I've now read the Rules Compendium from cover to cover and I was impressed by how comprehensive it is. It really has all of the rules of the game, including definitions of class-specific things like the monk's Full Discipline keyword. It's not a simplified version of the 4e rules at all; it has rules for flight, aquatic combat, and so forth. This is the errata'd rulebook you've been looking for.
In fact, the Rules Compendium is so comprehensive, I thought that what they chose to leave out was most interesting. I think it might give us some insight into how their design philosophies have changed, especially now that Mike Mearls is at the helm. So here's what I noticed that was missing and some speculation on what it might mean.
Please, don't threadcrap. I don't want to hear about 4.5e or what you dislike about the essentials line. Take it to another thread. This thread is for analysis and discussion of changes in the D&D design philosophy, not gripes about WotC.
1. Rituals
Rituals are mentioned in passing a few times in the Rules Compendium, but there are no rules for rituals, scrolls, or ritual components. The only significant mention is in a sidebar on page 134, in the Arcana skill entry, and it doesn't provide any actual rules.
Speculation: Rituals are neat and flavorful, but I've seen a lot of complaints about cost and casting time. From what I've heard, they really only become useful in Paragon tier and above. I think WotC has listened to those complaints, and I think we'll see rituals sidelined in favor of more non-combat powers like the Mage's Instant Friends and the WarPriest's Resurrection.
The Executioner Assassin just released shows a particularly interesting take on this design direction: the Executioner's poisons have a combat effect, but they also have interesting and flavorful non-combat uses.
2. Masterwork Armor, Superior Weapons, and Double Weapons
Specific items aren't mentioned in the Rules Compendium, but it does describe how to read the columns in the armor table. The masterwork armor bonuses aren't there. Masterwork armor is mentioned under the "Magic Armor" category, but only to say that it exists. Similarly, superior weapons aren't mentioned at all. Neither are double weapons, and the Stout keyword is left out of the list of weapon keywords.
Speculation: Magic items are another common complaint about 4e. They're said to be flavorless and lack the "sense of wonder" of previous editions. I suspect all except Common magic items are going to be moved out of player books and back into the DM's hands. Perhaps WotC is doing the same thing with masterwork armor and superior weapons. "You find a dusty suit of scale armor tucked behind the secret door. As you dust it off, you sense the tang of magic, and you notice that the suit isn't made of steel, but dragon scales!"
I also suspect that some of the rules for these things will be moved into the item stat blocks, which corresponds to Essentials' general trend of consolidating information and repeating itself for the sake of clarity, as when each Essentials class repeats the level 4 stat boost rule.
3. Delaying Traps
The rules for delaying traps are completely missing from the Thievery skill.
Speculation: This seems like simplification and clean-up.
4. Starting Wealth Above Level 1
The book describes that you get 100 gp at level 1, but says nothing about what you should get if you start at a higher level.
Speculation: I don't understand why this rule is missing. Perhaps the new magic item rarity has changed the situation and they haven't decided on how to change the starting wealth guidelines. Perhaps this is another example of moving magic items out of player's hands and back into the DM's.
What else?
What have you noticed missing from the Rules Compendium?
In fact, the Rules Compendium is so comprehensive, I thought that what they chose to leave out was most interesting. I think it might give us some insight into how their design philosophies have changed, especially now that Mike Mearls is at the helm. So here's what I noticed that was missing and some speculation on what it might mean.
Please, don't threadcrap. I don't want to hear about 4.5e or what you dislike about the essentials line. Take it to another thread. This thread is for analysis and discussion of changes in the D&D design philosophy, not gripes about WotC.
1. Rituals
Rituals are mentioned in passing a few times in the Rules Compendium, but there are no rules for rituals, scrolls, or ritual components. The only significant mention is in a sidebar on page 134, in the Arcana skill entry, and it doesn't provide any actual rules.
Speculation: Rituals are neat and flavorful, but I've seen a lot of complaints about cost and casting time. From what I've heard, they really only become useful in Paragon tier and above. I think WotC has listened to those complaints, and I think we'll see rituals sidelined in favor of more non-combat powers like the Mage's Instant Friends and the WarPriest's Resurrection.
The Executioner Assassin just released shows a particularly interesting take on this design direction: the Executioner's poisons have a combat effect, but they also have interesting and flavorful non-combat uses.
2. Masterwork Armor, Superior Weapons, and Double Weapons
Specific items aren't mentioned in the Rules Compendium, but it does describe how to read the columns in the armor table. The masterwork armor bonuses aren't there. Masterwork armor is mentioned under the "Magic Armor" category, but only to say that it exists. Similarly, superior weapons aren't mentioned at all. Neither are double weapons, and the Stout keyword is left out of the list of weapon keywords.
Speculation: Magic items are another common complaint about 4e. They're said to be flavorless and lack the "sense of wonder" of previous editions. I suspect all except Common magic items are going to be moved out of player books and back into the DM's hands. Perhaps WotC is doing the same thing with masterwork armor and superior weapons. "You find a dusty suit of scale armor tucked behind the secret door. As you dust it off, you sense the tang of magic, and you notice that the suit isn't made of steel, but dragon scales!"
I also suspect that some of the rules for these things will be moved into the item stat blocks, which corresponds to Essentials' general trend of consolidating information and repeating itself for the sake of clarity, as when each Essentials class repeats the level 4 stat boost rule.
3. Delaying Traps
The rules for delaying traps are completely missing from the Thievery skill.
Speculation: This seems like simplification and clean-up.
4. Starting Wealth Above Level 1
The book describes that you get 100 gp at level 1, but says nothing about what you should get if you start at a higher level.
Speculation: I don't understand why this rule is missing. Perhaps the new magic item rarity has changed the situation and they haven't decided on how to change the starting wealth guidelines. Perhaps this is another example of moving magic items out of player's hands and back into the DM's.
What else?
What have you noticed missing from the Rules Compendium?