![]() Speaking of dungeons, Solasta's are vast shadowy mazes that are fantastic to explore. It all makes for exciting, story-like combat, full of canny tricks and last-minute dodges.Ĭombat is where you'll spend most of your time in Solasta, and unsurprisingly it's where the game is most robust. Fighting in darkness will add a visibility disadvantage to your combat rolls, so it's important to use torches or spells to illuminate caves and dungeons. Light is a particularly important factor. You can crush enemies by pushing a conveniently placed rock off a ledge or knocking a chandelier off a ceiling, for example. Whether exploring or in combat, I always knew what was happening and why it happened that way.īeyond these mechanics are broader, more unusual systems that bring the environment into play. The first few hours of Crown of the Magister act as a soft tutorial that slickly introduces you to the Fifth Edition rules, from longstanding mechanics like spell-selection and the nuances of resting, to 5e-specific rules such as advantage and disadvantage rolls. As someone who found Baldur's Gate rather intimidating, I credit Solasta for its teaching skill. ![]() I'll get to the story's issues later, but first I want to focus on what Solasta does best-making strict D&D rules accessible. ![]() No prizes for guessing what your party will be doing for the next forty-ish hours. But the Crown is incomplete, missing several magical jewels that can make it powerful enough to open rifts between worlds. Initially dispatched to investigate a beleaguered border fort on the frontier of the Badlands (think Mordor, but in the West rather the East), you eventually stumble upon an ancient artefact known as the Crown of the Magister. That story sees you control four adventurers recruited as Deputies of the Council, an organisation representing various factions across the realm of Solasta.
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