![]() If you choose to be a dungeon master for your own campaign, you can create more specialized scenarios where you ask players to roll dice (in the chat window), perform checks, and spawn enemies using “threat” as a currency (there's an option for infinite threat if you dare).īy a certain measure, your only limitation is your imagination and execution. From among a handful of tileset options, you can create NPCs, custom enemy sets, simple questlines, plop down particular enemy groups, and overall dungeon difficulty. Otherwise, the main campaign is really a technical demo of what you can ostensibly create using the dungeon creation tools or, better put, what that toolset hopes it could create. As a traditional fantasy video game, Sword Coast Legends doesn't offer a lot of frills or any intense memorable moments, but it gets the job done more or less. In my experience, though, loot drops from epic boss battles are pitiful and you're far better off grinding quests. As for character progression, if you gather the right kind of equipment with elemental damage, cooldown reduction, and status effects, you can be a powerhouse by Level 20. The campaign has a fairly simple dialogue tree system without any morality system and the variety of quests are adequate, though many side quests have you wandering around for hours trying to find the proper trigger. Since you've been having dark nightmares for days, this could well be true. The plot follows you as a member of the Order of the Burning Dawn who is mysteriously attacked by another group of knights who believe that you're in league with demons. Click here for larger image.īut if you can move past the marketed description of Sword Coast Legends, the story-based campaign is serviceable with solid voice-acting, satisfactory dialogue, and an adequate amount of lore. My Level 20 Ranger, Anguy, dual-wielding force-damage weapons. The game doesn't even have dragons, so theoretically, half of its apparent inspiration is nowhere to be found. For some reason, you can't navigate the map either when you open it up either. The spellbook for the wizard is woefully lacking, and dying has no penalty apart from having to respawn at the beginning of the dungeon floor. Abilities are arranged in a set of rather short skill trees and regenerate by cooldowns instead of the usual resting mechanic. Standard classes like the Druid, Monk, and Barbarian (just to name a few) and standard races like half-orcs and gnomes are absent, and characters you create can't multi-class, though they can sometimes acquire skills typical of another class. Unless you have a DM (more on that later), all skill checks are made in the background. Clicking on an enemy will have your chosen character launch attacks continuously, interrupted only by activating spells and special attacks hotkeyed on your quickbar.īy that definition, Sword Coast Legends won't be the direct D&D adaptation you might be expecting. You control a party of four class-based adventurers of various familiar races, alignment, and deity of choice who must spelunk through dungeons, defeat bandits, goblins, and the undead, and do pretty much what you expect out of a standard D&D campaign set in world of Forgotten Realms. But before we delve into the number of ways it differs from classic D&D, let's get our bearings straight first.Īs a fantasy RPG with active round-based combat, Sword Coast Legends actually fits somewhere in the spectrum between Dragon Age: Origins and Neverwinter Nights. ![]() However, since the game boasts in its official description that it attempts to recapture “the time-tested magic of playing Dungeons & Dragons as a shared storytelling experience,” it somewhat shoots itself in the foot when it comes to expectations. Much of your opinion on Sword Coast Legends will rely on how literal you believe the game should translate the rules of the traditional pen-and-paper Dungeons & Dragons (namely 5th Edition rules) into the equally traditional mechanics of a fantasy-based video game.
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