D&D 5E fully expressed in Solasta 2
Blog Andrew Joseph 22 Feb , 2025 0
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Solasta: The Magician's CrownThis is a D&D-inspired game that follows the rules of the fifth edition of the tabletop game and is obviously released too early. 2021 RPG released favorable reviews but did not break into the mainstream. But now we live in a positionBaudel's Gate 3 The world shocked the game industry (Gamespot name it Game of the Year 2023), dice-based games are attracting the spotlight they haven't had before. IESTA II It's a much better position than its predecessor, which could be a great game for those who like Baudel Gate 3, but now hopefully a game with playing Dungeons and Dragons More consistent experience.
I played Solasta II for about an hour, and the most striking part of the demo was that the game was more strictly compared to the parameters of the D&D 5E, compared to games like Baldur's Gate 3. Health potions and melee attacks. Baudel's Gate 3 adopts the usual homemade rules (now the official rules in the latest version of D&D), which considers drinking health potions to be a reward, not an action, so you can keep litigation to attack and then use the bonus Action heals in the same round. This is not how the D&D 5E rules work, so it is not how it works in Solasta II. This parallel seems to be all over Solasta II, and while I appreciate the accuracy, it does highlight some of the problems with the D&D 5E, that games like Baldur's Gate 3 have revealed it by completely changing the way they work.
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Ignore the comparison with Baudel Gate 3 or the fight feels great. Figuring out when to use my rogue's unique cunning action ability to reward action dash so that I can save her main action to attack the flanks of the enemy's fighter (this scene gives me a sneaky attack damage!) It's so Great. I repeatedly get rewarded for thinking about things before I achieve my goals. For example, knowing when and how to use resources is most important because of Solasta II orbital ammunition (so I had to estimate how many arrows my short bow wizard has on him), and even seems to have a risk and vice versa reward considering with The remaining mechanics are considered for rewards, because when I first tried to camp to recover health and top up the party’s ability, a member of the party warned that doing so could result in enough time to go to the pass, which means I might miss the future storyline. This adds a sense of urgency to what seems to be optional in the demo on the task.
The critical road sees you control four adventurers – dwarves, elves, humans and gnomes – who are adopted siblings. These siblings are traveling together as part of a kind of pursuit related to the last name they adopted and the legacy they both inherited, which makes them clash with the ancient threat. It all seems like your traditional fantasy event, but I only see clips of that plot airing in the demo. The sound performance sounds great, and although facial models sometimes descend into weird valleys, they often show up and help add emotion to your scene as a player, even if all four protagonists fail their insights, check.
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I'd love to know how the whole game will handle things for the character. Unlike other RPGs that you build a character party with different strengths and weaknesses, but only one member of the team has a conversation in the conversation, all four members of the Adventure Party in Solasta II are fully expressed and done for each conversation Make contributions. The game lists all available dialogue options for each party member and everyone will add bonuses for dice rolls – you can see the high persuasion of the Dwarf Paladin makes him better at convinced someone when the advanced insights of human fighters Helping you she is a better option to tell if the person you are talking to is lying.
It's really cool, and it feels like there's a possibility to replicate the essence of being a bunch of people, rather than a talented spokesperson for a team like Shepard from Mass Effect or the TAV from Baldur's Gate 3. The demo did not provide an opportunity to understand how the effects of the conversations were thriving, thus preventing me from explicitly declaring that this is the squad-centric, focused, selective conversation in the fantasy RPG. But I saw the potential vision and was happy to see how it disappeared in the full game.
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Each of these four characters can also be controlled as a group or independently via the keyboard, rather than clicking outside of the battle, making them easier to guide them than similar RPGs. This makes stealth and thievery a viable strategy, rare in games like this, as more precise movements ensure that the vision cone surrounding the enemy is not frustrating.
I'm still not sure about the Solasta II. On the one hand, it follows the original rules of D&D 5E, the letter is a 2014 desktop system that has been iterated, expanded and improved over the past 10 years. And to follow the rules without taking steps to make changes, which can ultimately make a game frustrating, which is frustrating for players who have been working on by other developers in recent years. However, the game has made great strides in areas outside of combat, like giving players more precise control over how the protagonist moves and brings the entire party into each conversation, rather than just one hero being the voice of choice. Of course, this is something I want to play more games, but I need more time before deciding where to land.
Solasta II will boot for the PC. Release window has not been announced, but there is one Free demo on Steam If you want to try it out for yourself.