
If a tabletop DM decides to ignore the details of his/her party, it can lead to either incredibly easy or incredibly deadly encounters. All tabletop D&D encounters have recommended encounter parameters based on the number of players, their gear, and their levels. We’re not revealing too much about campaign creation quite yet, I can tell you that players will be able to recreate their tabletop campaigns within Sword Coast Legends.Ĭould you explain the DM / player interaction mechanics, elaborate upon the threat (?) systemĭM Threat is our way of creating balance within Sword Coast Legends. If players want a longer experience they can do that too with just a few extra clicks or take it even farther and build their own campaign with campaign creation. You can play with friends in co-op play or recruit a party of rich companions found within the game.ĭM mode: Dungeon Crawl is more of an instant-action DM mode, and while DMs can alter a wide array of dungeon setup parameters Dungeon Crawl’s primary purpose is to minimize the setup process and quickly get into the fun. Like those games, you’ll create a protagonist and embark on a story rich adventure set in the Forgotten Realms. Story Campaign: Our story campaign will feel very familiar to those who love the classic D&D RPGs such as Baldur’s Gate, Icewind Dale and Neverwinter Nights. Will the inventory be limited (weight? inventory slots?)Īs in the tabletop Inventory is limited by weight, your total weight is driven by your strength.Ĭould you explain Sword Coast Legends different game modes? Cooperative? Dungeon crawl / campaign? We do not have crafting, however if this is something that a lot of players are interested in we will definitely consider adding it post launch. Like tabletop D&D, player attribute stats are for more than just combat.ĭo you intend to put crafting in game? (Potions brewing, item enchantment, weapons/armor crafting) I can tell you that your player stats such as their strength level or charisma level can unlock new/different dialogue choices. Further complicating the decision is the fact that Banagar’s conviction is misguided and you as a player know that – does that make you more benevolent or does it further drive your desire for revenge?ĭo you intend to have skills affecting dialogues? Will you manage reputation in your campaign? Of course we also have the choice to reverse that decision and put an end to him right there. As you probably saw in the player campaign video, Sir Banagar was only alive because we spared his life earlier in the campaign – because of that choice (and consequence) we can now enlist his aid in the upcoming fight. SCL will have branching narrative with meaningful choice and consequence. are you talking on a dialogue level (branching dialogues) ? Quests which can be resolved by different means? Or on the crazy non-linear campaign with branching solutions?

You said in the twitch interview that your focus is on game choices. Will there also be specialized sub-classes?Īhh, you listened to our last live-stream eh? Yes, there will be sub-races in SCL, but we’re not talking about sub-classes right now. We know there will be races, sub-races, and 6 classes. As a result we implemented spell cooldowns and balanced those to maintain the spirt of resting which is really tactically managing your spell usage. For example, with early iterations on multiplayer and DM play we realized quite quickly that resting to recover spells just wasn’t going to appeal to a broad group of players. What was important to both of us was that we maintain the spirit of those rules.

To be clear, we never set out to do a direct adaptation of the 5e rules, both n-Space and Wizards of the Coast agreed that some of tabletop rules would (and should) require adaptation. Much of the 5th edition rules were a pretty straight forward adaptation, however some posed quite a challenge. How did you adapt the D&D pen & paper rules for the game as a computer RPG, especially regarding spells (cool down? recovery? Casting time vs area of effect spells vs moving targets).
