Review copy courtesy of Wizards of
the Coast.
Pros:
Lots of full colour art (as we
have come to expect of this edition)
Lots of maps
Lots of fluff and descriptions
about the different areas and people there
The mechanical stuff doesn't break
the game
New backgrounds with setting ties
that are easy to adopt to other settings are provided
Could Go Either Way:
It's focuses on the Forgotten
Realms (if you like the forgotten realms, this is a major plus and
if not it's a con)
New paths for classes are provided
(if you don't like creep, you may not like this) though they are not
game breaking and will be too few for some to justify the purchase
just for mechanics
Cons:
- For the list price, it's a bit short
No PDF*
* Denotes nitpicking.
|
The front cover of Sword Coast's Adventurer's Guide. |
Introduction
Sword Coast Adventurer's Guide
has been released for the 5
th
edition of Dungeons & Dragons. Inside its 159 pages is information about races,
options, backgrounds and locations for use with the Forgotten Realms.
Personally, I think those who are interested in the Forgotten Realms
will appreciate this book. Being no stranger to the Forgotten Realms
myself, I enjoyed reading this book. Still, I had a couple of issues.
For more depth, just read below or jump to the conclusion for a high level overview. Table of contents is
here.
The Internals
New Mechanics and Rules
Inside this book
are different mechanical options for players. At least one (deep gnomes) of these have already been featured in other adventures though I didn't notice much reuse beyond that. It's nice to have everything
together in one book and yes, they did seem to be consistent with the
previously published material. Most of it, however, is new. Anything
I didn't like seemed to be easy to house rule as well and it mostly
had to do with fluff (I'm looking at you, spiked armour).
Going in no
particular order, we have some new backgrounds. Now, personally, I
feel like backgrounds are probably some of the easiest things for a
Dungeon Master to create in this edition. Still, it's nice to have
some new ones written down and they generally seemed to be in line
with the previously published ones (I'm a bit scared of power creep
so this is important to me). They also tend to have links to the
Sword Coast world which is nice to see (this will take some slight
house ruling for other settings but it will be only slight).
We had some new
material provided for the classes. There weren't any completely new
classes, but some new options where provided (by options I mean
domains for clerics, martial archetypes for fighters, etc.). Many
different classes get attention here (strangely rangers don't) and I
didn't have any concerns for almost all of the paths provided.
There's one or two which make me a bit nervous (bladesinger is one
of them) but if they are a little bit better than the rest, it isn't
by much. The exception is Way of the Long Death but it's easy to increase the number of ki points needed to make it in line with the rest. I find myself occasionally making NPCs by following the
character creation rules so any of them I feel may be too good for
the players I could always use for my NPCs anyway (and adjusting the
encounter to be fair, of course) but it's still nice to see that my
players get some new options too.
Finally, we have a
big list of races that exist within the forgotten realms.
Mechanically, there isn't too much here. Some races get a couple of
new variations which are in line with what we have seen so far.
However, while I am breaking my format a bit here, there is far more
for the races than mechanics. Many of them have fairly long
explanations of their place in the world, histories, and unique
features. There are even Forgotten Realms scripts provided for races
such as humans, elves and dwarves (which means we are missing the
exotic scripts Celestial, Infernal and Draconic, though we still have
the Draconic script from the Player's Handbook).
Overall, it's rather light on the mechanics which honestly I tend to prefer at this point (lots of mechanics across many books scares me). I could see how some might be disappointed with how few there are, though.
The Writing
If you are getting this book, it is probably for the writing. Lists
of gods are given for the players (those Forgotten Realms veterans
already know that there are quite a few gods in the Forgotten
Realms), and histories of the world are provided. I knew most of what
was in the book due to playing in the Forgotten Realms, but I still
enjoyed reading it. Even when new options aren't given to a class or
race, information on their roles in the world are provided.
Ever wonder how they measure time? It's covered. What about holidays
and festivals? It's covered. Systems of government along the Sword
Coast? Check. There's quite a nice range of topics covered and I
found them to be a good read. It seems like it would work as a fairly decent reference. It does feel a bit short though. Almost like we could easily have 50 pages or even twice the content in exchange for a bigger price. Still, there were some pretty good deals out there that should help make the book tempting.
The majority of the writing is good, but the part where this book
really stood out for me was the descriptions of the locations through
the Sword Coast. There is an emphasis that this is your Forgotten
Realms and you should change it to be what you want it to be. Even
when describing a location, the book does not speak from a position
of authority. Instead, that portion of the book is written as a
collection of accounts from informants and it really makes it seem
stronger for me. It's evocative but not completely authoritative.
It's how I feel that kind of section should be done.
The Art and Book Build Quality
|
One of the maps inside Sword Coast Adventurer's Guide. There are others, and they also look good. They are also in a similar style. |
I found the art throughout this book to
be quite nice, though it probably has my least favourite cover so
far. The maps and objects are done
really nicely in this book, though scaling is missing on the maps. Out of all of the Faerun gods mentioned
in the list, almost all of them have an illustration of their symbol
(I only counted 3 without illustrations) and they look great (my
personal favourite is Jergal's symbol though I can't think of one
that looked bad). I tend to be quite picky when it comes to
depictions of people and prefer a realistic art style. Even so, there
were quite a few pieces of art involving people that I liked in this
book.
The book itself is in the same style as
the rest in this edition. Everything from the pages to the spine
makes it fit perfectly when standing on the book shelf. The pages
themselves are in a style that makes them look like they are from an
in-game book, complete with fake creases close to the edge of the
page. It's nice, and I generally appreciate these kinds of details
(they also blend really well with the style of the maps, which look
like they are lifted straight out of Faerun).
Defects
The good news is
that the pages in my copy were straight. The bad news is that out of
all of the books I have of this edition, the binding is the worst.
This is especially true for the first page and last page (look at the
picture below to see what I mean). Still, I've been reading it and it
seems to be staying together securely though it has been worrying me a bit. It also looks like two of the
pages in my copy were stuck together with glue and when separated
caused a small part of the surface of the page to be ripped out. It's
barely noticeable but I feel it's worth noting and looking out for.
I'm also not sure how common those kinds of things are for this run
of the book.
|
The binding on the last page of the book. |
Price
The best prices I could find doing a
quick search were $23.77 at
Barnes and Noble in the US (Amazon has the same price) and $31.94 at
Chapters in Canada.
What I felt was Missing
Again, we are missing a PDF. A
reference like this would have made a perfect candidate for a PDF.
Also, I would have liked to see all of the script types mentioned in
the Player's Handbook (including exotic) included in the book.
Fonts being provided would have also been nice so that we Dungeon
Masters could use the ones that are here in our handouts. This wasn't done for the Player's Handbook either, but I still feel it's worth mentioning.
Summary
Overall, this is a resource and reference for
Dungeon Masters who will be running games on the Sword Coast. It does what you would expect with its 159 pages. It has
generally good art, a lot of good information describing the Sword
Coast and is a bit light on mechanics. If you don't like the Forgotten Realms, you might still be
tempted to buy the book just for the extra player options though as mentioned, it's a bit light on them. However,
I'd say the main reasons to get the book are for the art and
writing. It may be hard to justify buying this book if you already
have a lot of old Forgotten Realms stuff. It's also not a must own book, especially if you prefer your own setting. Still, it's a good
addition to this edition, and Forgotten Realms fans as well as new people to the game
who want to learn more about the world they have been playing in
through the adventures should be happy (especially if you find a lower price online and prefer description over mechanics since it is shorter and mostly descriptions). If you heard that there was
going to be a Sword Coast Adventurer's Guide and thought,
“Cool”, you will be happy. Just be on the lookout for that
binding if you can.
Other Stuff