Essentials..core..do they work together?

They are absolutely compatible in my experience (my 4e game is currently about 16th level and mixing Essentials and "classic" 4e has led to no problems at all).
 

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As for the new Monster Math, is there a formula or chart or something on the WOTC website to update monsters from MM1/2 and earlier adventures?

All over the place. The DMG1 has errata to that effect, the DMG has it, there's free images, PDFs and other resources all over the place...

A typical monster does average damage of 8 + level with an attack. Apply modifiers for AoE attacks, brutes, limited attacks, attacks with significant control effects, etc, afterward.

The modifiers for AC and defense are streamlined. AC is 14 + level (12 + level for brutes and artillery, 16 + level for soldiers). Average defense is 12 + level. Elites and solos get no modifiers to these.

Attack bonuses are level +5, except artillery get a bonus to ranged and area attacks. Brutes no longer take a penalty, and soldiers no longer gain a bonus. Controllers apparently no longer gain a bonus to attacks vs Fort/Ref/Will.

Solos always get x4 hp, no longer do they get x5. (A few monsters break this rule, but the design rules say x4.)

Solos get much-better designed abilities that prevent them from being locked down. If you want to see a good example, look up Calastryx, a 14th-level solo, or any Monster Vault dragon (Instinctive X and Action Surge makes for an unstoppable combo, needed at paragon and epic levels).
 
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Essential defenders have a non-traditional marking system that is not technically marking: the defender aura. Having a regular defender mark an enemy who is in an e-defender's aura gives that enemy penalties (and/or punishment) no matter which target it chooses to attack (unless it attacks both defenders).
This doesn't happen with defender auras. Those auras exclude marked foes.

With that said, I've had a Berserker (with an aura) and a Battlemind play defender ping-pong with Lightning Rush tricks.

Anyway - there are zero issues. They work fine together.

-O
 

Lots of good advice here folks,.thanks.

As for the new Monster Math, is there a formula or chart or something on the WOTC website to update monsters from MM1/2 and earlier adventures?

If the session/s go well I plan on investing in the Essentials books and the Monster Vault to replace my old core books.

I personally use the one created by sly flourish ( [MENTION=54840]mshea[/MENTION] ). You can find it here.

He also has a metric ton of useful articles for 4e DMs. I highly recommend his site
 
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Lots of good advice here folks,.thanks.

As for the new Monster Math, is there a formula or chart or something on the WOTC website to update monsters from MM1/2 and earlier adventures?

If the session/s go well I plan on investing in the Essentials books and the Monster Vault to replace my old core books.

here

That is the errata link for the DMG. Page 7 gives the new damage. It's a rough guide tho. If an attack does some other strong effect (like daze, on-going, etc) I just drop a die or drop the damage by about 25%
 


Does anyone recall a source for this ruling?

The power itself......

Dont have a book ref, but here is the cavalier previewhttp://www.wizards.com/dnd/article.aspx?x=dnd/4ex/20101022

Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a –2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.
 

Re: math. Thanks for the links to various places. These are great resources. I have been out of 4e mode for a couple years now, and am no longer well informed, and this has been a big help.

On a somewhat related topic: does anyone know what the difference is between original print copies of KOTS and the revised freebie PDF on the wizards site? Is the math revised? Or is it just eratta'ed?. I can go through page by page, but thought I would ask first.
 

On a somewhat related topic: does anyone know what the difference is between original print copies of KOTS and the revised freebie PDF on the wizards site? Is the math revised? Or is it just eratta'ed?. I can go through page by page, but thought I would ask first.

The one difference I remember is the addition of Kalarel's "shadow" in one encounter. I thought that was a nice touch, so I added it to a number of encounters, increasing the exposure to the big-bad-guy before the final encounter.

I made a bunch of changes to the adventure plot-wise, which I've discussed here: http://www.enworld.org/forum/d-d-4th-edition-discussion/276768-questions-regarding-h1-keep-shadowfell-spoiler-alert.html#post5182866.
 

Essentials in Character Builder?

I tried building my first Essentials character in Character Builder, a clone of my son's Dragonborn Fighter, to get a feel for what I could do. I liked the Fighter/Knight setup, but I was surprised that it seemingly only let me choose Essentials feats and Essentials weapons? Namely, I didn't have access to the various Dragonborn breath feats and couldn't add a Sunblade. On the other side, it seemed to let me choose both Master at Arms feat and Weapon Expertise (Heavy Blade) and stacked the +1 attack (which doesn't seem right as they should both be feat bonuses).

Can someone describe how the Essentials characters should have access to non-Essentials feats and equipment?
 

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