Essential Essentials

barabelsftw

First Post
Ok so my players and I got into 4th edition over the summer. We loved it. We picked up the players handbook 1-3 and most of the power books. Before I consider purchasing some of the essential books (heroes of forgotten lands, heroes of shadow ect.) I wanted to know if it was actually worth buying. My players and I have had no problem with the rules or building characters in the original phb's and the essentials books at a very brief look seem to be very simplified. I just wanted to know what the differences between the books are and If they are worth purchasing.
 

log in or register to remove this ad

There are a few feats in Essentials that are outright better than previous feats -- namely the 'feat taxes.' But other than that, there's nothing that Essentials does that 4e classic doesn't do better.
 

Essentials classes are (for the most part) simpler, alot of the time when you choose a build more stuff is prechosen for you or at least limits your choice.

Personally I love it, simpler classes are easier to build in high levels. My group has slowly been assimilated by it. I have a mage, slayer, executioner and a knight the only regular classes left are a bard and a Hybrid Seeker/wizard.

I have no issues balance wise and no one seems to have any issues with less complicated classes.
 

All of the class information (i.e. the new builds in the Essentials books) can be obtained with a DDi subscription, which I think is a better value than the books.

That being said, I whole heartedly endorse the Rules Compendium. Gives you all of the updated rules in a single volume. Won't help with feats and powers but still very much worth the price in my opinion.
 

Monster Vault is a massive improvement to the MM1 even if it's smaller. And Monster Vault: Threats to the Nentir Vale is great. Both are well worth getting for any DM.

The DM kit is not worth it if you have the DMG1 and 2. It's just a replacement.

Heroes of Shadow is a splatbook and not that great a one.

The two player books (Fallen Lands/Forgotten Kingdoms) might be. Do you have any players with analysis paralysis over the number of options they have? The thief is great for rogues who are interested in skilled sneaking and don't want to think about melee tactics. And Slayers (2 handed striker fighter), Knights (sword + board defender fighter), Hunters (archer ranger), and Scouts (two weapon ranger) are great for people who are dropping in at high level or who suffer from analysis paralysis. Or for companion characters. But if your PCs are all already happy then don't bother - just treat them as splatbooks and unfocussed ones at that. (The mage is a better implementation of the wizard other than the lack of Ritual caster, but the difference is minor). Still at $13 each I'd say they are good value.
 

Pretty much in agreement with the others. The Rules compendium is nice for updated rules. Other than that, if the players are happy with the PHB1-3 characters not much reason for them to get the essentials books beyond a few feats.
 



The only reason that aedu classes can use the stuff in this book is because powers are done the same no matter which one you are playing. They weren't thinking of aedu classes when they made this book. The way the classes are setup is the way essentials does it and if I am not mistaken, on the very back of the book it says for use with the essentials books.
 

it really is, there's a decent amount of stuff for aedu classes but it's basically an essentials book.
Nope. The Essentials line is closed at the 10 products that encompass it.

There is a lot of support in HoS for the builds in Heroes of the Fallgotten Kinglands, but the Essentials line is pretty narrowly-defined.

-O
 

Remove ads

Top