Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Geek Talk & Media
Sword Coast Legends To Introduce RAGE OF DEMONS and Tile Based Editor
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Jester David" data-source="post: 7685319" data-attributes="member: 37579"><p>It's not really. </p><p>NWN was a game where you came to a chest and could either pick it open with a skilled rogue or smash it with a fighter. SCL is a game where everyone can somehow pick a lock regardless of their skill or ability scores and you just flail away at it until you succeed. </p><p></p><p>NWN is a game with abilities and health that recharge overnight, where you pause and can rest anywhere. SCL is a game where everything is on a cooldown and if badly hurt you just drink potions or wait for the clerics heals to recharge (since her healing is free and done automatically, you just pull up another window and check ENWorld for 2-3 minutes before continuing to play). </p><p></p><p>NWN was a tactical game where you could micromanage your character's abilities and spells on a round-by-round basis, pausing and changing tactics, and managed at-will and daily resources. SCL is a game where you use a couple choice powers and then let the party just autoattack while you watch, occasionally re-positioning if someone does something stupid or focusing fire when an enemy dies. </p><p></p><p>NWN is a game where if you come to a locked door guarded by someone, you could pick it, break it down, trick them into letting you in, or do their stupid quest. SCL is a game where you can click the "lie" or "break down the door" text options but autofail without a roll and have to do an annoying quest that runs you back across the dungeon you *just* cleared. Twice. Even if you just plan on killing everyone beyond the door anyway. </p><p></p><p>The game is really missing the polish and flexibility of NWN. You are very firmly on the tracks without deviation. It feels like playing in a campaign with a DM who really wants to tell you a story. </p><p>DM: "You find the injured man who helped kidnap your contact. He says if you heal him, he'll tell you where the safehouses are."</p><p>Player: "I kill him"</p><p>DM: "You can get the cleric to heal him for free or use a healer's kit."</p><p>Player: "No, I kill him."</p><p>Dm: "Okay... um... you find a map on his body leading to the safehouses." </p><p></p><p>Plus there's all the small gameplay annoyances. The game is just filled with small little rough edges and things that make playing it a hassle at times.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7685319, member: 37579"] It's not really. NWN was a game where you came to a chest and could either pick it open with a skilled rogue or smash it with a fighter. SCL is a game where everyone can somehow pick a lock regardless of their skill or ability scores and you just flail away at it until you succeed. NWN is a game with abilities and health that recharge overnight, where you pause and can rest anywhere. SCL is a game where everything is on a cooldown and if badly hurt you just drink potions or wait for the clerics heals to recharge (since her healing is free and done automatically, you just pull up another window and check ENWorld for 2-3 minutes before continuing to play). NWN was a tactical game where you could micromanage your character's abilities and spells on a round-by-round basis, pausing and changing tactics, and managed at-will and daily resources. SCL is a game where you use a couple choice powers and then let the party just autoattack while you watch, occasionally re-positioning if someone does something stupid or focusing fire when an enemy dies. NWN is a game where if you come to a locked door guarded by someone, you could pick it, break it down, trick them into letting you in, or do their stupid quest. SCL is a game where you can click the "lie" or "break down the door" text options but autofail without a roll and have to do an annoying quest that runs you back across the dungeon you *just* cleared. Twice. Even if you just plan on killing everyone beyond the door anyway. The game is really missing the polish and flexibility of NWN. You are very firmly on the tracks without deviation. It feels like playing in a campaign with a DM who really wants to tell you a story. DM: "You find the injured man who helped kidnap your contact. He says if you heal him, he'll tell you where the safehouses are." Player: "I kill him" DM: "You can get the cleric to heal him for free or use a healer's kit." Player: "No, I kill him." Dm: "Okay... um... you find a map on his body leading to the safehouses." Plus there's all the small gameplay annoyances. The game is just filled with small little rough edges and things that make playing it a hassle at times. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Geek Talk & Media
Sword Coast Legends To Introduce RAGE OF DEMONS and Tile Based Editor
Top