


So, what happens is that characters use all their active abilities during the first 5 or 6 seconds of a battle then end up just auto-attacking for the rest of the battle. Even with stacking cooldown items you're going to have very few, if any, abilities that you can use even twice in a battle. However, even if you stack multiple cooldown items on one character (bonuses and effects do stack in this game), you're still likely to get a 25%-35% cooldown reduction at best, which knocks short abilities down to around 20 seconds, medium to around 45 seconds, and long to 85+ seconds. There are items in the game that reduce cooldowns, this gives you a strategic choice of wearing an item that reduces cooldowns or an item that may give better stat bonuses or immunities instead. Short abilities tend to have 30-40 second cooldowns, medium 60-90 seconds, and long 2 minutes and up. Let's divide active abilities into 3 categories: short cooldown, medium cooldown, and long cooldown, or just short, medium, and long for brevity's sake. There are exceptions, namely boss battles, that take much longer. The majority of the battles, at least on normal difficulty, which is the difficulty I played on, take about 20 seconds. I have only one major issue with the system in place, I feel the cooldowns are much too long. If you've played Dragon Age: Origins then this system will be familiar to you, as it's very similar to the system used in that game. Active abilities, consumable items, and spells function on cooldowns. The system this game uses puts all skills, abilities, and spells into skill trees. That is, of course, my own personal opinion and no more correct than anyone else's. I feel that adhering strictly to D&D rules can be a hindrance and that classics like the Baldur's Gate games, which did adhere fairly strictly to D&D rules, were great games in spite of adhering strictly to the rules, not because of it. Personally, I have no problem with the developers making major modifications to D&D rules, I'm all for it. If strict adherence to D&D rules is important to you then stay away from this game, because you will be disappointed. I'm not going to tell you that these people are wrong, because they're not, that is a perfectly legitimate gripe to have with the game. For some, this is a betrayal of the D&D name and a deal-breaker, as well as a major source of a significant portion of the negative reviews this game has gotten. Now, I'm not an expert on D&D 5E, my own pencil & paper D&D days happened long ago during the time of AD&D 2nd Edition, but I'm familiar enough with D&D to confidently say that the developers took great liberties with the ruleset when adapting it to video game form. This game uses an interpretation of D&D 5th Edition rules. Once those features are added, I will consider getting my hands dirty and creating my own story-driven adventures.įirst off, let's talk about the big, highly divisive aspect of the game that has put a lot of people off, the skill system.
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Some features are expected to be added in future free upgrades that should expand the DM tools and allow for making true story-driven modules, namely branching dialogue and the option to add static level enemies (currently all enemies level scale in user created modules). I did have a quick peek at the DM tools but found them lacking for creating anything other than simple dungeon crawls or completely linear adventures. There is also a dungeon crawl mode that puts 1-4 players quickly into a randomly generated dungeon according to a few simple parameters.įor the purposes of this review I will be concentrating fully on the single player campaign.

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The game features a full length single player campaign as well as Dungeon Master tools for creating your own custom modules, the ability to play custom campaigns with up to 5 players, with 1 person taking the role of DM who is able to change and tweak aspects of the module on the fly and even take control of enemies and NPCs. Sword Coast Legends is a RPG taking place in D&D's famous Forgotten Realms setting.
