It's night and day between the two games... Solasta really proves that staying closer to 5e rules really works. That maybe implementing hundreds of home brew changes to a core game that has over four decades of balancing, improving, and expanding on D&D mechanics to derive at 5e may not be the solution. There's thousands of threads already about how implementing one core change can influence multiple other mechanics in the game .., and create severe balancing issues.
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Originally Posted by ReaLMoisan
You know you've really messed with balancing issues when you have to implement loaded dice to manipulate computer generated probabilities because your game is so unbalanced.
Seeing two dice changes so soon has me losing faith in the future of the game. If anyone DMs a campaign they can see quickly that fun comes from how everything is designed and presented, not what happened with the dice rolls.
If you add homebrew rules that players get disadvantage from dim light, disadvantage from being on a lower elevation, and players complain about misses... is it the dice? Or is it the homebrew? The fact that Larian chose to change the dice (again) over changing homebrew baffles me.
As the number of rng topics shows, people don't like dice rolls. Aside from the XCOM series, how many games are really based largely on RNG? How many topics have players complained of not hitting multiple times in a row despite the high %? How many complaints have there been about rng in the conversations? I remember such a large number of topics of this type that it can be considered a real problem for a large number of players. Homebrew doesnt matter if the player sees the chance of hitting the level of 80-90 + and then misses several times in a row, most likely he will start to get nervous and in the extreme case will uninstall the game and leave negative reviews. I suspect that getting an easy advantage is just trying to reduce rng as much as possible.