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Transcription
00:00Hey everyone!
00:01In this video, we're going to run through how combat works in Solasta 2.
00:04The team wanted to craft an authentic tabletop experience, so things may play a little differently
00:09than how you'd expect.
00:10Let's jump in.
00:11We'll start with the initiative bar.
00:14When combat starts, every participant will begin by rolling initiative.
00:17This is the number you see appearing above each character's head.
00:21The initiative bar will then display the order in which everyone will take their turn, from
00:24the highest score to the lowest.
00:26Your initiative score is mostly affected by your dexterity, but some features or feats
00:31can increase it as well.
00:32So what can you do on your turn?
00:34This is where the fun begins.
00:36Depending on your class there is a lot you can do, but everyone is limited to the following.
00:40A certain amount of movement points, which you can use to move around the battlefield
00:44during your turn.
00:45One main action, often times used to attack with your weapon or cast a spell.
00:50One bonus action, which is mostly used for minor things such as drinking a potion or using
00:55certain class features.
00:56For example, the rogue can use their cunning action, a unique action to this class, to
01:01disengage from a fight without taking any risk.
01:03And finally, one reaction, which often can't be taken during your turn.
01:08As the name implies, it is mostly used in reaction to something happening, like making
01:12an attack of opportunity against a monster trying to run away from you.
01:16Can I switch between weapons?
01:19Celasta 2 allows you to carry two weapon configurations, which you can easily switch between by clicking
01:24the button in the combat UI.
01:26Most often you will want to carry a melee and a ranged weapon, but some spellcasters may
01:30prefer having one configuration with a shield and one without, to free a hand to cast spells.
01:37Why did my attack just miss?
01:39Whenever you roll an attack, you will compare the results with the enemy's AC, short for
01:43armour class.
01:44If the result is below their AC, you miss.
01:47If it's equal or above, you hit.
01:50Note that the damage dealt is completely independent from this role, as armour class only defines
01:54if you land your attack, and not how much damage you deal.
01:59As for spells and powers, you will sometimes see something called a saving throw.
02:03These are often used for area of effect and non-damaging spells, such as fireball or charm
02:07person.
02:08In these cases, it is assumed that the spell hits, and the victim must make a saving throw
02:13to resistance effect, either dampening or straight up negating it.
02:17So you died.
02:19You might not be quite out yet.
02:22When your character reaches 0 HP, they're knocked unconscious, starting a deadly clock.
02:26Each turn you start unconscious, you have to roll a death saving throw.
02:30Three successes, and you're stabilised, meaning you're still knocked out, but you don't have
02:35to roll any more death saving throws.
02:37Three failures, and you're dead dead.
02:40Although there are some spells to bring you back.
02:42However, if you're healed above 1 HP, you are no longer unconscious, and can get back
02:45into the fight on your turn.
02:48Equally as important, if enemies hit you while you're unconscious, it counts as if you've
02:51failed a death saving throw.
02:53So better hope your allies are covering you.
02:56The game is a little hard for me.
02:58Not to worry.
02:59You can jump into the options and adjust your difficulty level on the fly.
03:03Outside the existing difficulty presets, you can also tailor your experience yourself,
03:07by moving the sliders bit by bit until you're satisfied.
03:11That just about covers what combat is like in Slaster 2.
03:14Things can go much deeper with features like Ready Action, and Advantage or Disadvantage.
03:18But for now, this should help you on your way.
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