I'm going to attempt to explain why this book has gotten great reviews from some and terrible reviews from others. The answer is simple: some people are buying this book thinking it's something that it's not. I'll sum it up, then go into more detail.
DON'T buy this book if:
1) Your campaign is not set in the realms or if your version of the realms largely ignores the canon in exchange for creative freedom. The Players' Handbook has enough info for both of these types of DMs, both on the Realms and on generic or non-realms settings.
2) You're doing it just for maps. The maps are each available to purchase for a couple of bucks from the artists' storefronts, in both printed and digital form.
3) You're looking for an exhaustive campaign setting. This is not a campaign setting. This book is for both DMs and Players, and includes 5e lore on major cities and settlements, deities, races, classes, etc, for a huge area. If it were that detailed, this book would need to be several volumes at minimum.
4) You're a player looking for custom classes. The class options are merely new paths for existing classes, albeit some of them might make the class feel wholly different like the swashbuckler rogue or bladesinger wizard. Still, they are class options.
DO buy this book if:
1) You're running a 5e Forgotten Realms campaign, and want to stay true to the canon for the most part. This book is pretty good at showing where the realms stand in 5e without getting so detailed it puts a ton of constraints on your campaign. Still, as I mentioned before, if you like to go totally off canon, a huge portion of this book will be useless to you.
2) Players who are in a 5e Forgotten Realms campaign, and want to learn the lore without reading hundreds of novels or wiki articles.
3) Players who are in a 5e Forgotten Realms campaign that want to fit their character into the lore so it doesn't feel generic and out of place.
Now if you find yourself among the listed groups who might enjoy this book and aren't familiar with the Realms, there are several typos on the Neverwinter map. You can easily find a 4e map of Neverwinter on the internet if you want to see what the places are really called versus what appears to have been some bad autocorrect changes (Moonstone Mark, Clock Tower, Bluelake District [errors] vs Moonstone Mask, Cloak Tower, Blacklake District [correct]).
If you're still interested in the book, the book supplies a great deal of knowledge about what is currently happening in the Realms since the Second Sundering, a time for which there is little information on wikis and the internet (that will change with time, but currently, this book is great if you want to know who is the Waterbaron of Yartar, or whether or not a particular deity is alive again). Wizards of the Coast is rolling back a lot of the unpopular lore changes from 4e, so the 5e Realms feel a lot like 3/3.5e Realms, albeit over a hundred years later. The sections on race supply mostly Realms-flavor for your character, which some people feel is useless. I, personally, enjoy this sort of thing, as not everything needs to be a game mechanic or enhancement. There are more in depth looks at sun and moon elves for instance, and a list of rarer elf types such as the winged Avariel. There are also two new races for this supplement, the duergar and the svirfneblin (which overrides the one in the Elemental Evil pdf). The classes don't all get new paths, but all have a lore treatment, and the ones that do have been criticized for not being completely new classes. I feel like the playtesting required for new classes would have delayed this book until next year sometime, and the lore is something a lot of DMs wanted now. The bladesinger wizard is the standout here, allowing you to make a melee wizard and there are several new cantrips to go along with it (or the new warlock option).
The book also contains a lot of information on the Realms deities, having lists of all the deities including the non-human deities like Moradin, Brandobaris, and Correlon Larethian. Each deity has a short write-up and a picture of its symbol. These are not exhaustive histories of each deity, but rather the basics and how that deity fits in post-Sundering. The wiki is a good place to look up older info, or if you have older campaign setting books. There are also many pages detailing various towns and cities in the extended Sword Coast area (because the Sword Coast specifically refers to only a portion of what this book covers) as well as the major city-states along the Sword Coast (Luskan, Neverwinter, Waterdeep, and Baldur's Gate). The book also includes brief overviews of areas well beyond the borders of the Sword Coast, as most people of the realms would have heard at least basic info on these more distant lands.
Overall, as a reader of the FR novels who DMs a group set in 5e Forgotten Realms, this book was exactly what I wanted. I've read a lot of the negative reviews and what they all have in common is the expectation for this book to be something that it's not and wasn't advertised as, and these people are mostly deducting points for their own lack of due diligence before buying. Admittedly, I too bought the book blindly, but since I hadn't played in 20 years since 2e and just having recently started a 5e campaign, I wasn't spoiled by the dozens of FR sourcebooks for 3e and 4e and expecting this one book to encompass all of that. If you have all of those books already, you can use this book to show you what has changed and how that information is relevant to the 5e setting. I give this 4 stars, because the book was rushed and there are a few minor errors (the only ones I found that might actually affect play is the name errors on the Neverwinter Map).
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Sword Coast Adventurer's Guide (Dungeons & Dragons) Hardcover – Illustrated, November 3, 2015
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Print length159 pages
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LanguageEnglish
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PublisherWizards of the Coast
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Publication dateNovember 3, 2015
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Reading age14 years and up
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Dimensions8.4 x 0.5 x 10.9 inches
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ISBN-109780786965809
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ISBN-13978-0786965809
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Product details
- ASIN : 0786965800
- Publisher : Wizards of the Coast; Illustrated edition (November 3, 2015)
- Language : English
- Hardcover : 159 pages
- ISBN-10 : 9780786965809
- ISBN-13 : 978-0786965809
- Reading age : 14 years and up
- Item Weight : 0.023 ounces
- Dimensions : 8.4 x 0.5 x 10.9 inches
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4.0 out of 5 stars
You will like this book if you understand what it is and what it isn't before buying
Reviewed in the United States on November 24, 2015Verified Purchase
1,215 people found this helpful
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Reviewed in the United States on November 17, 2015
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This book has taken a lot of heat by reviewers and on the 5th edition boards. It's not as bad as all that. The problem is, this book is designed for a certain type of player...namely one who is not familiar much or at all with the Forgotten Realms. First, you will note the title of the book: ADVENTURER'S GUIDE. Not DM's GUIDE. Not CAMPAIGN SOURCEBOOK. It is not, nor is it meant to be, either of these thing. It is meant to provide a very broad overview of Faerun and the Sword Coast region in particular. If you are an experienced player or DM familiar with Faerun, almost nothing here will be of use to you for the first 50 pages of the book. Sorry, but you don't need a few paragraphs about each location in the Sword Coast or a few paragraphs about the deities of Faerun or a section on coinage of the Realms.
But a new DM or player needs these things as an introduction, to allow him or her to design or play in a campaign set on the Sword Coast. That's what this book is, a broad framework for the unfamiliar.
But, of course, WOTC needs to sell the book to everyone. So they added some crunch. Not a lot, but enough to make buying the book pretty necessary for experienced players. Does that mean experienced DMs and players will end up paying for 80 pages and using less than 30? Yep. Know that going in.
So what's the crunchy bit? Mainly a few subraces, like deep gnomes and duergar, and more importantly, some class archetypes. Mind you, not every class gets new archetypes. Bards and druids, for example, do not. Some merely get expanded archetypes, like the barbarian which has new animals for its totems (barbarians also do get a new archetype, the Battlerager). But fighters get Purple Dragon Knight (a sort of warlord leader type), Rogues get Swashbucklers and a spy/infiltrator archetype. Clerics get the Arcana domain (for Mystra and Azuth worshippers [or Boccob if you are a grognard]). Sorcerers get a Storm related archetype. Monks get two new ones. You get the idea.
In conclusion, SCAG is an invaluable resource if you are new to Faerun, In that case, definitely buy it as an introduction to the region. For those experienced in Faerun and with many previous sourcebooks to draw upon, you will have to decide if the crunch pages are worth the investment.
But a new DM or player needs these things as an introduction, to allow him or her to design or play in a campaign set on the Sword Coast. That's what this book is, a broad framework for the unfamiliar.
But, of course, WOTC needs to sell the book to everyone. So they added some crunch. Not a lot, but enough to make buying the book pretty necessary for experienced players. Does that mean experienced DMs and players will end up paying for 80 pages and using less than 30? Yep. Know that going in.
So what's the crunchy bit? Mainly a few subraces, like deep gnomes and duergar, and more importantly, some class archetypes. Mind you, not every class gets new archetypes. Bards and druids, for example, do not. Some merely get expanded archetypes, like the barbarian which has new animals for its totems (barbarians also do get a new archetype, the Battlerager). But fighters get Purple Dragon Knight (a sort of warlord leader type), Rogues get Swashbucklers and a spy/infiltrator archetype. Clerics get the Arcana domain (for Mystra and Azuth worshippers [or Boccob if you are a grognard]). Sorcerers get a Storm related archetype. Monks get two new ones. You get the idea.
In conclusion, SCAG is an invaluable resource if you are new to Faerun, In that case, definitely buy it as an introduction to the region. For those experienced in Faerun and with many previous sourcebooks to draw upon, you will have to decide if the crunch pages are worth the investment.
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Reviewed in the United States on March 20, 2017
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I was hesitant to buy this release based on some of the reviews but finally decided to pull the trigger. Being a new DM, and also new to the 5E rules, I needed some background lore to fill my current and future campaigns. Not being familiar at all with Faerun or the Sword Coast when I began a few months ago, this book seemed like the only official publication that was going to give me that so I finally bought it.
After having just read through it from cover-to-cover, and having very tempered expectations, I have to say that I was pleasantly surprised with it's content. This book provides a general background on all of the cities and towns up and down the Sword Coast and the West including the island nations off the coast. It also provides additional races, sub-races, and sub-classes along with new backgrounds none of which are in the Player's Handbook. There is also an extensive chapter on the gods worshipped by the peoples of these areas. I came away with a lot more background filler for my campaigns whether they be the WotC published variety or my own Homebrew.
So, despite the low page count compared to the other official WotC publications, I feel like I got my money's worth for around $30. However, if you are already well familiar with Faerun's Sword Coast, you may only feel like you benefit from the new racial, class, and background information though it may still be useful to you as a quick reference on background lore.
After having just read through it from cover-to-cover, and having very tempered expectations, I have to say that I was pleasantly surprised with it's content. This book provides a general background on all of the cities and towns up and down the Sword Coast and the West including the island nations off the coast. It also provides additional races, sub-races, and sub-classes along with new backgrounds none of which are in the Player's Handbook. There is also an extensive chapter on the gods worshipped by the peoples of these areas. I came away with a lot more background filler for my campaigns whether they be the WotC published variety or my own Homebrew.
So, despite the low page count compared to the other official WotC publications, I feel like I got my money's worth for around $30. However, if you are already well familiar with Faerun's Sword Coast, you may only feel like you benefit from the new racial, class, and background information though it may still be useful to you as a quick reference on background lore.
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Ian James Cannon
3.0 out of 5 stars
Poor value for money.
Reviewed in the United Kingdom on August 14, 2016Verified Purchase
Not quite as detailed as expected and considering the last book of this nature I purchased was back in 3.5 days, this book is much smaller with a lot less information (and the 3.5 campaign setting book was twice the size of this one).
It's about half the size as the PHB and certainly nowhere near as good value for money.
I don't regret the purchase, but at the same time it certainly wasn't great value for money and I find most of the player options very lackluster at best.
Feels like you're mostly paying for the hardback and full-colour pages than actual content. If you're fine with that, that's fine, otherwise I'd suggest potential buyers try and get it second hand for around £12-15, rather than the $40 RRP.
It's about half the size as the PHB and certainly nowhere near as good value for money.
I don't regret the purchase, but at the same time it certainly wasn't great value for money and I find most of the player options very lackluster at best.
Feels like you're mostly paying for the hardback and full-colour pages than actual content. If you're fine with that, that's fine, otherwise I'd suggest potential buyers try and get it second hand for around £12-15, rather than the $40 RRP.
7 people found this helpful
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Arseni Kritchever
3.0 out of 5 stars
This book is good for two reasons
Reviewed in Canada on May 29, 2018Verified Purchase
This book is good for two reasons: all the new player character options and some information on the state of the Forgotten Realms setting in the 5th edition. The former was very welcome at the time since there wasn't a lot of official player options yet (that came with Xanathar's Guide to Everything) and the latter was welcome because 4th edition Forgotten Realms wasn't IMO Forgotten Realms at all... OK, but other that that it's not a very good book. It's pretty slim for the price, and although it updates the FR setting somewhat, there isn't nearly as much material in it as there was in the 3rd edition FR campaign book. It's good to get it on sale, but not worth it for full price IMO, unless you really really really want to play in the Realms setting.
13 people found this helpful
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Daniel Cenoz
5.0 out of 5 stars
Uma grande contribuição para atualizar os fãs sobre o cenário de Forgotten Realms
Reviewed in Brazil on March 13, 2016Verified Purchase
Tradução do disclaimer que acompanha o Manual do Aventureiro de Fogotten Realms.
Renúncia de Responsabilidade: a Wizards of the Coast não poderá ser responsabilizada por qualquer ação realizada por entidades nativas, ou que atualmente habitem os Reinos Esquecidos, incluindo lordes necromantes de magocracias remotas, magos residentes de todos os Vales, mas especialmente do Vale das Sombras, rangers drow empunhando uma ou mais cimitarras e acompanhados por uma ou mais panteras, magos insanos que morem em vastas dungeons acessíveis através de poços no meio de uma taverna, beholders que liderem carteis criminosos, e qualquer um que tenha a expressão “Muitas Flechas” no nome. No evento de um catastrófico encontro com qualquer uma dessas entidades, culpe o seu Dungeon Master. Se isso não funcionar, culpe Ed Greenwood, mas não diga para ele que fomos nós que mandamos. Ele conhece mais arquimagos que nós.
O Guia do Aventureiro da Costa da Espada é o primeiro material da 5ªEd focado em descrever o mundo de campanha de Forgotten Realms atualizando a informação sobre as mudanças, sempre cataclísmicas, que afetam a vida de Faerun.
O livro está no meio do caminho entre um guia de setting e um manual do jogador, podendo ser aproveitado tanto por jogadores como mestres: ele apresenta informação de timeline, regiões, cidades e NPCs, mas sem aprofundar demais e dando poucos detalhes; e também contém mais informação e detalhes úteis para criar personagens, mas sem o crunch a que estávamos acostumados na 4ªEd. Não espere encontrar aqui combos e manobras matadoras para tornar o seu personagem uma máquina de massacrar orcs. Mas o texto trabalha detalhes de classes como rangers e druidas, por exemplo, permitindo caracterizar melhor e de forma mais consistente essas classes e a forma como elas se inserem no mundo. O conjunto é ameno e convida à leitura sem pressa, dando margem para a imaginação preencher os espaços sugeridos pelo texto com o que acharmos mais adequado, complementando com o material oficial que vai sendo lançado na iniciativa transmídia da Wizards of the Coast: manuais, jogos, romances, videogames e artigos como os da Dragon+, o app para celulares (Android e IOs). Na verdade, segue em muitos aspectos o conceito do Ed Greenwood Presents: Elminster’s Forgotten Realms, uma visão geral e descontraída do mundo, livro publicado no finzinho da 4ªEd e reunindo a memorabília de décadas de trabalho e rascunhos.
Com capa dura e umas boas 160 páginas coloridas e ricamente ilustradas, o livro percorre os reinos, descrevendo rápidamente suas regiões e reinos mais importantes, reserva mais ou menos duas páginas de detalhes às principais cidades estado: Neverwinter, Waterdeep e Baldur’s Gate da Costa da Espada, com mapas urbanos e características. Dá uma ideia geral e atualiza informação sobre a Heartland, as terras interiores entre a Costa da Espada e o Lago do Dragão, incluindo algo sobre a Terra dos Vales, Cormyr, Sembia; atualiza o Norte, da Marca Argêntea, a Espinha do Mundo e o Reino de Muitas Flechas. Até o sul, saberemos pouco do que acontece além dos arredores de Baldur’s Gate, Faerun volta a ser um mundo medieval e o que sabemos dependo do que os viajantes contam… sabe-se que o reino mágico de Halruaa está se reerguendo e seus barcos fantásticos voltam a singrar os céus, mas só são rumores que despertam muita incredulidade, até os aventureiros chegarem lá para ver com seus próprios olhos. O distante oriente é… bem… distante, pouco se sabe sobre o que há depois das vastas planícies da Horda, e se a lendárias Kara-Tur realmente existe vai depender do que o mestre decidir. O mesmos acontece com as imensidões do Mar Sem Rastros, poucos se aventuram a navegar além das ilhas sagradas de Evermeet e menos ainda conseguem voltar para trazer notícias das terras na outra margem. Sem esquecer, é claro, o temível Underdark, onde cedo ou tarde os heróis vão ter que se aventurar com os terríveis perigos que isso envolve, mas os detalhes dessa região ficam para a campanha Into the Abyss, ambientado nas profundezas do mundo e seus horrores. Todo o texto do livro é enriquecido com fantásticas sidebars que detalham alguns pontos interessantes como a economia dos Reinos, variedades locias de raças jogáveis como meio-elfos e Tieflings, a situação política das cidades estado, a estrutura urbana de Menzoberranzan… Nesse aspecto, o livro vem muito a calhar porque Faerun sofreu mudanças perceptíveis que podem passar batido só olhando para o mapa, nem falemos do fim de Myth Drannor, evento que me deixou mais abatido que qualquer outra coisa…
Faerun mudou outra vez, a terra se curou das feridas do Cataclismo mágico de um século atrás, mas coisas estranhas aconteceram no interim, novos deuses se elevaram, outros cairam e a terra mudou: as distâncias parecem maiores, regiões desapareceram e outros novas surgiram com novos mistérios para explorar que intrigam até os mais sábios.
Temos muito conteúdo para jogadores, dificilmente alguém vai poder dizer que falta descrever uma classe para adequá-la melhor a uma determinada região dos Reinos, o mesmo pode-se dizer sobre as facções: cada grupo de poder tem muitos detalhes para desenvolver suas intrigas e trabalhar em conjunto ou lutar para avançar seus propósitos, desde os Harpistas até os Zentharim.
Temos o panteão atualizado das divindades de Faerun, com os novos e antigos deuses e seus próprios conflitos permanentes junto com orientações para seus seguidores. Da mesma forma, aguardam doze novos Background para personalizar os heróis, desde City Watch (que tal trabalhar tentando manter aventureiros na linha?), passando pelo Uthgard Tribe Member com o seu desprezo pelos almofadinhas da cidade; ajudando a encaixar os heróis de forma mais consistente no mais ricos dos mundos de Dungeons and Dragons.
https://danielcenoz.wordpress.com/2016/03/13/sword-coast-adventurers-guide-resenha
Renúncia de Responsabilidade: a Wizards of the Coast não poderá ser responsabilizada por qualquer ação realizada por entidades nativas, ou que atualmente habitem os Reinos Esquecidos, incluindo lordes necromantes de magocracias remotas, magos residentes de todos os Vales, mas especialmente do Vale das Sombras, rangers drow empunhando uma ou mais cimitarras e acompanhados por uma ou mais panteras, magos insanos que morem em vastas dungeons acessíveis através de poços no meio de uma taverna, beholders que liderem carteis criminosos, e qualquer um que tenha a expressão “Muitas Flechas” no nome. No evento de um catastrófico encontro com qualquer uma dessas entidades, culpe o seu Dungeon Master. Se isso não funcionar, culpe Ed Greenwood, mas não diga para ele que fomos nós que mandamos. Ele conhece mais arquimagos que nós.
O Guia do Aventureiro da Costa da Espada é o primeiro material da 5ªEd focado em descrever o mundo de campanha de Forgotten Realms atualizando a informação sobre as mudanças, sempre cataclísmicas, que afetam a vida de Faerun.
O livro está no meio do caminho entre um guia de setting e um manual do jogador, podendo ser aproveitado tanto por jogadores como mestres: ele apresenta informação de timeline, regiões, cidades e NPCs, mas sem aprofundar demais e dando poucos detalhes; e também contém mais informação e detalhes úteis para criar personagens, mas sem o crunch a que estávamos acostumados na 4ªEd. Não espere encontrar aqui combos e manobras matadoras para tornar o seu personagem uma máquina de massacrar orcs. Mas o texto trabalha detalhes de classes como rangers e druidas, por exemplo, permitindo caracterizar melhor e de forma mais consistente essas classes e a forma como elas se inserem no mundo. O conjunto é ameno e convida à leitura sem pressa, dando margem para a imaginação preencher os espaços sugeridos pelo texto com o que acharmos mais adequado, complementando com o material oficial que vai sendo lançado na iniciativa transmídia da Wizards of the Coast: manuais, jogos, romances, videogames e artigos como os da Dragon+, o app para celulares (Android e IOs). Na verdade, segue em muitos aspectos o conceito do Ed Greenwood Presents: Elminster’s Forgotten Realms, uma visão geral e descontraída do mundo, livro publicado no finzinho da 4ªEd e reunindo a memorabília de décadas de trabalho e rascunhos.
Com capa dura e umas boas 160 páginas coloridas e ricamente ilustradas, o livro percorre os reinos, descrevendo rápidamente suas regiões e reinos mais importantes, reserva mais ou menos duas páginas de detalhes às principais cidades estado: Neverwinter, Waterdeep e Baldur’s Gate da Costa da Espada, com mapas urbanos e características. Dá uma ideia geral e atualiza informação sobre a Heartland, as terras interiores entre a Costa da Espada e o Lago do Dragão, incluindo algo sobre a Terra dos Vales, Cormyr, Sembia; atualiza o Norte, da Marca Argêntea, a Espinha do Mundo e o Reino de Muitas Flechas. Até o sul, saberemos pouco do que acontece além dos arredores de Baldur’s Gate, Faerun volta a ser um mundo medieval e o que sabemos dependo do que os viajantes contam… sabe-se que o reino mágico de Halruaa está se reerguendo e seus barcos fantásticos voltam a singrar os céus, mas só são rumores que despertam muita incredulidade, até os aventureiros chegarem lá para ver com seus próprios olhos. O distante oriente é… bem… distante, pouco se sabe sobre o que há depois das vastas planícies da Horda, e se a lendárias Kara-Tur realmente existe vai depender do que o mestre decidir. O mesmos acontece com as imensidões do Mar Sem Rastros, poucos se aventuram a navegar além das ilhas sagradas de Evermeet e menos ainda conseguem voltar para trazer notícias das terras na outra margem. Sem esquecer, é claro, o temível Underdark, onde cedo ou tarde os heróis vão ter que se aventurar com os terríveis perigos que isso envolve, mas os detalhes dessa região ficam para a campanha Into the Abyss, ambientado nas profundezas do mundo e seus horrores. Todo o texto do livro é enriquecido com fantásticas sidebars que detalham alguns pontos interessantes como a economia dos Reinos, variedades locias de raças jogáveis como meio-elfos e Tieflings, a situação política das cidades estado, a estrutura urbana de Menzoberranzan… Nesse aspecto, o livro vem muito a calhar porque Faerun sofreu mudanças perceptíveis que podem passar batido só olhando para o mapa, nem falemos do fim de Myth Drannor, evento que me deixou mais abatido que qualquer outra coisa…
Faerun mudou outra vez, a terra se curou das feridas do Cataclismo mágico de um século atrás, mas coisas estranhas aconteceram no interim, novos deuses se elevaram, outros cairam e a terra mudou: as distâncias parecem maiores, regiões desapareceram e outros novas surgiram com novos mistérios para explorar que intrigam até os mais sábios.
Temos muito conteúdo para jogadores, dificilmente alguém vai poder dizer que falta descrever uma classe para adequá-la melhor a uma determinada região dos Reinos, o mesmo pode-se dizer sobre as facções: cada grupo de poder tem muitos detalhes para desenvolver suas intrigas e trabalhar em conjunto ou lutar para avançar seus propósitos, desde os Harpistas até os Zentharim.
Temos o panteão atualizado das divindades de Faerun, com os novos e antigos deuses e seus próprios conflitos permanentes junto com orientações para seus seguidores. Da mesma forma, aguardam doze novos Background para personalizar os heróis, desde City Watch (que tal trabalhar tentando manter aventureiros na linha?), passando pelo Uthgard Tribe Member com o seu desprezo pelos almofadinhas da cidade; ajudando a encaixar os heróis de forma mais consistente no mais ricos dos mundos de Dungeons and Dragons.
https://danielcenoz.wordpress.com/2016/03/13/sword-coast-adventurers-guide-resenha
Gustavo Henrique Siqueira Corradi
2.0 out of 5 stars
Apresentação e formatação do conteúdo muito ruim
Reviewed in Brazil on August 25, 2017Verified Purchase
A proposta do livro é fornecer material para ambientação em Forgotten Realms na clássica região da Costa da Espada. Dois terços do livro fornecem informações sobre as principais cidades, divindades e cultura local, e o terço restante sobre classes e raças.
Primeiramente, o conteúdo inicial é apresentado sem nenhuma didática ou formatação elegante para se organizar, e as informações muitas vezes são irrelevantes, poluem e complicam a vida do DM. Os mapas são PÉSSIMOS, e a maioria dos locais nem contém mapas.
O livro não "conversa" bem com o DM, poderia oferecer por exemplo uma descrição base das cidades para ser lida para os jogadores:
Uma apresentação básica sobre a história de Faerun é descrita em uma página (o que eu acho um ponto positivo pela objetividade) e vários eventos históricos são citados ao longo do livro. Mas não tiveram a sensatez de criar uma TIMELINE VISUAL posicionado os principais eventos ao longo do tempo, e você acaba completamente perdido em relação a distância entre os eventos e sua cronotopia.
Por fim, o capítulo 3 em diante é o que eu chamo de "engrossar a sopa com farinha"... Basicamente conteúdo de classes, raças, talentos, magias, etc...
Já falei que não há mapas suficientes?
Primeiramente, o conteúdo inicial é apresentado sem nenhuma didática ou formatação elegante para se organizar, e as informações muitas vezes são irrelevantes, poluem e complicam a vida do DM. Os mapas são PÉSSIMOS, e a maioria dos locais nem contém mapas.
O livro não "conversa" bem com o DM, poderia oferecer por exemplo uma descrição base das cidades para ser lida para os jogadores:
Uma apresentação básica sobre a história de Faerun é descrita em uma página (o que eu acho um ponto positivo pela objetividade) e vários eventos históricos são citados ao longo do livro. Mas não tiveram a sensatez de criar uma TIMELINE VISUAL posicionado os principais eventos ao longo do tempo, e você acaba completamente perdido em relação a distância entre os eventos e sua cronotopia.
Por fim, o capítulo 3 em diante é o que eu chamo de "engrossar a sopa com farinha"... Basicamente conteúdo de classes, raças, talentos, magias, etc...
Já falei que não há mapas suficientes?
Cliente Amazon
5.0 out of 5 stars
ótimo conteúdo complementar.
Reviewed in Brazil on May 9, 2018Verified Purchase
Sword Coast Adventurer's Guide, é uma obra para mestres e se define por natureza para essa finalidade. Apresentando novos backgrounds, clãs e mundos desenha-se possíveis realidades e cenários que um DM pode usar para criar suas aventuras. Recomendo para todo mestre de RPG de d&d 5e. iniciante e aqueles que colecionam. O material também pode ter uso para jogadores que desejam construir histórias calorosas para seus personagens, é sempre válido um bom cenário e uma boa lore tanto dos personagens quanto do mundo em que se está jogando.
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