Placing all of the different props in rooms to give them life took the longest but was the most fun. The reading room I had given little thought to when typing my notes now is instead filled with rows of bookcases, a harp standing in the corner, and scattered piles of books where a previous patron was partway through some kind of research. It took around 30 minutes to turn a 3-4 hour one-shot into a small custom dungeon in Solasta. There are even lore tools allowing for custom text to appear as the party moves to different rooms and switches to activate to progress the player plot forward. Playing around with the tools myself, aside from the limited monster selection, it was extremely easy to recreate a short one-shot I’d created for my players the previous weekend. Place rooms, fill with decorations and monsters, set up mechanisms, and play From here you can drag and drop your pieces in place and test out your creation. A few rooms with a variety of entryways, props to fill the rooms like bookcases and statues, and access to the entire Solasta Bestiary. Similar to the DOOM (2016) Snapmap system, when entering the Dungeon Builder you’ll get options for a theme-do you want a volcano map or high-elf hallways-and then have access to all the relevant building blocks. While you’re not going to have as free access to building as intricate dungeons like those in the game, these creation tools are no joke. The game is still completely playable, just expect a few hiccups.Īn extremely impressive element of Solasta, and one that the team didn’t want to talk about last time I spoke with them in October, is the Dungeon Builder. Tactical Adventures has explained that there are still a number of things that will be improved/enhanced with a day one patch, but I know some of the issues listed don’t line up with what they’re working on. While there weren’t any game-breaking issues during my playthrough I did suffer from issues like Spiritual Weapon not appearing, increased wait times after attacks, cutscenes not loading correctly, and character names not appearing or showing what I’d assume would be referenced in code. You’ll likely experience a fair bit of bugs in Solasta. Try your best to overwhelm foes with AoE effects, though it might cause slowness While it might be frustrating to be continually burning spell slots in catacombs on casting Daylight, you’ll find some added benefits against monsters that have disadvantage, or that even take damage, in bright lights. Here you’ll need to be utilizing torches and lighting spells to make sure you’re not having to roll disadvantage with every attack. Let's be honest, the casual player will know enough about lighting to know to alert their DM to the fact that they have dark-vision, but once in combat, it’s not going to matter too much. While a level 1 character an AC of 13 can be useful, but as you acquire different magical items this version of Mage Armor quickly becomes useless.Īn aspect of combat that Solasta focuses on that I’m sure many players won’t have too much exposure to in normal games of D&D is the light system. The biggest example of this I kept coming across was Mage Armor. Instead of applying a buff of AC 13 + Dex modifier, in Solasta it sets your AC to a flat 13. Some mechanics have been given some minor cosmetic changes, like cast range being 6 squares instead of 30 ft, but there are a few other spells that have had some tweaks made to them. Spells are also split out between whether their casting time is an action or bonus action. Bonus or free actions, if they're an option, are presented in a different color. The layout of combat choices is extremely straightforward. There's something very satisfying about seeing a sneak attack crit The initiative is rolled for and combat begins. Whether you catch them off guard or they manage to catch you first is based on how slow you’re willing to explore. You creep through dungeons waiting to encounter monsters. It lets you know which options are less useful to you.Ĭombat is exactly what you’d hope for when thinking about how D&D would translate into a video game format. Later when picking feats, the game assists the player again, pointing out if your character innately has an ability that the feat will grant. So some skills, like Animal Handling, that are already barely used have a disclaimer to let the player know that it’s an option but will never come up in-game. Solasta as a video game does inherently miss out on large parts of what make TTRPGs unique, like random dialogue and freeform actions. Sleight of Hand is fun in the TTRPG, but wouldn't quite come across in a video game
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