specific tutorial section. For example, we were shown how to sneak out of prison as the team cleric and while escaping, we also got to see how Solasta utilises verticality and, quite honestly, we were blown away. The game doesn't just let you climb ladders, you'll get to actually traverse as if you were playing an exploration-based platformer but with a classic isometric RPG control scheme. Manipulate your environments, jump across gaps, crawl through holes in the walls, climb foliage - you can essentially do anything, truly. When we tell you that you can manipulate your environments we don't just mean that you can press a button or move a rock. You can destroy entire bridges if you wish to.

The next tutorial we got to see showed off basic combat mechanics (with some cool twists added). In the tutorial scenario, our dwarven fighter was to cross a bridge over a beautiful flowing river (but oh lord, our hero was a bit too high up) but wolves were both on his heels and blocking his path on the other side. The scenario revealed some classic RPG mechanics such as attacks of opportunity (i.e. attacking automatically when an enemy gets too close) and being able to see the turns of each character in the battle at the top of the screen (this is, of course, a tactical advantage).

A cool mechanic that was perfect to show during this tutorial stage was 'shove', a simple move to push enemies back. In this case, however, that shove threw the targeted wolf all the way down into the abyss below. As with all other moves, you won't succeed in everything you do since it's an initiative-based game. As the fighter finally reached the other side of the bridge, the wolves were still following him, prompting our hero to interact with a large rock standing on an elevation and pushing it off and onto the stone foundation of the bridge, causing it to collapse (which was oh so satisfying). Later on during the demo, we learned that the combat also offers plenty of vertical manoeuvres, not just linked to climbing or standing on various elevations but also levitation and flying, which is then cause for deeper strategic thinking. A thing to note, however, is the fact that you won't be controlling a singular character; you created your dynamic quartet and they're your responsibility now, but don't worry, if you learn how to combine their strengths, the characters will synergise perfectly, which is precisely what you want. Keep track of status effects (i.e. buffs and debuffs) and approach your enemies with tactics in mind and you'll do just fine - we hope.


Apart from this, light is a huge focus in Solasta, both in and out of combat as the game features a dynamic day/night cycle. Lighting, no matter if it's natural or conjured, has an impact on what you and your enemies can see, changing gameplay depending on what time of day you reach an area. The lighting doesn't just seem like an interesting and surprisingly deep aspect, it also brings exceptional beauty to the stark and stunning environments, of which there are many (get ready as it looks like we're going to get to explore a massive world in Solasta). In relation to the dynamic day/night cycle, players also need to make sure to rest and eat every 24 hours to keep their team at their best.

For us, Solasta: Crown of the Magister came out of the leftfield and from knowing very little to having seen the game in action, we're truly excited to see where Tactical Adventures takes things. From the intricacy of the real-time dice roll and the in-depth character creation through to the beautiful and manipulatable environments and the consequential use of light, we were hooked straight away. If what's to come continues to build on what we've just seen, we're sure that this is going to be one to watch as it gets closer to a full release.

 

Bara

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I forgot they were doing dice roll, stat array, and point buy as options for character generation.

Nice
 

Infinitron

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https://www.tech-gaming.com/solasta-crown-of-the-magister/

Solasta: Crown of the Magister preview

Solasta-Crown-of-the-Magister-1.jpg


Solasta: Crown of the Magister bills itself as a “turn-based tactical RPG”, a broad term that could probably describe hundreds of different games. But Solasta’s pedigree helps place it above many of its peers. The title is current being crafted by Tactical Adventures, a Paris-based developer launched two years ago by Amplitude Studios co-founder Mathieu Girard. As the director of commended titles like Endless Space and Endless Legend (as well as a hand in Watch Dogs 2 and Assassin’s Creed: Origins), Girard understands how to make engaging games.

During a private walk-through of Solasta, it’s also clear the director also understands the balance between tradition and distinction. Crown of the Magister utilizes the Dungeons & Dragons Fifth Edition ruleset, a 403-page document that provides detailed guidelines for character creation, exploration, combat, and magic. Essentially, it’s the DNA of D&D. These are the foundations that almost every role-playing game rests upon. The document defines elements like basic ability stats, hit points, and initiative; the fundamentals expected from most cRPGs.

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But don’t expect Crown of the Magister to be just another retreat into of archetypal high fantasy lore. Sure, the standard goblins and orcs are here test strength and spellcasting. But wisely, Tactical Adventures didn’t squander the entirety of their $263K USD crowdfunding on licensing, constructing their own lore that offers a few notable divergences.

The game’s backstory starts over a thousand years after a cataclysm opened a rift. The event devastated a shining High Elf realm named Manacalon. Now, the once-noble empire is overrun with wild beasts but retains many of its abandoned riches deep within its alcoves. A multitude of different factions are determined to venture into what’s now referred to as “Badlands”, concealing a multitude of motivations. While some seek preservation of Manacalon history, others are more driven by monetary gain.

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While it’s still a bit early to tell how well Tactical Adventures’ weaves its tale, it is evident that the team has spent a wealth of time making fallen Manacalon look unique. Hopefully, that quality will carry over to the quality of the exposition. As a party entered into the depths of a murky dungeon, there was some elaborate visual work, showing deteriorated limestone tiling and frail scaffolding undoubtedly left by previous explorers. Beyond evocative lighting emitted by campfires and hanging lanterns, both interior and exterior locales exhibited an abundance of verticality. Pleasingly, illumination isn’t just for mood. Purportedly,

The multitude of staircases and ladders weren’t just there for visual variety. Early on, Girard pitted a party against a bridge full of marauders. While some died from melee or ranged attacks during the snappy, turn-based battle, one unlucky foe was pushed off the bridge and tumbled helplessly to the ground below. This seemed to be a recurring theme during encounters. Staying true to their name, Tactical Adventures offered a multitude of ways to dispatch foes, and it was hinted at the campaign would shun being a liner affair.

Solasta-Crown-of-the-Magister-2.jpg


Likewise, the game’s character creation suite lent a bit of freedom. Players can build their adventuring party from different races and classes. When asked if there were any requirements on team composition, Girard explained that the development team was opposed to rigid rules, allowing players to part their own path through the estimated 25-35 hour campaign. “If someone wants to make a team of tanky fighters”, we might offer them a warning. But we won’t limit player choices.” Hopefully, this sense of autonomy is prevalent through Crown of the Magister.

When you see a few brief slices of a role-playing game, it can be gauge to gauge if a battle system will remain appealing over the long haul. While off-screen dice rolls determine outcomes, Solasta strives to keep encounters swift and eye-catching. Magic users cast spells that offer nicely animation actions, chosen from pop-up menus that aren’t just efficiently organized, but are quite eye-grabbing. Currently, they’re working on a camera system that may occasionally cut to cinematic camera angles. After witnessed a few XCOM-style actions, I’m quite hopeful for what’s to come.

Often, when I speak to game directors, questions about design philosophies might reveal an inkling of indecision. There’s a muted confidence that solutions will arrive through alpha-testing. But Girard didn’t seem especially enamored with this kind of focus testing, letting his decades of experience playing table-top games and CRPGs guide Solasta’s production. While things have a chance to go wayward in the final build, I have a strong suspicion that Crown of the Magister will deliver a rewarding trek for role-playing fans when it releases.
 

Lacrymas

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I question the choice of some classes. I'd remove Paladin and Ranger since you can make other classes behave similar to them, and introduce Warlock and Druid instead.
 

Grunker

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I question the choice of some classes. I'd remove Paladin and Ranger since you can make other classes behave similar to them, and introduce Warlock and Druid instead.

Druid is a little meh in 5E tbh, and I also question that you can make other classes behave like the Paladin as far as single target damage burst goes. I dunno who can come close if we're just talking core content. You can make Warlock do it but you need Xanathar's stuff for that.

Ranger is just underpowered in 5E unless they implemented some of the UA changes which makes the class MUCH more interesting. I agree that Warlock would be a cool inclusion though, would easily trade that for ranger but then there'd be no nature folk at all for those with that obsession.
 

Grunker

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What would have been insanely cool would be KibblesTasty's Artificer. That class is one of my favourite class designs in RPGs period. But probably way too many assets to handle for a small team.
 

Rinslin Merwind

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I question the choice of some classes. I'd remove Paladin and Ranger since you can make other classes behave similar to them, and introduce Warlock and Druid instead.
Wait, why do you question choice of classes RIGHT NOW, after so much time passed and not much earlier when there was vote for classes (there was vote for classes I think)? Personally, I don't like Rangers either, although I would sacrifice both Paladin (sorry holy warriors) and Ranger for Artificer, because concept of this class is awesome.
 
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Lawntoilet

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Druid is a little meh in 5E tbh, and I also question that you can make other classes behave like the Paladin as far as single target damage burst goes. I dunno who can come close if we're just talking core content. You can make Warlock do it but you need Xanathar's stuff for that.

Ranger is just underpowered in 5E unless they implemented some of the UA changes which makes the class MUCH more interesting. I agree that Warlock would be a cool inclusion though, would easily trade that for ranger but then there'd be no nature folk at all for those with that obsession.
Druids are quite strong in 5e in my experience, but all their shape-shifting mechanics would probably add a ton of work to implement.
Warlocks also would probably be a bit more work to implement because their abilities are different from other casters.
Paladin and Ranger operate like Fighter/Clerics basically so they'd be easier. Hopefully they have buffed Rangers somewhat though compared to the PHB.
 

Lacrymas

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Druid is a little meh in 5E tbh, and I also question that you can make other classes behave like the Paladin as far as single target damage burst goes. I dunno who can come close if we're just talking core content. You can make Warlock do it but you need Xanathar's stuff for that.

Ranger is just underpowered in 5E unless they implemented some of the UA changes which makes the class MUCH more interesting. I agree that Warlock would be a cool inclusion though, would easily trade that for ranger but then there'd be no nature folk at all for those with that obsession.
Cleric with the War domain behaves kinda like a Paladin from a flavor point of view. Ranger can be mimicked by a ranged Rogue, or maybe a multi-classed Druid/Rogue if Druid was implemented.

Wait, why do you question choice of classes RIGHT NOW,
I didn't realize it was this selection of classes tbh, since I haven't followed Solasta development almost at all outside of complaining about the UI that keeps getting worse. ;d
 

Lacrymas

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They could've easily made an archetype that mimics Paladin more closely and made better class choices. At least it makes more sense to me, especially since you have limited the class selection to 6. Why put up a vote for classes anyway? There was an obvious better way. A persistent criticism I have of D&D classes (PoE2 got this way worse, however) is how certain ones could've been subclasses/archetypes of others, that way more build options are made available.
 

Lawntoilet

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They could've easily made an archetype that mimics Paladin more closely
Not really, mechanics-wise. The 5e Paladin and Cleric play very differently from each other. It'd be easier to do as a Fighter archetype though.
If you're going to just start combining classes based on flavor and collapsing mechanical distinctions like making a Paladin out of a Cleric, then you get into the old arguments: go back to the original 4 classes, make Druids a Cleric archetype, Barbarians, Rangers, Paladins all Fighter archetypes, Bards a Rogue archetype, Warlocks and Sorcerers into Wizard archetypes, etc.
Which you can do I guess but they're staying more faithful to 5e than that.
 

Dorateen

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I only wish the party size was bigger. This is where Realms Beyond and Knight of the Chalice 2, are going to shine. Still, I am encouraged by the developer's respect of player freedom. That's what puts these three D&D adaptations in a different class than the other story-orientated games.
 

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