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4e needs a Definitive Guide
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<blockquote data-quote="Jhaelen" data-source="post: 6368868" data-attributes="member: 46713"><p>Yep. We're using them because we're playing a Dark Sun campaign. I don't think we'd have used them otherwise, although I think they're a really neat addition to the game - very helpful to round out a character concept.</p><p></p><p>I've had that discussion before, but what I greatly dislike about the Essentials classes is that they are mechanically different from each other. Of course I realize that this was actually a design goal, i.e. to create classes with different degrees of complexity. But in doing that they destroyed one thing that was a major appeal of 4e: All of the PHB classes were mechanically absolutely identical. So if a player grasped how to play one class, they were able to play any other class, too:</p><p>One of the players in my group had never played anything but fighters and paladins in AD&D 1e to 3e. And in 4e he suddenly discovered his love for wizards! This would never have happened had we started playing with the Essential classes.</p><p>And I have yet to meet a player who couldn't grasp how to play a 4e PHB class. All you need to tell them is the difference between at-will, encounter, and daily powers and what the purpose of the different character roles is and they're ready to go.</p><p>Some classes are still more challenging to play then others (e.g. Rogues and Shamans are more difficult to play well), but at least they all work the same.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 6368868, member: 46713"] Yep. We're using them because we're playing a Dark Sun campaign. I don't think we'd have used them otherwise, although I think they're a really neat addition to the game - very helpful to round out a character concept. I've had that discussion before, but what I greatly dislike about the Essentials classes is that they are mechanically different from each other. Of course I realize that this was actually a design goal, i.e. to create classes with different degrees of complexity. But in doing that they destroyed one thing that was a major appeal of 4e: All of the PHB classes were mechanically absolutely identical. So if a player grasped how to play one class, they were able to play any other class, too: One of the players in my group had never played anything but fighters and paladins in AD&D 1e to 3e. And in 4e he suddenly discovered his love for wizards! This would never have happened had we started playing with the Essential classes. And I have yet to meet a player who couldn't grasp how to play a 4e PHB class. All you need to tell them is the difference between at-will, encounter, and daily powers and what the purpose of the different character roles is and they're ready to go. Some classes are still more challenging to play then others (e.g. Rogues and Shamans are more difficult to play well), but at least they all work the same. [/QUOTE]
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