Fight in Three Dimensions
On this page
Solasta: Crown of the Magister is a turn-based tactical RPG built on the SRD 5.1 ruleset, and the publisher tells you to prepare to think in three dimensions.
Climb, jump or fly around obstacles
The store describes dungeons as more than flat game boards, with climbing, jumping and flying as ways round the terrain. In practice that turns positioning into a vertical question before the fight starts, not just a question of who stands where on a grid.
Height changes the fight
Evading or surprising enemies from above or below is named as a tactic, and high ground is called out as a way to set up a finishing strike. That makes elevation a prerequisite for some of the damage the ruleset allows you to plan around.
The environment does damage too
Bridges can collapse and leave enemies stranded, and walls or columns can be pushed over on top of them. The publisher’s phrasing is that the world is your playground, so the honest approach to a hard encounter is to look at the furniture before the spell list.
Attacks of opportunity punish movement
Roll for initiative and attacks of opportunity are named in the same sentence as positioning, which is the reminder that moving carelessly has a cost. Vertical routes can dodge that cost when the route exists.
Light decides what you can see while doing it, as covered in using light and darkness. The heroes doing the climbing are covered in making a party of four.
