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The core movement and combat mechanics are very similar, with the main difference there being height playing a part in damage calc
Instead of saving a town, you're thrown into one of many scenarios, each with different winning and losing conditions
You chose a starting class of a few, and then from there you can "mutate" into other classes, potentially getting some of that class' skills, or rarely completely random ones
Also every so often you randomly mutate, and gain a new ability, the idea of this function being that every playthrough, even with the same starting class, is different
Basic skills, like equip skills are in their own tab now
You can unlock new classes by completing some achievements, giving achievements an actual purpose
Oh there's also crafting, where you can improve, repair or modify your weapons
No infinite potion vendors
Relations with other clans might be a thing, can also accept and hand in quests via said relations screen
Worlds are a mix of overworld and dungeons mostly, some scenarios are all overworld, some are all dungeon
Yes you can equip 2 handed weapons, and yes there's classes with skills based around using them
Hope that ramble at least kinda helps. These are by no means all the differences
The guy who runs Soldak has been working on the same game engine for a long time, adding new features, changing the game to something new each time.
Din's Curse was one of his early games. Then he did Drox Operatives, an expansion, Zombasite, another expansion, then Din's Legacy. So it's got three more games worth of development on the game engine. So better graphics, more monsters, more classes, more scenarios, more depth to the game mechanics, etc.
Din's Curse is much more simple. It only has the "save the town from the dungeon below by completing all the quests" scenario, but still well done. I actually prefer Din's Curse for multiplayer still because of it being a simpler dive into the dungeon and try to stop the chaos. It's interface is lacking the new features though, the one I miss most is the + mark on equipment that is better than what you have. Drox and later have that feature, it makes it a lot easier to sort though all the equipment.
Din's Curse has several classes that can equip 2 handed weapons, and one that gets great buffs specifically for 2 handed weapons.
Din's Legacy... your character can end up anything you want it to be. Your skills actually "mutate" as you level, so you might gain the ability to use a new weapon class, or you can kick out skills you don't use to make room for new ones. So you can start with a class that uses 2 handed weapons and go from there, gaining skills to buff those weapons, or that stack onto other skills you have. I think it's pretty fun.
Of course, both also have the signature emergent gameplay from Soldak's games, in which the world is independent of your actions and a quest can run out of time for real.