Baldur's Gate 3 VS Solasta – Combat and Following the D&D Rules [Comparison Series]

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
Both games implement Dungeons  & Dragons 5th Edition ruleset,   which means that each character has a movement, an action, and a bonus  action to utilize during combat There is basically the same spellcasting system in   both that utilizes spell slots  and spell preparation mechanics Additionally, damage types  play a significant role,   affecting how weapons and  spells interact with enemies All this is quite obvious and  expected from a D&D-based game,   making it easy for those familiar  with the rules to jump in However, if you go deeper, you would  see that these games in fact have a   lot of differences and are not the same at all And that’s what I want to focus on – exploring  the unique distinctions that set them apart For one, Solasta and BG have very different  approaches to the implementation of D&D rules Solasta takes pride in sticking  closely to the D&D rulebook,   trying to transfer it into the  videogame world as close as possible On the flip side, Larian embraces  a more flexible approach,   tinkering with the rules if they thought  it would enhance the gaming experience What this means exactly is that you will find a   lot more homebrewing and changes  in Baldur’s Gate than in Solasta This statement is true to the  entirety of these two games actually,   but it is especially noticeable in combat A notable difference lies in the systems from   D&D that Baldur's Gate either  omits or significantly alters Take the Cover system, for instance In D&D, characters can find cover behind  objects, providing different levels of protection It grants a bonus to AC against ranged  attacks based on the type of cover used This system is nowhere to be found in BG, while  it is implemented into Solasta almost exactly Another example just like this is the  absence of Dodge and Ready actions In Solasta, you can Ready  an action during your turn,   allowing your character to perform it  between turns if the conditions are met For example, you can prepare an attack or  a cantrip to activate upon seeing an enemy And the Dodge action grants a disadvantage  on all attack rolls made against you Baldur's Gate also removes the ammunition  system for bows and crossbows, making basic   attacks infinite, with only special arrows  requiring finding, crafting, or buying One significant difference I noticed is  that Baldur's Gate has restrictive aiming What I mean is that when casting  spells, you can only target the ground,   preventing you from, for instance,  aiming Fireball above an enemy Conversely, in Solasta, holding Shift allows you   to aim spells almost anywhere  in the world, even in mid-air This becomes most evident with conditions like Fly In BG, flying essentially  works as an upgraded jump You’re not literally flying around,   you can just move from one place to another  better than regular walking or jumping While Solasta allows you to move  freely in 3D space and even be   suspended in the air, casting spells from above There are numerous differences like these between  the games, with Solasta closely following D&D 5th   edition rules and incorporating more systems  and mechanics from the source material However, strictly adhering to the rules, as  Solasta does, may not always be a positive thing Certain changes in Baldur's Gate were likely made   to improve gameplay experience  and balance and I agree with them Case in point, the elimination of ammunition  requirements makes total sense as carrying   regular arrows in Solasta quickly became  more of an annoyance than anything else Likewise, there's the bothersome rule in D&D and  Solasta where potions require a full action to use Due to this, we found ourselves  rarely utilizing any potions After all, in most cases, your action  could be better spent dealing damage or   taking strategic moves rather  than healing for a mere 1d6 it's no wonder that making potions a bonus action  is one of the most common homebrew rules in D&D Thus, it's logical that Baldur's  Gate also adopted this change to   make potion usage more practical and convenient This goes to show that sometimes tweaking the  rules can clearly enhance the gameplay experience The same can be said for the  introduction of entirely new rules One of the big problems in D&D is that  martial classes can feel a bit boring Unlike spellcasting classes that enjoy  a variety of spells and cantrips,   martial classes often boil down  to a few basic attacks each turn Baldur’s Gate has an ingenious solution to  this problem: they assigned each martial   weapon in the game a set of additional skills  that it provides if you have proficiency So, alongside regular attacks, you can  execute skills such as lacerate, cleave concussive smash or someting wilder This clever approach not only makes these   classes more engaging to play but  also makes looting more valuable Also, Baldur’s Gate 3 introduces some  interesting High Ground mechanics If you have a high ground over your target,  your attack rolls are granted an advantage But if someone holds a high ground  over you - you receive a disadvantage These few simple rules add a layer of strategy to   the gameplay by emphasizing the  importance of party positioning A great addition to the game Let's talk about the fights themselves They are exactly what you'd expect  from tactical turn-based gameplay It involves thinking a few moves ahead,   positioning your characters strategically,  and anticipating your enemies' actions It is great fun for people like  me, that enjoy turn-based combat However, the pacing of such combat  can sometimes be slow and repetitive Waiting for your turn, especially with  the sluggish animations in Solasta,   can become so tedious And it is such an underwhelming feeling when your   turn finally arrives, and  you just miss your attacks Especially when there is nothing to shake  things up and make encounters more interesting Because of all this, after around 20  to 30 hours of Solasta, I started to   feel like I'd already experienced  most of what the game had to offer Many fights felt similar, and the locations  seemed like mere arenas for battles There's a lack of bosses or unique  enemies that require strategies This is where Baldur’s Gate shines in comparison Its combat is much more fast-paced,  with characters moving, attacking,   and casting spells more swiftly than  in Solasta, resulting in less downtime Your characters can move together if they are   together in the turn order and  it even works in multiplayer And enemies too can move several  characters at the same time Locations in Baldur’s Gate present intriguing  scenarios like pits to throw enemies into,   boulders to drop on their heads,  explosive barrels, and so on Some encounters can have unique gimmicks,   others can have unusual enemies  that require a special approach Overall enemy variety is huge The game encourages experimentation: you can  throw objects and even characters around,   utilize grenades with various effects,  and throw potions for tactical advantages It offers a broader range of spells and skills  for players to explore and experiment with Such diverse gameplay elements create a dynamic   and engaging combat experience  that is a lot less repetitive Though to be fair, Solasta also has  a few spells that BG doesn’t have,   including a few homebrews created for the game
Info
Channel: NapstaCube
Views: 3,481
Rating: undefined out of 5
Keywords: Gaming, Game Review, Cube Fellow, Game Design, Comparison, CRPG, BG3, Solasta, CotM, Baldur's Gate
Id: fPKZ3hl1S10
Channel Id: undefined
Length: 9min 58sec (598 seconds)
Published: Sun Aug 27 2023
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.