Solasta: Crown of the Magister

Solasta: Crown of the Magister

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DiceWrangler 2 Nov, 2024 @ 10:14am
Crazy idea but in the olden days of D&D. . .
we had large parties with the PCs and their minions; like the "Fighting Man" (Fighter) and his many followers (or men-at-arms). I have seen some adventures, including the official ones, add companions to the party but do not know the limitations of the Dungeon Maker in regards to them.

I think it might be cool to have an adventure where you can -- and should -- hire several (more than 2 at a time; and expendable) companions to fill-out the party to compensate for missing skills or just the need for more "meat shields" (to draw attacks, defend a bottleneck or protect the backline), firepower ("more DoTs! more DoTs!") or "red shirts" (to check for traps, ambushes or used as "monster bait"). The companions would be hirelings that would be rewards or cost money (possibly per day; $ / Long Rest) so it would not be required to keep alive but there is a limited supply; plus your reputation may affect the price.

Some Dungeon Maker questions:
* Can the party have more than 2 companions at a time?
* Do you create companions like PCs? Do they have PC-like levels and classes or configurable ability scores, hit points, abilities and hit points?
* Can you programmatically modify a numerical variable (like Reputation) that affects merchant prices or dialog based on PC actions or events?
* Do companions have to enter a (blue) transition area or do they automatically follow the PC they are "attached" to?

Not all companions have to be exclusively combatants. Some could be Experts (using a D&D 3e term) like a high-Stealth/Perception scout (Ranger), a trap/locksmith (Rogue), a low-level Magic User (Wizard) that can cast Detect Magic, Identify and other non-combat rituals, a even a cook (no need to haul rations around), herbalist, alchemist or scribe! (for crafting potions, poisons or scrolls while "on the road"). Those are just some ideas but the idea that party could be composed of PCs and companions, Experts or just more combatants, sounds intriguing to me.
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Artyoan 7 2 Nov, 2024 @ 9:34pm 
1. I'm not sure if there is a limit on the number of companions that can be given but the UI cuts off the portraits after four are in the party. I know at least six can be in the party though.

2. This is the real problem with the companion feature unfortunately. The dungeon maker doesn't allow for making custom created companions from the character creator. Much like all NPC's we can only choose from the list of default NPCs. While any of those can be added to the party, not all of them have combat capability and things like spells and weaponry cannot be customized. We can make custom versions that have specified health/armor/damage/attack values but they must use the default NPC abilities/spells which is very limiting.

3. Yes, although merchant prices won't dynamically update. A new version of the merchant would need to be spawned with different buy/sell percentages and this will reset the inventory as well.

4. Companions don't need to enter the blue transition. They will follow through the transition and on the world map as well.

It is also possible to track when an NPC companion dies which means a variable can be changed which could change dialogue based on whether they are alive or dead. Complicated to do but possible. Also, companions cannot be made so important that a game over is given if they die like the official campaigns could do. Which is a shame because that would have some decent storytelling potential if it could be done.

So while I'd say there is a lot that can be done, the fact that we can't fully create companions with the character creator is a shame. That would be on most top ten wishlists had they kept going with Solasta. I know it would be on mine. As would customizable enemy spell lists.
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