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Sword Coast Legends is not D&D
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<blockquote data-quote="Raloc" data-source="post: 6709034" data-attributes="member: 28093"><p>I think the biggest problem right now is the hyper-limited Campaign Toolset. That said, N-Space has said they plan to update it with branching dialogue and larger text limits (right now you can only add text to an NPC via a "quest action - give, update, complete", and only 3-5 lines).</p><p></p><p>As for the mechanics, it plays more like D&D than Diablo by far - I suspect people who are saying it's "Diablo-like" haven't played Diablo in ages, and are misremembering how it worked. For one thing, you don't have click-per-attack like in Diablo and other ARPGs. Secondly, you can pause and even auto-pause every round, in multiplayer (and it works fine). </p><p></p><p>If they fix the toolset up some, I think it will be good fun for dungeon crawling and some medium-complexity campaigns. No, it won't be like having a v-tabletop with a rules engine, but I don't think that was ever on offer anyway.</p></blockquote><p></p>
[QUOTE="Raloc, post: 6709034, member: 28093"] I think the biggest problem right now is the hyper-limited Campaign Toolset. That said, N-Space has said they plan to update it with branching dialogue and larger text limits (right now you can only add text to an NPC via a "quest action - give, update, complete", and only 3-5 lines). As for the mechanics, it plays more like D&D than Diablo by far - I suspect people who are saying it's "Diablo-like" haven't played Diablo in ages, and are misremembering how it worked. For one thing, you don't have click-per-attack like in Diablo and other ARPGs. Secondly, you can pause and even auto-pause every round, in multiplayer (and it works fine). If they fix the toolset up some, I think it will be good fun for dungeon crawling and some medium-complexity campaigns. No, it won't be like having a v-tabletop with a rules engine, but I don't think that was ever on offer anyway. [/QUOTE]
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