1. Welcome to the RealmsĪ great deal of adventure is to be had in the Realms, for those willing to seek it out. SCAG) fails miserably at serving its many masters. We’re going to go chapter-by-chapter (and sometimes section-by-section) and at the end of each we’ll return to that question. ![]() The big question about this book is: Who is it for? And it’s going to be fun trying to get to that answer because Sword Coast Adventurer’s Guide (A.K.A. With over 100 pages geared mainly towards providing information useful strictly for filling out a Player Character’s backstory, this is the type of release that can easily be skipped unless you need the crunchy bits, in which case you’re better off finding it on a steep discount for the (at best) 50 pages you will end up using.īuy the hardcover at Amazon or pick it up digitally at D&D Beyond. Unsure of who the target audience is, Wizards of the Coast makes its first critical fumble with the Sword Coast Adventurer’s Guide, a slim book featuring some real diamonds in terms of character creation (Backgrounds, Races, and Classes), but ultimately covering the Realms (not just the Sword Coast) in weak, vague terms. ![]() ![]() This review originally appeared on, and has been moved here for archival purposes.
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