About small numbers. Thats what i miss about baldurs gate 1&2. There you had a very linear and logic progression. At level 9 in baldurs gate 1&2 you alredy feel a lot stronger than solasta lvl 12. In other hand baldurs gate 3 and pathfinder you start at lvl 1 fighting mindflayers and demon's wich is crazy and unthinkable in bg1.
There's another Archer feat that's better than removing cover. It can remove all forms of disadvantaged including darkness and next to enemy. That happens more than cover. Also gives a free attack as reaction if you get targeted by enemy ranged spell or bows. Definitely better especially for someone with already 20 Dex
I find Forest Runner to be a good choice for Melees too: +1DEX and +2 squares speed (which becomes +4 with Haste) Also worth mentioning that Uncanny Accuracy is great on casters too, since some spells (Scorching Ray) and MANY cantrips are ranged attack, so it works on those too.
Taking melting touch on a lore barfd with hunters mark spirital weapon and posioned arrows can give a nice one 2 punch from a usually low damage dealing class, having the elemental touch on any cleric can be sweet also but hard to give up flawless concentration and enduring body
I’m watching these solasta videos to get an understanding of the rules BG3 will be using. Have to say I’m pretty concerned about this feat system. There’s so few options worth taking over stat increases by the look of it, I wonder how much customisation is really possible
Feats are heavily restricted in 5e, and are actually listed as an optional rule in the player's handbook. Customization comes more from class advancement and gear progression, and thus varies by class. Warlocks are often considered the most customizable, given that they get to choose their patron, their pact boon, their eldritch invocations, and of course their spells. Most classes customization however is limited to a subclass that you will choose at either level 1, 2, or 3 depending on your class. Each subclass grants you several features as you level up that are unique to that subclass, so two characters with the same base class will not necessarily play the same way. Solasta in particular suffers from 5e's awful srd which includes none of the feats from the PHB barring resilient, only one subclass for each class, and a small handful of eldritch invocations for warlock. Because of this Tactical adventures had to design a ton of subclasses and feats themselves, rather than rely on the existing 5e content BG3, however, has a special license that allows them to use a lot more content from tabletop, this includes the extremely powerful Great Weapon Master and Sharpshooter feats, which basically carry martial weapon builds in tabletop. BG3 will also have multiclassing, which solasta does not feature, and based on BG3's early access it appears to have a much deeper gear progression than solasta or even tabletop.
@@theninjaguy2thank you for such a detailed reply. Sounds like solasta are doing their best with what they’re given, but happy to hear BG3 is going deeper. I’m having a blast with PF:WOTR atm, but I can see that many options wouldn’t suit the wider audience BG3 is going for. I hope it brings investment into the genre
@@pia06dt I'm still waiting for a PF2e crpg, since I think it would be really interesting to explore 2e's tactical diversity, as well as its in depth exploration/downtime rules in a CRPG setting.
A year later I've come back to solasta instead of Baldur's gate 3. Because I can't stand all the talking and being everyone's b*itch and running around. Just give me fighting God damn it
i dont get why they make you choose between ability increase and feats in 5e, i feel like the dnd designers are just shooting themselves in the foot by not only having to balance feats with ability increases but also having to make feats interesting enough to even have a reason to take them like if they were an extra thing with no cost associated you could take feats without worrying that it will make your build weaker and that way you could take feats to customize your character and make them more unique
I prefer feats in my builds. My Crazy Cat Lady Sorceror (Divine) is always Human Variant (to allow me a bonus feat) at level 1, which is the Healer feat because it kicks the ass of any potion by being much cheaper and better scaling. Then at Level 4, I grab Elemental Adept Fire, so when I get Fireball it is a guaranteed minimum 16 damage that ignores Fire Resistance at Level 5. Plus with Metamagic of Careful and Reach (iirc) allows me to drop aoes with less worry, plus I can give all touch ranged spells a range of 30 feet.
Because 5e's design philosophy is simplicity. Feats in 5e are optional, and they want to keep them that way so super noob newbie tables are not forced to bother with them.
5e is designed around a concept they call "Bounded Accuracy", which basically boils down to the concept that DCs shouldn't have to increase as the players gain power, a 25 DC should be a very hard DC regardless of how high level you are. Part of implementing this means that your ability scores aren't meant to increase very much over the course of the game, you physically can't increase your scores above 20 without magical items, and you can't gain powerful feats and ASIs simultaneously. This is also why you have a limit of 3 attuned magic items at a time, and why you have to concentrate on magic spells. They want you to have to choose between different options, and not stack bonuses to absurd levels. Of course all of this ends up amounting to nothing because the class features break the game wide open and the monster stat blocks don't follow any sort of consistent balancing principle, making high level play a boring cake walk, leading to most dnd 5e campaigns ending at the 12-14 level mark, and why none of the 5e crpgs feature progression up to level 20
About small numbers. Thats what i miss about baldurs gate 1&2. There you had a very linear and logic progression.
At level 9 in baldurs gate 1&2 you alredy feel a lot stronger than solasta lvl 12.
In other hand baldurs gate 3 and pathfinder you start at lvl 1 fighting mindflayers and demon's wich is crazy and unthinkable in bg1.
Great guide, very informative!
Glad it was helpful!
There's another Archer feat that's better than removing cover. It can remove all forms of disadvantaged including darkness and next to enemy. That happens more than cover.
Also gives a free attack as reaction if you get targeted by enemy ranged spell or bows. Definitely better especially for someone with already 20 Dex
Damn solasta is on fire in this channel. Time to start a new playthrough i guess.
I find Forest Runner to be a good choice for Melees too: +1DEX and +2 squares speed (which becomes +4 with Haste)
Also worth mentioning that Uncanny Accuracy is great on casters too, since some spells (Scorching Ray) and MANY cantrips are ranged attack, so it works on those too.
Love forest runner on ranger s and even more on monks step o the wind all the way across the biggest battle maps on the game no problem
Taking melting touch on a lore barfd with hunters mark spirital weapon and posioned arrows can give a nice one 2 punch from a usually low damage dealing class, having the elemental touch on any cleric can be sweet also but hard to give up flawless concentration and enduring body
I like to take Powerful cantrip with classes like a blaster sorcerer/wizard, or a warlock.
The accuracy one that lets you ignore cover can be a good pick for blaster casters too since it works on spells as well.
If there's not a Cleaving Finish mentioned in this video I will be extremely disappointed 😜
could someone tell me how they got the feat buttons to be uniform size like in the video?
Oh ou're making videos for Solasta too now ? Nice looking forward to the kind of builds you can do for this game !
I’m watching these solasta videos to get an understanding of the rules BG3 will be using. Have to say I’m pretty concerned about this feat system. There’s so few options worth taking over stat increases by the look of it, I wonder how much customisation is really possible
Feats are heavily restricted in 5e, and are actually listed as an optional rule in the player's handbook. Customization comes more from class advancement and gear progression, and thus varies by class. Warlocks are often considered the most customizable, given that they get to choose their patron, their pact boon, their eldritch invocations, and of course their spells. Most classes customization however is limited to a subclass that you will choose at either level 1, 2, or 3 depending on your class. Each subclass grants you several features as you level up that are unique to that subclass, so two characters with the same base class will not necessarily play the same way.
Solasta in particular suffers from 5e's awful srd which includes none of the feats from the PHB barring resilient, only one subclass for each class, and a small handful of eldritch invocations for warlock. Because of this Tactical adventures had to design a ton of subclasses and feats themselves, rather than rely on the existing 5e content
BG3, however, has a special license that allows them to use a lot more content from tabletop, this includes the extremely powerful Great Weapon Master and Sharpshooter feats, which basically carry martial weapon builds in tabletop. BG3 will also have multiclassing, which solasta does not feature, and based on BG3's early access it appears to have a much deeper gear progression than solasta or even tabletop.
@@theninjaguy2thank you for such a detailed reply. Sounds like solasta are doing their best with what they’re given, but happy to hear BG3 is going deeper. I’m having a blast with PF:WOTR atm, but I can see that many options wouldn’t suit the wider audience BG3 is going for. I hope it brings investment into the genre
@@pia06dt I'm still waiting for a PF2e crpg, since I think it would be really interesting to explore 2e's tactical diversity, as well as its in depth exploration/downtime rules in a CRPG setting.
A year later I've come back to solasta instead of Baldur's gate 3. Because I can't stand all the talking and being everyone's b*itch and running around. Just give me fighting God damn it
i dont get why they make you choose between ability increase and feats in 5e, i feel like the dnd designers are just shooting themselves in the foot by not only having to balance feats with ability increases but also having to make feats interesting enough to even have a reason to take them
like if they were an extra thing with no cost associated you could take feats without worrying that it will make your build weaker and that way you could take feats to customize your character and make them more unique
I prefer feats in my builds. My Crazy Cat Lady Sorceror (Divine) is always Human Variant (to allow me a bonus feat) at level 1, which is the Healer feat because it kicks the ass of any potion by being much cheaper and better scaling. Then at Level 4, I grab Elemental Adept Fire, so when I get Fireball it is a guaranteed minimum 16 damage that ignores Fire Resistance at Level 5. Plus with Metamagic of Careful and Reach (iirc) allows me to drop aoes with less worry, plus I can give all touch ranged spells a range of 30 feet.
Because 5e's design philosophy is simplicity. Feats in 5e are optional, and they want to keep them that way so super noob newbie tables are not forced to bother with them.
@@williambillhuggins7690 still seems like a loss, feats are a lot of fun
5e is designed around a concept they call "Bounded Accuracy", which basically boils down to the concept that DCs shouldn't have to increase as the players gain power, a 25 DC should be a very hard DC regardless of how high level you are. Part of implementing this means that your ability scores aren't meant to increase very much over the course of the game, you physically can't increase your scores above 20 without magical items, and you can't gain powerful feats and ASIs simultaneously. This is also why you have a limit of 3 attuned magic items at a time, and why you have to concentrate on magic spells. They want you to have to choose between different options, and not stack bonuses to absurd levels.
Of course all of this ends up amounting to nothing because the class features break the game wide open and the monster stat blocks don't follow any sort of consistent balancing principle, making high level play a boring cake walk, leading to most dnd 5e campaigns ending at the 12-14 level mark, and why none of the 5e crpgs feature progression up to level 20
@@theninjaguy2 i think this is a bad design concept, if level 2 is not objectively stronger then level 1 then why have levels in the first place?
TLDW: Most feats are not worth it, take the stat increase instead.