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okay - ta very much - started playing D&D in the 80's so it sounds like it fits it ships
Although everybody loves Unfinished Business, be careful with that mod if you use it. It can break the game, if used recklessly, and you can play the game just fine without it. There are hard spots here and there, but they are doable. On my second run they were not hard anymore (like a certain defiler), as I was prepared.
My 2 cp for beginners:
- Consider the Lawgiver background for classes that cannot use martial weapons. but who you want to have it. I like all my characters to carry a longbow or heavy crossbow.
- If you take a cleric, look closely at the battle cleric.
- Bards are very useful...their debuff works even on legendary mobs, who ignore all spells. They give other useful group effects, too, and they get access to the spells of other people twice, allowing to round out what you need (mine got fireball).
- Fighters are powerful, does not matter what you pick. A party with three fighter types and one utility will do well, if you are inclined that way.
- Warlocks are great, if you don't mind the short rests to recharge their spells. I picked on experimentally and it performs well.
- You want to craft items, which means access to the tool kits. But you don't actually need proficiency with the kit itself. Any of the required skills will do (like Arcana for crafting magic items), which may help with what proficiencies to pick.
cheers for the detailed info :) i'll take it slow - no hurry here. my main game is Wartales...
- Social skills have no real impact besides avoiding a fight here and there. After all, they meant for you to complete the campaign.
- You don't actually need a dedicated healer, if your characters can avoid damage (duh). What I mean is that some classes have abilities that reduce damage (e.g. the rogue), and that you can acquire better saves vis feats in level 4 and 8. The saves are DEX, WIS, CON, STR, INT, and CHA and I would give them this order. While the deadly effects are behind INT and CHA, they are mostly found on tabletop and not here. DEX avoids AE damage, which is common and gets nasty later on (like 65 for everyone). WIS avoids fear and charm, which takes a character out of the fight. CON is usually poison and paralysis, which both happen, but don't outright kill. STR is for spells that hinder, but don't kill. That is something to keep in mind - but it won't hurt to have a cleric or druid along, if you like (cleric is pretty good).
More like a regular Steam Turn Based Game (WarTales, Divinity Original Sin, Wasteland 2/3, Shadowrun, Mordheim/Necromunda, etcetera), that happens to use D&D 5e as its ruleset.
It suffers from some of the same issues those titles I listed suffer from; over reliance on the Unity engine and what I believe is an outdated Turned Based plugin/shell that has problems.
Same movement and turn problems I've experienced in those games happen here and I suspect it might be based on some old code Devs keep borrowing that uses ray casting/vectors to determine player/enemy position.
Among several bugs with it, one of them is not being able to target an Enemy despite visually having perfectly clear line of sight to it. Same issue rears its head when the player should have certain conditions at certain spots but the game not registering them appropriately.
Additionally where most DMs (myself included) avoid a lot of vertical gameplay (i.e. enemies sideways on walls) and/or at varying heights, Inception style, you'll see a lot of that here. Causing some spells to not function as well as they normally would on tabletop (Color Spray has been practically useless this playthrough). When combined with that ray casting detection issue I mention above, you can see how you'll feel cheated sometimes when you're robbed of an attack, bonus, or movement.
DMs might have a few fights like this, but it's rare do to the pain in the butt it is to keep track of which monsters are sideways on walls and varying heights. Where as most spells and skills tend to lean more towards a flatter play space/gameboard.
Aside from those minor nitpicks that aren't exactly show stoppers, the game's not bad and I find it a lot more enjoyable than Wartales where I'm stuck with that campaign only.
Solasta lets you create your own adventures or play through others people have made in the Workshop, and you can bring along your favorite heroes through all of them if you'd like. If you liked Wartales I suspect you'll enjoy Solasta just as much if not more as you have much more control over Character creation and development.
good to know - lol - just initially selected color spray for my wizard, ha.... guess i'll recreate without it before starting my first game - absolutely loved color spray on table top gaming
Wear full plate, it puts a nice helmet on your character.
But D&D was never meant to be 'realistic'. So that "Helmet cause Realism" bs doesn't apply here anyways.