Engaging with Solasta has been a potent reminder of the crucial role terrain and verticality play in Dungeons & Dragons battles. At the same time, it sheds light on the limitations of Virtual Tabletops in delivering the immersive experience I once envisioned. Solasta utilized the 5e D&D System Reference Document (SRD) to develop a game that adapts the rule set with impressive fidelity, arguably surpassing even Baldur’s Gate 3. The game showcases battles that allow players to reconnect with a system they’re familiar with, yet it distinguishes itself through its innovative use of vertical space and terrain, which aren’t typically replicated in standard tabletop settings. Virtual Tabletops (VTTs) should ideally serve to bridge this divide.
The discussion among players comparing D&D Beyond Maps and Project Sigil has surfaced amidst a pool of popular VTTs that many game masters (DMs) and players highly recommend. These include well-known platforms like Foundry, Roll20, and Fantasy Grounds. Initially, I imagined that VTTs would unlock the potential for intricate battle maps reminiscent of those found in Solasta. Regularly, the game integrates flying creatures, elevated platforms with jumpable gaps, and enemies hidden within various structures. Sightlines and cover are seamlessly implemented, offering a smooth gameplay experience with minimal issues related to movement or targeting; it’s a level of functionality I expected VTTs to replicate.
The Necessity for Expensive Props in Complex D&D Battles
Three-Dimensional Terrain: A Stylish Yet Costly Solution

Even the leading VTTs, which strive to facilitate D&D campaigns, often encounter similar obstacles in managing combat scenarios. In my own tabletop sessions, I found satisfaction with basic supplies: a wet-erase map and miniatures sufficed. For instance, indicating that an enemy was airborne was as easy as placing the miniature on a dice box. I utilized simple illustrations for structures with transparent ceilings, which isn’t without complications—especially when players maneuver in spaces that conflict with one another’s positions. However, opting for high-quality options, like realistic three-dimensional castles or towers, can escalate costs significantly.
VTTs, unfortunately, do not merge the intuitive nature of sketching a map with the engagement of 3D terrain. They present a learning curve that poses challenges for both the players and the Game Master. While accessories like the D&D Campaign Case Terrain Box may streamline the process of illustrating specific settings, they fall short of addressing crucial factors such as cover, structures, and verticality during combat situations. I’ve invested in a few sculpted or 3D-printed pieces to elevate the gaming experience, yet maintaining their position during breaks is a gamble.
As the cost of such accessories accumulates rapidly, transporting gear to venues outside my home can be quite burdensome. If the party sidesteps a prearranged encounter, it results in lugging irrelevant, fragile items to a session. During the pandemic, I decided to explore VTTs in anticipation of a Solasta-like experience, presuming these platforms would provide instant access to three-dimensional terrains with automated sightlines and cover, as well as effortless handling of vertical movement.
Solasta Presents a Unique Perspective on D&D Combat Compared to BG3
The Importance of Battlefield Dynamics in Solasta

While Baldur’s Gate 3 excels in narrative and character development, Solasta stands out as a compelling adaptation of D&D. It creatively navigates the boundaries of SRD by introducing unique feats and subclasses, many of which are featured in Solasta’s tabletop RPG campaign setting book for 5e D&D. Notably, Solasta shines in its implementation of distinct battle terrains and vertical themes.
Despite the unexpected edge in authenticity, Solasta meticulously adheres to the core rules of D&D and only makes alterations dictated by SRD limitations. The management of lighting and visibility intricacies plays a vital role in the overall gaming experience. Complex vertical maneuvers, such as flying or wall climbing, alongside real-time visual calculations, present challenges that can hinder traditional D&D sessions. Adjusting miniatures with climbing speeds into position on 3D terrains isn’t the simplest task.
Many VTTs attempt to incorporate D&D mechanics directly into their interfaces, a less-than-ideal strategy considering how straightforward the 5e system is. My experiences with VTTs, whether they are platforms like Fantasy Grounds or Roll20, have reaffirmed the discrepancies between these tools and my expectations based on Solasta’s seamless gameplay.
The Distance Between Official VTTs for D&D and Solasta
Mechanics Over Maps: The VTT Approach

While there are established best practices for running online D&D campaigns, managing expectations remains a crucial yet under-discussed aspect. VTTs do not merge the convenience of sketching a map with the immersive experience of three-dimensional environments. They possess a noticeable learning curve for both players and GMs, requiring significant investments in time and resources to master. Despite their potential to deliver impressive functionalities, gaining operational proficiency often involves downloading mods and navigating user forums—far from the simplicity of just setting terrain on a grid map.
Some VTTs, like Dudes On A Map: Virtual Grid Paper and the original Owlbear Rodeo, prioritize maps and miniatures over integrating game mechanics. In contrast, many other platforms remain excessively focused on incorporating statistics and dice rolls directly into their interface, which can detract from the gaming experience.
The time it takes to set up any VTT and commence gameplay can be frustratingly lengthy. A substantial portion of these platforms concentrates on embedding D&D mechanics that are far too elementary to necessitate such integration. Experienced players often find that they do not require a VTT for basic calculations common in 5e combat. Yet, a well-designed VTT could allow for a smoother and clearer representation of game elements, such as displaying a flying spellcaster positioned ten feet above another airborne adversary. Instead, VTTs erroneously prioritize Dungeons & Dragons mechanics over the intuitive vertical movement and complex terrains seen in Solasta.
Source: Tactical Adventures/YouTube