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Sword Coast Legends vs. Divinity Original Sin.
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<blockquote data-quote="IgnatiusJ.Reilly" data-source="post: 6695232" data-attributes="member: 6775123"><p>Divinity is turn based, and SCL is every bit an action rpg. I imagine their gameplay will be radically different. I suppose if you want a crpg with the D&D logo, you might prefer SCL. However, as far as 5e D&D, SCL isn't even close, check out the <a href="https://www.youtube.com/watch?v=3ZDk6qgO3Po" target="_blank">character creation</a>. Most skills and sub-classes are missing, if any are genuinely available at all. Backgrounds have been reduced to stat boosts and sometimes one use spell scrolls. The spell casting system has been gutted, with no concentration mechanic and spell slots being reduced to cooldowns, and spell choice is determined by distributing points in spell trees. I did expect many changes in the rules, but I didn't expect that only the names of spells and abilities carry over from pnp to crpg. As far as modding, the DM client seems rather limited really, but useful if you're interested in a quick dungeon crawl.</p><p></p><p>Divinity is still pretty fun overall, the system is simple, but fun and tactical. I enjoyed how spells interact with the environment and each other. I'm not sure how long the novelty of this will last though. It's also surprising how much freedom you've got in completing quests in a variety of ways. The game goes to great pains to respond to what choices you make. The only thing I dislike about it so far is the colorful cutesy graphics its got, I could do without those.</p></blockquote><p></p>
[QUOTE="IgnatiusJ.Reilly, post: 6695232, member: 6775123"] Divinity is turn based, and SCL is every bit an action rpg. I imagine their gameplay will be radically different. I suppose if you want a crpg with the D&D logo, you might prefer SCL. However, as far as 5e D&D, SCL isn't even close, check out the [URL="https://www.youtube.com/watch?v=3ZDk6qgO3Po"]character creation[/URL]. Most skills and sub-classes are missing, if any are genuinely available at all. Backgrounds have been reduced to stat boosts and sometimes one use spell scrolls. The spell casting system has been gutted, with no concentration mechanic and spell slots being reduced to cooldowns, and spell choice is determined by distributing points in spell trees. I did expect many changes in the rules, but I didn't expect that only the names of spells and abilities carry over from pnp to crpg. As far as modding, the DM client seems rather limited really, but useful if you're interested in a quick dungeon crawl. Divinity is still pretty fun overall, the system is simple, but fun and tactical. I enjoyed how spells interact with the environment and each other. I'm not sure how long the novelty of this will last though. It's also surprising how much freedom you've got in completing quests in a variety of ways. The game goes to great pains to respond to what choices you make. The only thing I dislike about it so far is the colorful cutesy graphics its got, I could do without those. [/QUOTE]
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