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Sword Coast Adventurer's Guide
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<blockquote data-quote="hardvice" data-source="post: 6739238" data-attributes="member: 6777838"><p><strong>4 out of 5 rating for Sword Coast Adventurer's Guide</strong></p><p></p><p>The first real sourcebook for 5e doesn't disappoint. At around 150 pages for $40, it seems a bit short for the price, but what's there really packs a punch. About two-thirds of the book is setting material, including a wondrously detailed section on the state of the gods and religion, detailed updates and profiles of major locations and factions, and more. There are a few peeks outside the Sword Coast itself thrown in, too. The last third is character options, and the only place the book stumbles a little. The options that are presented are all pretty great — they clearly set out to fill holes mechanically while presenting options that tie well to the setting, and I have no complaints. However, the lack of options for bards, druids, and rangers — now the only three classes with only two available subclass options — is disappointing. Balance in general seems good — I can imagine using any of the new options, but there are none that are so powerful I'd feel at a disadvantage for not using them. The changes to the previously-playtested Storm Sorcerer and Swashbuckler show Wizards' continued commitment to the playtest model, and each is better for it (though not all players will agree). The racial and cultural restrictions on some of the new subclass options also might not sit well with some AL players. Still, overall it's a great book that gives us a much-needed update on the best-known section of the Realms while somewhat satisfying players' urges for new options without succumbing wholly to feature creep.</p></blockquote><p></p>
[QUOTE="hardvice, post: 6739238, member: 6777838"] [b]4 out of 5 rating for Sword Coast Adventurer's Guide[/b] The first real sourcebook for 5e doesn't disappoint. At around 150 pages for $40, it seems a bit short for the price, but what's there really packs a punch. About two-thirds of the book is setting material, including a wondrously detailed section on the state of the gods and religion, detailed updates and profiles of major locations and factions, and more. There are a few peeks outside the Sword Coast itself thrown in, too. The last third is character options, and the only place the book stumbles a little. The options that are presented are all pretty great — they clearly set out to fill holes mechanically while presenting options that tie well to the setting, and I have no complaints. However, the lack of options for bards, druids, and rangers — now the only three classes with only two available subclass options — is disappointing. Balance in general seems good — I can imagine using any of the new options, but there are none that are so powerful I'd feel at a disadvantage for not using them. The changes to the previously-playtested Storm Sorcerer and Swashbuckler show Wizards' continued commitment to the playtest model, and each is better for it (though not all players will agree). The racial and cultural restrictions on some of the new subclass options also might not sit well with some AL players. Still, overall it's a great book that gives us a much-needed update on the best-known section of the Realms while somewhat satisfying players' urges for new options without succumbing wholly to feature creep. [/QUOTE]
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