I was at my local game store and looking at the Sword Coast Adventurer's Guide. From what I saw, it looked like a bunch of lore for the Sword Coast. Among this lore were several things to expand the main game, such as Deurgar, 2 Rogue Archetypes (Swashbuckler and Mastermind), some cantrips, etc...
But some of what I saw seemed unfinished or not fleshed out. I saw some Bard Colleges that look like they were nothing but text, no mechanical benefit to the actual characters. Some expanded sub-races for elves and the such, but no mechanical benefits yet again.
Did it feel unfinished to everyone else? Is there a point to it other than those few game additions other than the lore? I felt like it should of been more. Needless to say, I didn't buy it.
It's not a splatbook. 5e's not so into the splatbooks (though there'll probably be a big 'un coming down the pipe in the next year or so, I imagine).
Aerie in Baldur's Gate II was a winged elf (Avariel). I didn't know they went extinct, or were thought to of went extinct.
Who owns this book? And do you enjoy it?
Aerie in Baldur's Gate II was a winged elf (Avariel). I didn't know they went extinct, or were thought to of went extinct.
Who owns this book? And do you enjoy it?
No, he did not. You said those words.You've basically just asked "Is there a point to this book besides its content?'.
Just stop it Jester, it's getting ridiculous. Are you selling WotC's merchandize for them, or what?1) It updates the setting slightly to 5e, tiding people over until more content could be released.
2) It serves as an introduction to the Realms for people playing the storyline adventures or in the Adventurer's League.
3) It works as a player's guide to the Realms for gamers playing in that setting in himegames.
4) It provides a small amount of crunch to satisfy that craving.
5) It served as a cross-promotional product with Neverwinter and Sword Coast Legends.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.