Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

KickStarter Solasta: Crown of the Magister Thread - now with Palace of Ice sequel DLC

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,171
do higher lvl cap finally allow rogues to use scrolls?
 

Ol'man

Educated
Joined
Mar 9, 2018
Messages
71
Seems like 12-16 abilities are still missing for lots of subclasses.
Because some subclasses don't get abilities between 12-16. E.g. cleric, monk.

Why though?
Especially monks, they could at least get another attack.
Short answer: Class/subclasses get abilities at different intervals. Ask wotc why monks and clerics wait till 17 (which the DLC doesn't go to) to get their subclass capstone.
Long answer: Some convoluted reasons that are largely irrelevant at this point in the game's life cycle and were stupid as far back as 2013 during playtest. I think the argument for clerics was they got a lot of stuff (armor, domain features) starting out, and wizards by comparison got basically none so clerics weren't entitled to as much stuff later, but arguments like these fall apart when you at other full casters' starting packages and how the game has evolved over the years.

Wotc just hates monks. At least their 14 class ability is good.
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,452
Location
Grand Chien
Campaign creators are in a unique position to buff or nerf relative power levels between classes by providing magic items that specifically boost class abilities or are only usable by certain classes. For example, you could create an item that only Monks can use, that grants a powerful AC bonus. Or something.

I dunno if Solasta allows creators to make custom magic items though. Maybe not.

Also it doesn't really make a class become better at a specific level I suppose. Unless you could restrict an item to a Monk of a specific level.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,765
Location
Copenhagen
Campaign creators are in a unique position to buff or nerf relative power levels between classes by providing magic items that specifically boost class abilities or are only usable by certain classes. For example, you could create an item that only Monks can use, that grants a powerful AC bonus. Or something.

I dunno if Solasta allows creators to make custom magic items though. Maybe not.

Also it doesn't really make a class become better at a specific level I suppose. Unless you could restrict an item to a Monk of a specific level.

With the amount of additional content in Unfinished Business, maybe someone made a subclass that made Monk viable

EDIT: Potentially could make a pretty lulzy melee archer with Way of Distant Hand. Monk's primary disadvantage is their redunc ability needs, but Distant Hand can ignore Strength completely, so you can pump dat AC, and from level 3 onwards you can fire in melee without penalties.

EDIT2: Way of Survival (from the DLC, not a mod) makes a decent tank since besides basically being a Monk with shield AC bonus, it also has access to that all important Resistance for big dick tanking turns. It's no Path of the Stone barbarian both since the Resistance is less constant, it's more constrained on ability scores AND the self-healing is lesser, but ain't much can compete with Path of the Stone and barbs anyway, as we all know Tactical Adventures and Wizards both suck massive barbarian ERYFKRAD dick.

EDIT3: Now that we're talking monks, does anyone know whether the healing from Unbreakable Body triggers one time for each instance of damage? I'm assuming it don't, since if it does that seems quite bonkers and is certainly one edge on Path of the Stone.
 
Last edited:

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,511
Campaign creators are in a unique position to buff or nerf relative power levels between classes by providing magic items that specifically boost class abilities or are only usable by certain classes. For example, you could create an item that only Monks can use, that grants a powerful AC bonus. Or something.

I dunno if Solasta allows creators to make custom magic items though. Maybe not.

Also it doesn't really make a class become better at a specific level I suppose. Unless you could restrict an item to a Monk of a specific level.
There's an insane warlock item in the original campaign which increase their available spells by 50%, costs 10 times more than the next most expensive item though.
 

NJClaw

OoOoOoOoOoh
Patron
Joined
Aug 30, 2016
Messages
7,587
Location
Pronouns: rusts/rusty
Pathfinder: Wrath I'm very into cock and ball torture
With the amount of additional content in Unfinished Business, maybe someone made a subclass that made Monk viable
I can imagine what makes you believe they are subpar, but I recently completed a playthrough of The Forsaken Isle (6-man party version) and the Monk was easily my most important melee character. Stunning Strike is just something no other class can bring to the table, and Way of Survival's damage bonus really adds up when you attack 4 times per turn (5 with Haste). The worst part about it is that you need 3 high attributes (so you have to waste on him many magic items), but this is also true for a Barbarian if you want to play unarmored.

EDIT: Potentially could make a pretty lulzy melee archer with Way of Distant Hand. Monk's primary disadvantage is their redunc ability needs, but Distant Hand can ignore Strength completely, so you can pump dat AC, and from level 3 onwards you can fire in melee without penalties.
You can always ignore Strength on a Monk. You use Dexterity for your unarmed attacks and monk weapons.

EDIT3: Now that we're talking monks, does anyone know whether the healing from Unbreakable Body triggers one time for each instance of damage? I'm assuming it don't, since if it does that seems quite bonkers and is certainly one edge on Path of the Stone.
It only triggers once each turn, but, unless they fixed it in the last two weeks, the damage bonus is bugged and you add 2 times your CON bonus to each attack.
 
Last edited:

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,511
With the amount of additional content in Unfinished Business, maybe someone made a subclass that made Monk viable
I can imagine what makes you believe they are subpar, but I recently completed a playthrough of The Forsaken Isle (6-man party version) and the Monk was easily my most important melee character. Stunning Strike is just something no other class can bring to the table, and Way of Survival's damage bonus really adds up when you attack 4 times per turn (5 with Haste). The worst part about it is that you need 3 high attributes (so you have to waste on him many magic items), but this is also true for a Barbarian if you want to play unarmored.

I've also been pretty happy with a way of freedom monk, spams stun enough to get through legendary resistance too.

But other classes getting an extra attack between 12-16 makes him shitter in comparison.

Would get a big power bump from proper magical gauntlets though, instead of generic +2.
 
Self-Ejected

MajorMace

Self-Ejected
Patron
Joined
May 6, 2018
Messages
2,008
Location
Souffrance, Franka
Alright I finally got around to try this. Just completed the Shaded Castle or something, featuring vampires and necromancers and shit.

It's a cool 5e fix, tbf, but it feels more suited for beginners or 5e newbies who want to experiment with parts of its rules.
I haven't checked but I suspect the editor isn't very robust and chances of producing good content is probably low.

I doubt it'll survive the release of BGIII though.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,765
Location
Copenhagen
Alright I finally got around to try this. Just completed the Shaded Castle or something, featuring vampires and necromancers and shit.

It's a cool 5e fix, tbf, but it feels more suited for beginners or 5e newbies who want to experiment with parts of its rules.
I haven't checked but I suspect the editor isn't very robust and chances of producing good content is probably low.

I doubt it'll survive the release of BGIII though.

Is it due to combat difficulty dramatically falling off or the actual encounters get somehow blander design-wise ?

Wrote a mini review here. Unfortunately the DLC is maybe worse.

Artyoan made a mod for it that is high ranked on the Workshop which might have more challenge and encounter design, so imma give that a shot
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,502
Is it due to combat difficulty dramatically falling off or the actual encounters get somehow blander design-wise ?
Not blander but you only get one encounter with rest anywhere at will , your casters shines having all their higher spell slots available everytime, which trivialize anything. But none gives a flying fuck about following guidelines , even here, so we get the game we deserve.
 
Self-Ejected

MajorMace

Self-Ejected
Patron
Joined
May 6, 2018
Messages
2,008
Location
Souffrance, Franka
Alright, too bad it doesn't manage to challenge the player in the second half. I'll probably finish it though, I find the game to have very few annoyances polluting the gameplay and that feels pretty fucking good in 2023.
Also, I checked and wasn't surprised to see that the studio was founded by ex-Amplitude devs. It features the exact same sort of functional UI. No esthetics allowed here.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,511
Is it due to combat difficulty dramatically falling off or the actual encounters get somehow blander design-wise ?
Not blander but you only get one encounter with rest anywhere at will , your casters shines having all their higher spell slots available everytime, which trivialize anything. But none gives a flying fuck about following guidelines , even here, so we get the game we deserve.
Unless you are running back to resting points (=extreme degeneracy) this doesn't happen.
 
Self-Ejected

MajorMace

Self-Ejected
Patron
Joined
May 6, 2018
Messages
2,008
Location
Souffrance, Franka
To be honest I play without savescumming (for failed rolls for instance) and I still found myself surprised to find a safe long rest spot here and there already.
But I went for the classic Fighter-Cleric-Thief-Mage party and short rests already do wonders anyway.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,765
Location
Copenhagen
It features the exact same sort of functional UI. No esthetics allowed here.

Besides a few annoyances, Solasta's in-world/combat UI is just stupid good. It completely shits on BG3's for example. The character sheet/editor/inventory is another matter though :D
 
Self-Ejected

MajorMace

Self-Ejected
Patron
Joined
May 6, 2018
Messages
2,008
Location
Souffrance, Franka
Now that I read your post and think of it, I realise the UI is actually the main reason I can't play DOS2 past the first act. Always thought of its perpetual 'the floor is one out of fifty shades of lava' gimmick and dual armor design as the main culprit, but it might just be too cumbersome to manoeuver.

Both games feature essentially the same experience : free-camera in a 3d environment, turn per turn etc. But Solasta plays very smoothly while DOS feels like a chore.
Its game design obviously doesn't help but fuck is it annoying to navigate its controls.

But what I meant was, visually, Solasta is very reminiscent of Amplitude Studios first games, with very functional, square-shaped, barely decorated buttons, menus and such.
3eal4o4o5bs41.png


157168.png

Just like with its story and characters, they clearly went for the most efficient route and focused on adapting the 5E ruleset and designing encounters, dungeons and terrains and I can't fault them for this.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,765
Location
Copenhagen
Right, Artyoan, let's see what this Forsaken Isle of yours has got.

Party here. Almost made 'Gish: The Party' complete with Guts-bard et al when I saw where my builds where headed, lol. Ultimately I wanted to have a Lore bard due to no dedicated casters and Marshal looks fun:

Tank (Way of Survival):

5Y8W7gU.jpg

Off-Tank (Marshal, hammer or axe n' board with Protection style):

yHHIHGw.jpg

Melee-focused Gish (Soulblade, twohander - obviously multiclassing would be the shit here but Soulblade -> Charisma-class is so stupidly OP I'll probably be mainclassing, at least until your mod breaks me):

WULIkde.jpg

Crafter (Weaponsmith, undecided on weapons):

OTvPvHA.jpg

Caster-focused Gish (Fighter is just a level 1 dip, from level 2 onwards it's full class Wizard (Blade Dancer), Rapier with empty off-hand, so Dueling fighting style):

4xVdBaK.jpg

Healer/Caster (Lore College):

7kbIG8d.jpg
 
Last edited:

Artyoan

Prophet
Joined
Jan 16, 2017
Messages
741
Right, Artyoan, let's see what this Forsaken Isle of yours has got.

Party here. Almost made 'Gish: The Party' complete with Guts-bard et al when I saw where my builds where headed, but I wanted to have a Lore bard due to no dedicated casters and Marshal looks fun:

Tank (Way of Survival):

5Y8W7gU.jpg

Off-Tank (Marshal, hammer or axe n' board with Protection style):

yHHIHGw.jpg

Melee-focused Gish (Soulblade, twohander - obviously multiclassing would be the shit here but Soulblade -> Charisma-class is so stupidly OP I'll probably be mainclassing, at least until your mod breaks me):

WULIkde.jpg

Crafter (Weaponsmith, undecided on weapons):

OTvPvHA.jpg

Caster-focused Gish (Fighter is just a level 1 dip, from level 2 onwards it's full class Wizard (Blade Dancer), Rapier with empty off-hand, so Dueling fighting style):

4xVdBaK.jpg

Healer/Caster (Lore College):

7kbIG8d.jpg
I use a lot of custom enemies to make up for that shortfall of difficulty in the main campaign after the early game. Even in the original four man version all of the enemies after the midway point are custom versions. I believe all of them are custom in the six man, save for maybe one or two near the beginning. If your primary criticism of Solasta is still of uneven challenge, you will almost certainly find this entertaining imo. Looks good to me as a party, I'm a fan of the Marshall and Lore Bard especially.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,765
Location
Copenhagen
I really like what I'm seeing so far. Besides the core thing that encounter composition so far is a million times more thought out than in the base game, there's stuff like me thinking I'm clever setting up an ambush on some orcs in a cave and then getting fucked because I didn't notice you put two tiny gaps in the palisade that the orcs could crawl under, ramming my backline's ass :lol:
 

Artyoan

Prophet
Joined
Jan 16, 2017
Messages
741
I really like what I'm seeing so far. Besides the core thing that encounter composition so far is a million times more thought out than in the base game, there's stuff like me thinking I'm clever setting up an ambush on some orcs in a cave and then getting fucked because I didn't notice you put two tiny gaps in the palisade that the orcs could crawl under, ramming my backline's ass :lol:
Its a risky method to potentially get to the shaman quicker if you go under it but all is fair play if they choose to use it too. The AI isn't too bad about using alternative methods if one area gets too congested.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,765
Location
Copenhagen
Going to have to respec the Marshal, however. That shit is blatantly OP. I wish they didn't include stuff like that in the community expansion.

It's a shame too because the idea is really fun.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom