They say what characters are able to use them if you look at them closely [Linked Image from i.ibb.co] and the ones you cannot use are in red. but if you want an improved version that marks the ones you can use in green you may want to check https://github.com/cstamford/WOTR_EnhancedInventory

Makes sense since many spells are shared in several spellbooks, and you have your usual spellbook and the Mythic spellbooks.

With enough "use magic item", you can usually use all types.




The chest in your room´s equipment depends on the game option you choose. If you are a beta tester, a Kickstarter backer, etc.


Originally Posted by GM4Him
Originally Posted by _Vic_
Still do not understand why people are so adamant about keep playing without touching the difficulty options if they are not enjoying the game. It´s one of the few games that have so many options to customize your experience. I understand if you may not like the tabletop ruleset, or a party-based game, do not like the story etc, but if the problem is that the encounters are too tough... but well, to each their own.

The reason is that I like to play based on the legit D&D rules that were created for all players for tabletop. I am used to the ruleset. Of course, I haven't used 3.5e in a long time, but I like to play the games by the rules, not dumbed down versions of the rules that are created so that I can actually get through the game without save-scumming.

I have an issue with it because I'm a DM. So, as a DM, I have game sessions with players, and I fashion encounters based on the actual D&D rules. I don't create crazy, over the top encounters for each encounter so that they need to do a long rest afterwards in order to keep going.

The whole point of an RPG, and the whole point of a cRPG, should be that you are immersing yourself into the ROLE of a certain character or characters. You are becoming that person. It is called a ROLEPLAYING GAME so you can PLAY the ROLE of said character and experience as best you can what they are experiencing.

It drives me crazy when cRPG's make encounters so tough you have to save and replay the fights over and over again because it completely destroys the immersion. In tabletop, you can't reload, so DM's need to be careful so that they don't kill their players with the encounters they create. They need to craft them carefully so that they are challenging and fun, but not death defying each and every time. That's part of being a good DM.

It should be no different in cRPGs. If the developers do a good enough job at encounter building, players should be able to play through the game without needing to save scum using standard, D&D rules. Yes, there definitely should be an encounter or two here or there where you might be glad you are playing a cRPG and not a tabletop so you can save and reload if you die, but it shouldn't be a frequent occurrence. Save scumming in a cRPG should be more for those rare encounters that are climactic and end-chapter or end-game. I should not be save scumming because I visited some random sight and fought a pack of wolves with my level 6 characters, but the wolves are kicking my butt so hard that I had to save scum to beat it and had to replay the encounter AGAINST WOLVES like a dozen times.

I like Solasta because it has really done a phenomenal job at implementing the D&D 5e rules with balanced encounters. As I'm playing through the game, there has been 1 encounter so far that I save scummed because I couldn't figure out how to defeat the primary enemy. I had to look it up, and when I did I realized I was an idiot and wasn't thinking about a certain something I should have been thinking about. Once I realized that it was knowledge error, I realized that the encounter was totally doable if I'd just been thinking it through more carefully.

That's how it should be. Challenging encounters where there are times my characters almost died, but it was not the norm. But then, Solasta implemented difficulty settings so that if that's not hard enough for you, you can crank it up a notch or two and REALLY make it hard for you. They also dumbed it down with certain settings too, so that the actual, legit 5e rules are the normal, balanced encounters, and the difficulty settings make it easier or harder depending on your preference.

I REALLY want Larian to do this with BG3. I do not like that in order to make it bearable to play Pathfinder, I have to dumb it down and not use traditional 3.5e rules. I know the rules. I've played the game. The encounters are set too tough (or my game is glitching too much) if I can buff my AC to 25 and petty wolves are killing me by rolling 8 or higher. That's nuts, and no fun.

I also DM´d and I am also aware that the difficulty perceived depends on the player. If you are playing tabletop you can modify the difficulty to suit your players. In a videogame, since you do not have a human DM, you can use the settings to pick your preferred poison.

I do not think there is such thing as "Play the games by the rules" in RPG. Even in tabletop campaigns you modify the encounters depending on how many players you have, the classes or the type of players you have... even the manuals of the campaigns usually offer choices to make changes, the core manuals refer itself as guidelines, not The Bible.

Last edited by _Vic_; 04/10/21 03:28 PM.