ERYFKRAD
Barbarian
- Joined
- Sep 25, 2012
- Messages
- 29,893
Bullshit.Munchkinism is in our blood
Bullshit.Munchkinism is in our blood
you can select pronouns and with the help of fantastic face generator create true ma'am like you always wanted, so codexers are excited.But I genuinely wonder why does everybody praise this game so much?
Munchkinism is in our blood, so adding options that only cripple you just for role playing in a computer game goes against the human soul.
You don't RP in IWD?Yes, RP is fun, but in tabletop where it actually matters. RP can in no way excuse bad mechanics in a computer game.
Yes, RP is fun, but in tabletop where it actually matters. RP can in no way excuse bad mechanics in a computer game.
RP can be done without any mechanics at all
I've been rather busy lately (family stuff mostly) so I'm somewhat late to this discussion. But I genuinely wonder why does everybody praise this game so much? A disclamer: I acknowledge that the devs did implement some parts of 5E SRD more or less faithfully. Aside from that obvious fact, is there anything else good about Solasta?
I've only played the CotM campaign. Maybe LV is better but I doubt it. The game has too many fundamental flaws.
First of all, it's not even an RPG. It's a story-driven (to put it mildly) tactics game where combat essentially means using the same thing nearly all the time. Unless you are facing a dragon, the winning strategy is to turtle under the Spirit Guardians dome and focus fire enemies one by one in the usual order: spellcasters > weaklings > tough guys. If there is a choke point, use terrain/wall spells to abuse it. That's it.
Positioning somewhat matters in theory but doesn't in practice because story missions and encounters routinely force you to defend in an unfavorable spot (which is especially stupid when you're supposedly the ambushing side in a random encoutner). You can actually do something clever about positioning in certail optional fights and those are the only enjoyable ones.
It's not just combat though. Everything's really bad in Solasta. The setting is the laziest generic fantasy I've ever seen which is a bit of an achievement but not in a praiseworthy sense. I mean "Cataclysm", really? They couldn't even come up with a less generic name for the defining event. The story is "kill all the bad guys" completely on rails. There are no choices, no consequences and no free exploration. Adding insult to injury, right before the final mission a minor NPC basically lectured my party about knowing their place. Girl, you didn't have to. Your whole cardboard world had been giving us the same lecture for 60 hours.
The writing is the dumpster fire grade garbage, the dialogues are worse than NWN2 OC (I didn't think it was possible). Ironically, character models look like they were imported from NWN2 too almost 20 years later. I don't know why the devs are so insistent on all those close up cutscenes where your party just stands in a line. A typical cutscene in Solasta is ugly puppets standing in one place and spewing out horribly voice acted absolute nonsense one line at a time. Sometimes bad games at least have nice music, but this isn't the case.
Objectively, even Sword Coast Legends was a better game (just not really a D&D game) and that's coming from someone who played SCL once and would never play it again. Solasta is just a pile of trash. If you compare Solasta to an actually good tactics game (e.g. Knight's Tale), it'll be like a fight between a malnourished junkie and a heavyweight champion.
Maybe Solasta doesn't do as good a job as KotC2 in demonstrating the "push enemy into bad thing" mechanic, but it's there if you know about it/care to use it.And there is more to verticality than just flying and ranged weapons.Yes, RP is fun, but in tabletop where it actually matters. RP can in no way excuse bad mechanics in a computer game.
Pushing enemies off ladders is extremely satisfying. Especially after they had spend round getting up there.
Reported for suggesting the destruction of RPG Codex.After 14 years, I'm of a mind to support a rule that we just instaban everyone who
- says something is or isn't an rpg
- is responsible for any line of posting that leads to discussion about whether something is an rpg
Pushing spiders to their deaths is extremely satisfying the entire game.Maybe Solasta doesn't do as good a job as KotC2 in demonstrating the "push enemy into bad thing" mechanic, but it's there if you know about it/care to use it.And there is more to verticality than just flying and ranged weapons.Yes, RP is fun, but in tabletop where it actually matters. RP can in no way excuse bad mechanics in a computer game.
Pushing enemies off ladders is extremely satisfying. Especially after they had spend round getting up there.
Reported for suggesting the destruction of RPG Codex.After 14 years, I'm of a mind to support a rule that we just instaban everyone who
- says something is or isn't an rpg
- is responsible for any line of posting that leads to discussion about whether something is an rpg
Reported for suggesting the destruction of RPG Codex.After 14 years, I'm of a mind to support a rule that we just instaban everyone who
- says something is or isn't an rpg
- is responsible for any line of posting that leads to discussion about whether something is an rpg
qft
time to rename it to "shitty vn codex". no combat - not an rpg.Reported for suggesting the destruction of RPG Codex.After 14 years, I'm of a mind to support a rule that we just instaban everyone who
- says something is or isn't an rpg
- is responsible for any line of posting that leads to discussion about whether something is an rpg
By the way, one of my most disliked "features" of the game is the attunement system for items. A a creator, can you ignore that feature, and let the party wear whatever they want, without being restricted to three magical items?I’m not sure why they made the ‘thin’ walls as they did for the DM. The player can fly over them as well which could easily sequence break a campaign if the creator doesn’t know it’s possible.
In the witch hut for the 4 man version of the forsaken isle, there was a dice roll to open one door of four. But the player can fly over those doors and get every prize.
I wish I knew that back then, haha.In the witch hut for the 4 man version of the forsaken isle, there was a dice roll to open one door of four. But the player can fly over those doors and get every prize.
This is the 5E core rules restriction.By the way, one of my most disliked "features" of the game is the attunement system for items. A a creator, can you ignore that feature, and let the party wear whatever they want, without being restricted to three magical items?
Nope. That can be changed with UB I believe but not from the DM portion.By the way, one of my most disliked "features" of the game is the attunement system for items. A a creator, can you ignore that feature, and let the party wear whatever they want, without being restricted to three magical items?I’m not sure why they made the ‘thin’ walls as they did for the DM. The player can fly over them as well which could easily sequence break a campaign if the creator doesn’t know it’s possible.
In the witch hut for the 4 man version of the forsaken isle, there was a dice roll to open one door of four. But the player can fly over those doors and get every prize.
What even is attune lore wise? Why can you only equip so many "special" items? Does you head explode like Scanners?
Attunement
Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster qualifies if it has spell slots and uses that class’s spell list.) If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like.
Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.
Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can’t be the same short rest used to learn the item’s properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.
An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can’t attune to more than one copy of an item. For example, a creature can’t attune to more than one ring of protection at a time.
A creature’s attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed
I know it's a 5E thing. Solasta was my first encounter with the system, and I am not a big fan.I wish I knew that back then, haha.In the witch hut for the 4 man version of the forsaken isle, there was a dice roll to open one door of four. But the player can fly over those doors and get every prize.
This is the 5E core rules restriction.By the way, one of my most disliked "features" of the game is the attunement system for items. A a creator, can you ignore that feature, and let the party wear whatever they want, without being restricted to three magical items?
But the Unfinished Business mod has an option to increate the number of attuned items to 4 at level 10 and to 5 at level 18.
Or you can just embrace your inner munchkin and turn it off completely.
It's not a bad idea to limit the monty haul, you could also make it so magic items are really rare to unexistant and more significant when you find some , the exact opposite of a diablo loot system.I know it's a 5E thing. Solasta was my first encounter with the system, and I am not a big fan.I wish I knew that back then, haha.In the witch hut for the 4 man version of the forsaken isle, there was a dice roll to open one door of four. But the player can fly over those doors and get every prize.
This is the 5E core rules restriction.By the way, one of my most disliked "features" of the game is the attunement system for items. A a creator, can you ignore that feature, and let the party wear whatever they want, without being restricted to three magical items?
But the Unfinished Business mod has an option to increate the number of attuned items to 4 at level 10 and to 5 at level 18.
Or you can just embrace your inner munchkin and turn it off completely.
It's like, here are these cool items, and here are all these item slots, but fuck your fun, only three items allowed!