80 hours later, multiple thoughts, from races, backgrounds, items, and all

3 months ago (edited)

Character Creation:

First thing I noticed were the broken stats in pregen characters. The Rogue, for instance, has 21 dex, which is actually impossible. Please use either standard array or point buy for them, thus fixing their broken stat spread.

Instead of just 27 point buy and free edit buy options, please add a change to max buy option to include a change to min/max stat option. Essentially, a 5e point buy calculator. I use one myself for character creation because rolled stats is just praying to RNGesus and is not at all roleplay. I want to roleplay my character entirely and feel chosen stats make more sense. 27 points and standard array are so far behind rolled dice, providing sometimes twice as many points worth of power, that I just up my max buy to 32 points, lower my min stat allowed to 6 and my max stat up to 18. That's a proper roleplay and would ask for that to be included.

Large lack of character creation options will likely be fixed at a later date, but just in case: eye colors don't match with the colors shown. Beard options are non-existent (where's the full stubble, mustache, etc?). The 3rd female voice is just the young/humorous/halfling male voice. Many other things, but these things were the most obvious.

Custom Background is literally the rule of 5e DND in the PHB. It gives examples to use, but otherwise explains how to allow choice here, for roleplay's sake. There is no reason backgrounds should be locked into proficiencies that are doubled or useless. When I pick a fighter, I want to make that person a martial sounding background, but the only options give unique profs which a fighter starts with. This is constantly an issue for all classes/races. Please allow proficiency swap if a character already has them from class/race choice (read the PHB for how to balance this).

Equipment loadout is on the class page, but that should be last, after proficiency and ability score is chosen. This is because you gain proficiency you otherwise don't have, and would then start with some different options (such as a cleric choosing Warhammer, but not obtaining that proficiency until later, or a fighter wanting medium armor to start). It is also the case because some armors have strength requirments to be equipped. Should also be given the option to take gold over equipment loadout, but I can see how that might impact starting story (naked in a bar telling stories).

Human race is a big problem in this game. This is mainly because of what they provide and the fact that this is a video game which gives infinite rolling of stats and a free edit in point buy. Anyone can decide what they want the numbers to be, which is supposed to be the strength of the human race, providing more numbers. They don't. So ignoring stats, what do humans get? 6 move and common plus an additional language. So basically nothing. Let's change the human race to be open and useful. They should be 2 stat points of your choice, 1 feat of your choice, 2 proficiencies of your choice, and start with common, old tirmarian, and one language of your choice. This would be thematic to the game and give an actual reason to play as human. Perhaps also consider changing their name from Human to Tirmarian.


Gameplay:

Starting a new adventure should not be using the same folder of saves as a prior adventure. Please create multiple adventure save folders.

Play/Pause keybind causes two additional things it shouldn't, skipping dialogue and ending turns in combat. Please split those away from Play/Pause and give them their own keybinds.

Please add keybinds - Loot All; Cautious (stealth mode); Center Screen on PC (currently you have to hit party button twice, which is a very weird interaction).

Dialogue choices can only be interacted with by clicking. Using numbers has been the standard for many years now in RPGs. I default to moving my hand to press 1-4 to choose dialogue, not the mouse. Please give us the ability to do this.

The town maps have no mouse drag interaction but the world map does. I'm always trying to move the map with mouse drag. Please allow this option for all maps.

World map travel is missing a lot of options, like stopping and turning around, or stopping to hunt, changing map travel options, or creating a camp on the fly to interact with characters inventories and such.

The Use Item option in game gives you a single quick slot. Rather than having a single item, give us a menu which points to your inventory, like the Cast Spell menu. Also, unsure why you have Spell Component bag default into that space, as it does actually nothing? Same for Arcane Focus. Just create a slot where mages equip their Focus/Bag, removing it from inventory space and giving the impression that it matters at all (in this game, action economy does not take into account your freehand requirement, making equipping these things useless).

Wealth seems to be heavily skewed towards Gold. I would suggest finding a better balance of how much Copper, Silver, and Gold a level 1-4 party is actually able to see. This should also change loot drops to be more meaningfully balanced, especially if incorporating the below mentioned combat loot checks.

Encumbrance is a good thing to have in a game, especially if you're planning on having the Scavengers cleaning up what you don't grab. Given this, it makes sense to use the variant encumbrance rule (5x str and 10x str). However, the current line on what is light and heavy is just too restricting for a video game with fairly heavy loot (considering how real D&D has hardly any). If you choose to play a party without a heavy str based character and without Goodberries, much of your tiny weight allotment is taken up by worn equipment and rations. These lines should be pushed more. Yes, you have it set to 6x and 12x instead of 5x and 10x, but let's remember, you have definitive dropped loot with very heavy things to carry, and it's a video game. I would suggest adding an option in game to turn off the Variant rule causing light and heavy encumbrance.

Certain spells seem to have no reason to be used. I read the few you addressed, but also Detect Evil and Good and Detect Magic seem completely useless. Perhaps the Detect Evil and Good spell will find some form of use later on, but the Detect Magic spell I don't see being useful. You already always know if something is magical, because you have the items state "it seems to be magical" or something similar, or it's considered "unidentified." In a real D&D game, you have Perception/Investigation checks to look around for loot after a battle. If you ever feel like you're limited in time, you would Detect Magic to find the shiniest of the items, plus many other things like finding a magic item behind a wall. In this game, you just don't need it. Hitting Alt shows everything and loot is never found based on Investigation checks. It just sits on the ground, always visible and generally persistent through all plays. I would suggest having combat end with no loot bag drops and giving the player a chance to do an Investigation check to discover what they find, changing combat drops based on what they roll. This would also fix two issues: loot bags acting as a light source (despite having no light source inside them); running around map clicking on barely visible brown bags in the brown dirt. Also try to find more reasons for these spells to exist.

Kit proficiency is really weird right now. Maybe this is a bug, but I have no idea how the bonuses work with the kits. Example: my Rogue has Poisoner's Kit prof. I go to the crafting window and it says Crafting Bonus +5. I mouse over it and it shows a check mark in Poisoner's Kit, and X in Medicine, and a check in Nature. None of those things would normally give me +5 (Nature is at +4 on my sheet). My Cleric has Herbalism Kit prof. He shows Crafting Bonus +2, with Herbalism Kit check, Medicine check, and Arcana X. His sheet gives a +0 in Arcana and a +5 in Medicine. Finally, my Wizard is Scroll Kit prof. Crafting Bonus +6, with Scroll Kit and Arcana both checked. Arcana on sheet is +6. Interestingly, even without prof in the other kits, she can use them with even higher bonuses than my other classes. What's also weird to me is that the Herbalism kit seems to want int checks to see if you can create the objects, however, if trying to create a Potion of Healing, it requires you know the Cure Wounds spell... that's a Cleric thing. Cleric's use wisdom, not intelligence. This system needs cleanup and the ability to choose what ability/stat is used.

Darkvision... ah the main, divisive topic. The thing that I will see argued in discord, on streams, and in forum. That alone should tell you a new concept needs to be conceived. I understand that your decision is based on lighting and race issues, but this is not the way. First, human and island halflings are the only current race without darkvision. Humans, as I've already stated, are entirely useless, with or without darkvision. Island halflings are good, but generally get beaten by half-elf in usefulness. If you think you're closing the gap between races, you're wrong. You're actually just moving all races over at the same time. The gap is the same. Regardless of party member race, you are now always required to use the Light and Dancing Lights cantrips. These are just mandatory. There is no tactical combat to it, it's just mandated. You may be thinking, well, use a torch, we have a light slot. No one will want to drop their AC by 2 points (swapping out shield) or be forced to use a one-handed weapon instead of a two-handed just because a darkvision person cannot see perfectly within 5 feet of themselves. If I can shake the hand of a person directly in front of me, I should absolutely be able to swing a weapon at them without disadvantage. To make matters worse, it's the player who has to make this choice, not the enemy. Let's even ignore the fact that some enemies have "superior darkvision" (which is just actual 5e darkvision), but when we bring the light ourselves, we give the enemy a beacon to attack. Their ranged attackers just thank us. They don't waste action economy or real life time constantly checking if the Light cantrip is up, swapping around their builds, or dropping a torch on the ground (over, and over, and over...). It's us who are forced to do that. D&D is already a game of 50-60% chances. Forcing disadvantage on players and even enemies during situations like this (or forcing no shields, no two-handed weapon, 100% uptime on the Light cantrip, repeated torch drops, encumbrance issues for carrying said torches) only serves to artificially elongate combat and frustration. My absolute honest opinion: leave darkvision as normal 5e, remove it entirely, or give a 5 foot radius for no disadvantage with darkvision (forcing the above for when ranged users need to see). The last option is a very solid compromise.

Boss fights feel railroaded. Examples: Killing all the skeletons instantly spawn your party at a specified point on map to discuss with skeleton commander; killing everything in the secret underground area (found by all 3 entrances... weird choice there), then opening the cages and killing the newly freed undead, instantly spawns your party at a specified location to discuss with necromancer lady. These things railroad you into these fights regardless of where your party is currently standing. There should be location flags taken into account so that if you're multiple screens away, just finishing one combat, you're not instantly transported to another room to fight someone else.


Noticed Changes from 5e (intended/unintended?):

Advantage/Disadvantage stacks instead of canceling each other out. 5e has 10 disadvantages plus 1 advantage means you have neither (not just that your roll is normal, it means you don't have these things, which is important for Rogue Sneak Attack).

AOOs (attack of opp) require sight of your target, which you do not have when blinded (darkness, fog cloud, blind, etc). specifically stated in rules. you are able to target in this game at disadvantage.

You cannot use two weapon fighting to attack with your offhand light weapon unless you've taken the attack action and used a light weapon in your main hand. Currently, you can cast spells and still attack with your offhand.

No custom background option (as explained above).

Spiritual Weapon is not a concentration spell. It is summoned for it's duration, or until destroyed. Your game makes it disappear when the caster drops.

Not expecting you to use this rule as intended, but ability checks are not set, meaning the DM, as the actual rule states, decides if the athletics check, for instance, is str or dex or wis, etc based. I would say, however, you should use the optional rule of defaulting intimidation to strength over charisma if the player chooses this (make it a gameplay option).

Long rests require you remove your medium and heavy armor, or suffer consequences, such as less hit dice recovered and exhaustion levels not removed (stated in Xanathar's Guide, page 77, not PHB). Your game does not require this, which is an option many likely prefer. However, during ambush, there are surprise rounds that with this rule would mean those medium and heavy armor wearers would be without their armor AC bonus. It also takes a certain amount of time to equip those items (minutes), so those people would not be able to squeeze themselves into it during the combat. This is a rule I prefer, as it would be proper roleplay.

Rations weigh 2 lb and cost 5 silver each in real 5e. Your Rations weigh 3 lb and cost 2 gold each. Your encumbrance concept, as mentioned above, is restricting. Without Goodberries, the party has a large amount of weight taken up by a simple roleplay device.

the_glimpse
Level 10
3 months ago

27 Points and Standard array are what 5E uses and they're what the SRD uses.


It's what is used in Adventurer's League and it's what is used in most tabletop 5e games.


-Glimpse

3 months ago

27 Points and Standard array are what 5E uses and they're what the SRD uses.


It's what is used in Adventurer's League and it's what is used in most tabletop 5e games.

right, which is why i'm saying to use them for pregen toons, instead of rolled and fake rolled stats (21 dex).

goumindong
Level 8
3 months ago

Resting in armor no longer produces exhaustion. That is a 3.5 rule


though Solasta does not follow inventory action rules or free hand required rules or doff/Don Shield rules

3 months ago (edited)

Resting in armor no longer produces exhaustion. That is a 3.5 rule


though Solasta does not follow inventory action rules or free hand required rules or doff/Don Shield rules

It's in Xanathar's and I did slightly misremember. Page 77:

Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.

When you finish a long rest during which you slept in medium or heavy armor, you regain only one quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level.

-----

So roleplayed, characters would be removing their armor when resting, which was more my point, but there is a (non-PHB, but definitely real) rule for it. I'll edit the one part stating the repercussions.

Galadan
Level 7
Newsletter Link Kickstarter Backer
3 months ago


Custom Background is literally the rule of 5e DND in the PHB. It gives examples to use, but otherwise explains how to allow choice here, for roleplay's sake. There is no reason backgrounds should be locked into proficiencies that are doubled or useless. When I pick a fighter, I want to make that person a martial sounding background, but the only options give unique profs which a fighter starts with. This is constantly an issue for all classes/races. Please allow proficiency swap if a character already has them from class/race choice (read the PHB for how to balance this).


Well articulated post. I had no idea that weight limits and weight of items had been tinkered with.

I was under the impression that since each background was getting a quest (my suspicion is that the personality flags and the skill proficiency that background gives will be useful/come up in that quest), along with the personality flags affecting dialogue (and hence voice acting) a custom background would be prohibitive to code and voice for.

Additionally, there are unique background dialogues that would simply have to be absent for the custom one.

There were whole stretch goals for additional backgrounds, I think they are important. 

From the above I would assume that the custom background would end up with no quest and unique dialogue and feel "tacked on" so while you are quite right about it in the PHB, I think its inclusion unlikely. Just my two cents.

RaifTwelveKill - is that a reference to the books by JV Jones?


Cheers


Miles to go before I sleep

Ilxuss
Level 5
3 months ago (edited)

I generally agree with your write-up and I just want to mention two things. First, I agree that darkness rules need some polish but I don't think they'll get changed as devs stated it's what they aim for (https://www.solasta-game.com/news/10-dev-diary-3-let-there-be-light).

The second is about humans, I agree they need some tweak but the devs can't do what you've mentioned as they don't have a WotC license and they could be in legal trouble if they tried to implement it in the form you described. If humans were to be changed devs would need to think up of some other way.

Also, I'll mention that devs plan to have modding tools so if we're lucky some easier to adjust tweaks may be available in the form of mods.

the_glimpse
Level 10
3 months ago

27 Points and Standard array are what 5E uses and they're what the SRD uses.


It's what is used in Adventurer's League and it's what is used in most tabletop 5e games.

right, which is why i'm saying to use them for pregen toons, instead of rolled and fake rolled stats (21 dex).

Which Solasta uses the SRD rule. 27 points. That is probably not going to change.


-Glimpse

3 months ago (edited)


Custom Background is literally the rule of 5e DND in the PHB. It gives examples to use, but otherwise explains how to allow choice here, for roleplay's sake. There is no reason backgrounds should be locked into proficiencies that are doubled or useless. When I pick a fighter, I want to make that person a martial sounding background, but the only options give unique profs which a fighter starts with. This is constantly an issue for all classes/races. Please allow proficiency swap if a character already has them from class/race choice (read the PHB for how to balance this).


Well articulated post. I had no idea that weight limits and weight of items had been tinkered with.

I was under the impression that since each background was getting a quest (my suspicion is that the personality flags and the skill proficiency that background gives will be useful/come up in that quest), along with the personality flags affecting dialogue (and hence voice acting) a custom background would be prohibitive to code and voice for.

Additionally, there are unique background dialogues that would simply have to be absent for the custom one.

There were whole stretch goals for additional backgrounds, I think they are important. 

From the above I would assume that the custom background would end up with no quest and unique dialogue and feel "tacked on" so while you are quite right about it in the PHB, I think its inclusion unlikely. Just my two cents.

RaifTwelveKill - is that a reference to the books by JV Jones?


Cheers

yep, favorite book series, from Book of Words through to Sword of Sorcery.

What I mean to say is not custom backgrounds, as in the background story, but changing the prof and skills given. That's what the PHB allows for and this game does not. It should give you the ability to do a sellsword fighter, then next screen gives you an open prof instead of medium armor prof. Further, to be exactly like PHB, it would give you the option to pick a background (story) as a template, then open up entirely if you get 2 ability profs, and 2 tools or languages, or 1 tool and 1 language.

Galadan
Level 7
Newsletter Link Kickstarter Backer
3 months ago


yep, favorite book series, from Book of Words through to Sword of Sorcery.

What I mean to say is not custom backgrounds, as in the background story, but changing the prof and skills given. That's what the PHB allows for and this game does not. It just gives you the ability to do a sellsword fighter, then next screen gives you an open prof instead of medium armor prof.


Sword of Sorcery? Amazon only has up to watcher of the dead I think. The series was excellent, I wonder what happened to JV Jones?

I see what you mean, about the backgrounds and I doubt the background quest would revolve around the proficiency, although it may contain many opportunities to use the skill/s given so possibly they could be a choice, depends on how integral they are to the quests I suppose.

Do you not think that choosing the skills and/or proficiency dilutes the background and what it means? Every SEAL knows how to swim and parachute for example, they do not get a choice.

Cheers


Miles to go before I sleep

3 months ago


yep, favorite book series, from Book of Words through to Sword of Sorcery.

What I mean to say is not custom backgrounds, as in the background story, but changing the prof and skills given. That's what the PHB allows for and this game does not. It just gives you the ability to do a sellsword fighter, then next screen gives you an open prof instead of medium armor prof.


Sword of Sorcery? Amazon only has up to watcher of the dead I think. The series was excellent, I wonder what happened to JV Jones?

I see what you mean, about the backgrounds and I doubt the background quest would revolve around the proficiency, although it may contain many opportunities to use the skill/s given so possibly they could be a choice, depends on how integral they are to the quests I suppose.

Do you not think that choosing the skills and/or proficiency dilutes the background and what it means? Every SEAL knows how to swim and parachute for example, they do not get a choice.

Cheers

Book of Words and Sword of Sorcery are the series' names (like Game of Thrones series is A Song of Ice and Fire).

It won't break anything, no. All it would do is do one of two things:

one - if you already have a prof/skill that your background gives you, you can choose something else equal to that, instead (a language for a language, a tool for a tool, an ability for an ability).

two - create a new option that gives you a drop down for background story choice, then gives you another menu that picks either: 2 skills, 2 tools; 2 skills, 2 languages; or 2 skills, 1 tool, 1 language.

The point of D&D is roleplay, so refusing to leave this open would just hold back personal story creation.

3 months ago

27 Points and Standard array are what 5E uses and they're what the SRD uses.


It's what is used in Adventurer's League and it's what is used in most tabletop 5e games.

right, which is why i'm saying to use them for pregen toons, instead of rolled and fake rolled stats (21 dex).

Which Solasta uses the SRD rule. 27 points. That is probably not going to change.

... right. like i said, the PREGEN characters (the ones you start the game with having been created by the devs) should use the standard array or the 27 point buy. they currently are not. one is also bugged. not sure what you're commenting on?

3 months ago

I generally agree with your write-up and I just want to mention two things. First, I agree that darkness rules need some polish but I don't think they'll get changed as devs stated it's what they aim for (https://www.solasta-game.com/news/10-dev-diary-3-let-there-be-light).

The second is about humans, I agree they need some tweak but the devs can't do what you've mentioned as they don't have a WotC license and they could be in legal trouble if they tried to implement it in the form you described. If humans were to be changed devs would need to think up of some other way.

Also, I'll mention that devs plan to have modding tools so if we're lucky some easier to adjust tweaks may be available in the form of mods.

I think they can just not include the human race at all, and instead call it "Tirmarian" race. that way they can just do whatever they want, or just add a homebrew subrace called Tirmarian, to give all the things mentioned. legally, they can opt to not include certain things and replace them with others.

good to hear about the modding stuff. I'm assuming the very first few mods will have a "superior darkvision" for all player races option, if they don't compromise on the darkvision by giving a 5 foot non-disadvantage radius.

Ilxuss
Level 5
3 months ago

good to hear about the modding stuff. I'm assuming the very first few mods will have a "superior darkvision" for all player races option, if they don't compromise on the darkvision by giving a 5 foot non-disadvantage radius.

I like the mods too but I need to issue a correction, I just read https://www.kickstarter.com/projects/tacticaladventures/solasta-crown-of-the-magister/faqs#project-faqs which says:

We love Modding. We really do. However, we can't guarantee Mod Support for our first project, as it requires quite a lot of additional work.

That being said, we definitively want to adding Modding one day. Maybe as post-launch, maybe in our next game - but yea, Tabletop is all about Modularity and Community, so naturally we want our games to be the same.

So, sadly, it's not guaranteed.

I don't know how well the not-human race that looks like humans and uses the rules for licensed humans would fare in court but nonetheless, I think that ship has already sailed away with Solasta's lore and current state of game. I do hope they'll find some interesting tweak they can add though.

Baraz
Level 12
Steam Link Newsletter Link Kickstarter Backer Weaponsmith (Bronze)
3 months ago (edited)

I believe Solasta also allows setting your Ability points freely, so you can self-discipline yourself to do a point-buy system, but with 16+ for some racial-class combinations that the stiff Standard Array does not allow normally. 

As much as I love 5e, there should be some rare Dwarf paladins and Wood Elf wizards for which 16 in their main stat is not too much to ask at levels 1 to 3.  I am criticizing the default 5e Standard Array here, which I think is a good idea for game balance, and not Solasta nor BG3. 

nb : rumor is Tasha's Cauldron... might offer an official tweak to the racial Ability issue (to be seen in Nov. 2020).


Steam profile : https://steamcommunity.com/id/baraz/

3 months ago

I believe Solasta also allows setting your Ability points freely, so you can self-discipline yourself to do a point-buy system, but with 16+ for some racial-class combinations that the stiff Standard Array does not allow normally. 

As much as I love 5e, there should be some rare Dwarf paladins and Wood Elf wizards for which 16 in their main stat is not too much to ask at levels 1 to 3.  I am criticizing the default 5e Standard Array here, which I think is a good idea for game balance, and not Solasta nor BG3. 

nb : rumor is Tasha's Cauldron... might offer an official tweak to the racial Ability issue (to be seen in Nov. 2020).

interesting note on tasha. wonder how they'll do it.

i do use the free point buy. i do point buy calculator on a website and then transfer that over. it's just a nice thought to add a calculator aspect to the point buy side, but not at all a big thing. definitely think, though, that they need to redo the pregen characters stats. not only is 21 impossible, but the stats on the rest are very odd. just give them standard or 27 buy, not rolled/impossible numbers.