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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