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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e core or essential?
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<blockquote data-quote="DEFCON 1" data-source="post: 5479416" data-attributes="member: 7006"><p>I'm actually going to go against the grain here and say to pick up the first Player's Handbook instead.</p><p></p><p>Here's the thing... if you are going to be teaching them how to play 4E and you hand them pre-generated characters... 1st level characters of classic <em>and</em> Essentials are both so light on things to worry about (you have a couple class abilities and all of three to five powers) if your players can't get a handle on those few things within the first half-hour of playing, you've got bigger issues ahead of you. Sure Essentials might be 'easier' in direct comparison, but both versions are pretty easy to grasp that the differences in my opinion are negligible.</p><p></p><p>Thus, it all comes down to PRICE. Since you already own the 4E DMG (which includes a module in the back of it, Kobold Hall)... all you'd need to pick up is the Player's Handbook. You don't need to get a monster book yet because Kobold Hall includes the monster stats, or if you wanted to use a different one, you can pick up Keep On The Shadowfell for free on the Wizards site (and that includes all monsters needed as well). Since this is purely a test practice to see if your friends like the game, why buy extra books when you don't yet know if you're going to need them?</p><p></p><p>And the advantage of the Player's Handbook is you get <em>eight</em> classes and <em>eight</em> races in one book, rather than 5 and 5 in either Heroes book. If cost matters (especially if you still have no idea whether this game might continue past this one-time learning experience), buying all the Essentials products could be an expensive overkill.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 5479416, member: 7006"] I'm actually going to go against the grain here and say to pick up the first Player's Handbook instead. Here's the thing... if you are going to be teaching them how to play 4E and you hand them pre-generated characters... 1st level characters of classic [I]and[/I] Essentials are both so light on things to worry about (you have a couple class abilities and all of three to five powers) if your players can't get a handle on those few things within the first half-hour of playing, you've got bigger issues ahead of you. Sure Essentials might be 'easier' in direct comparison, but both versions are pretty easy to grasp that the differences in my opinion are negligible. Thus, it all comes down to PRICE. Since you already own the 4E DMG (which includes a module in the back of it, Kobold Hall)... all you'd need to pick up is the Player's Handbook. You don't need to get a monster book yet because Kobold Hall includes the monster stats, or if you wanted to use a different one, you can pick up Keep On The Shadowfell for free on the Wizards site (and that includes all monsters needed as well). Since this is purely a test practice to see if your friends like the game, why buy extra books when you don't yet know if you're going to need them? And the advantage of the Player's Handbook is you get [I]eight[/I] classes and [I]eight[/I] races in one book, rather than 5 and 5 in either Heroes book. If cost matters (especially if you still have no idea whether this game might continue past this one-time learning experience), buying all the Essentials products could be an expensive overkill. [/QUOTE]
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4e core or essential?
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