![]() A non-combat archetype is just kinda ill fitted to Solasta in general and feels like a wasted addition like Loremaster and Insight, but it is also SRD. Darkweaver should also probably get Darkvision as a class feature, 'cause it's an assassin in the dark. Improvement: Increase the consistency of Darkweaver features against enemies (Predator damage bonus working on Sneak Attack rules, while Poisonous can deal Acid damage instead of poison. The bonus to ranged damage is too situational to be consistent and not that great on a class with 1 attack per turn to begin with, while their Poisonous feature relies on the worst damage type in the game, since a lot of creatures are resistant or immune to poison. Darkweaver, contrarily, is just kinda bad at what they do in combat. Not only do these archetypes overlap a bit too much with their improved vertical movement, but the Thief doesn't really get anything to help them much in a game that is mostly combat. Improvement: Give Loremaster and Insight Domain a combat feature when they choose their archetype. There's not even the excuse of them being SRD, since these archetypes were made for Solasta. Insight Domain might not be that bad of an addition since Clerics have the most subclasses by a fair margin so having 1 throw away option isn't that big a deal, but spending one of the 4 (3 before Lost Valley) subclasses for a class on something that has barely any relevance seems ill adviced. ![]() These subclasses seems like memes in a game that is primarily a dungeon crawler. Alternatively, the baseline humans could be given a buff. Improvement: There have been numerous ideas on the forum about a "Rift Marked" or similar type human subrace that would make a lot of sense within the lore of the world and can avoid possible hiccups about some human groups being inherently better than others. I can understand the reluctance to make a human subrace, but I do think that having an alternative statblock to use for humans would be a welcome addition to the game. please print a really, really strong archetype for Fighter. It is hard to justify using a Fighter for anything other than preference at the cost of efficiency, which has only gotten worse since we got Barbarians and now the new subclasses. This would only affect humans and island halflings, but the game already feel very unfair towards those races due to their lack of Darkvision. Improvement: Let Shadowcasters either get Darkvision as a passive bonus or as a buff they can apply to themselves akin to the Darkvision spell when they get the archetype at level 3. It feels a little odd that one of the Ranger subclasses gets darkvision eventually (Shadow Tamer: Know the Darkness) and that Rangers have natural access to the Darkvision spell, but Shadowcasters do not have a way to help the races without natural Darkvision see in the dark. Yet human and island halfling Shadowcasters will have to pull out a torch to defend themselves in the dark. While this isn't inherently a big problem, it doesn't make sense to me since they are supposed to use the dark to mask what they are up to. The Shadowcaster subclass for Rogue does not get access to any form of Darkvision in their class and depend on either racial traits, items or a buff from another party member to see in the dark. Not all half-feats need this (the Creed feats are fine as they are), but it would be nice. For example, Ambidextrous could let you pick between +1 to Dexterity or to Strength. Improvement: Let some half-feats choose between one of a few different ability score increases that allow for a bit more build flexibility. Ambidextrous and the Creed of are examples of half-feats. What is a half-feat? A half-feat is a feat that provides a +1 to an ability score in addition to its other effect. ![]() I enjoy the game and want to see it be even better =) Requires Solasta Mod Api and Solasta Mod Helpers.ĪceHigh, ChrisJohnDigital, Holic75, ImpPhil, View619, Zappastuff, and the rest of the Solasta Modding Discord for paving the way, and putting up with me while I figured this thing out.Here are some improvements I think would be good for Solasta, in no particular order. The DC of this save is based on your Dexterity and Proficiency Bonus. Your target must succeed on a Dexterity saving throw or take 1d4 fire damage per turn for 1 minute or until extinguished. ![]() Once per turn, as a bonus action you may elect to use a light source you have equipped to attempt to set an enemy you can touch on fire. Torchbearer: You are skilled in the use of a torch in battle. On any turn where you hit twice with melee attacks while wielding a weapon in each hand, you may make an additional off-hand attack. For now, only 2, but more coming in the future.ĭual Flurry: You are a master of fighting with paired weapons. This mod contains a selection of home brewed feats. Please make sure all prerequisite mods are also updated DEPRECATED - This mod's contents have been rolled in the Community Expansion Pack!
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