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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="Uller" data-source="post: 5479680" data-attributes="member: 413"><p>I'm in the process of teaching my two kids (one 12 and one 9) plus a group of co-workers. I am using essentials and it has been pretty good so far</p><p></p><p>As an old school DM (dating all the way back to OD&D) I think essentials is great for new players and DMs...not so much for those of us who already have a pretty good understanding of RPGs and just want a reference...</p><p></p><p>For both groups, teaching them how to play D&D has been a breeze using essentials. We are using the Red Box and are just finishing that up and then segueing into the adventure that comes in the DM Tool Kit. </p><p></p><p>However...this is working out for me as a DM only because I am using all pre-fab adventures and have no intention of writing my own stuff (I just don't have the time). I have never played this way before...if I were creating my own adventures in my own campaign setting, I'd much rather have the core books. I don't want a book that gives me step by step instructions on creating and leveling characters. I want a reference with all the options and let me pick from there.</p><p></p><p>I love the format of the Monster Vault and all the tokens it and the DM kit come with are awesome. But I find that all the essentials books just give a taste without going deep enough for the experienced DM to be able to fully construct his world. They are a starting point only and eventually other books will be needed (Adventurer's Vault, MM, etc)</p><p></p><p>For instance...Dragons...It gives you stats for Young and Elder dragons and only the chromatic ones. What about good dragons? What about Adult dragons, etc. There are lots of monsters like this where the MM gives a more complete picture of what is available. Also one thing I think is missing from the Core Rule Books (and the Essentials give you again...just a taste) is Magic Items. The DMG defines treasure parcels and calls for Magic Items of various level, but as far as I could see from my perusal of them, the only book that gives you a reasonable number of magic item descriptions is the Adventurer's Vault....so if you are creating your own, this book should be considered "core" as well.</p><p></p><p>Overall, the Essentials books and their approach to teaching the game is great. But if you already have the DMG, they aren't necessary. </p><p></p><p>Download Keep on the Shadowfell and buy the PHB or just buy the Red Box (it comes with a first level adventure). Either one will give you 10+ hours of gaming before you need anything more then see where your players want to go.</p></blockquote><p></p>
[QUOTE="Uller, post: 5479680, member: 413"] I'm in the process of teaching my two kids (one 12 and one 9) plus a group of co-workers. I am using essentials and it has been pretty good so far As an old school DM (dating all the way back to OD&D) I think essentials is great for new players and DMs...not so much for those of us who already have a pretty good understanding of RPGs and just want a reference... For both groups, teaching them how to play D&D has been a breeze using essentials. We are using the Red Box and are just finishing that up and then segueing into the adventure that comes in the DM Tool Kit. However...this is working out for me as a DM only because I am using all pre-fab adventures and have no intention of writing my own stuff (I just don't have the time). I have never played this way before...if I were creating my own adventures in my own campaign setting, I'd much rather have the core books. I don't want a book that gives me step by step instructions on creating and leveling characters. I want a reference with all the options and let me pick from there. I love the format of the Monster Vault and all the tokens it and the DM kit come with are awesome. But I find that all the essentials books just give a taste without going deep enough for the experienced DM to be able to fully construct his world. They are a starting point only and eventually other books will be needed (Adventurer's Vault, MM, etc) For instance...Dragons...It gives you stats for Young and Elder dragons and only the chromatic ones. What about good dragons? What about Adult dragons, etc. There are lots of monsters like this where the MM gives a more complete picture of what is available. Also one thing I think is missing from the Core Rule Books (and the Essentials give you again...just a taste) is Magic Items. The DMG defines treasure parcels and calls for Magic Items of various level, but as far as I could see from my perusal of them, the only book that gives you a reasonable number of magic item descriptions is the Adventurer's Vault....so if you are creating your own, this book should be considered "core" as well. Overall, the Essentials books and their approach to teaching the game is great. But if you already have the DMG, they aren't necessary. Download Keep on the Shadowfell and buy the PHB or just buy the Red Box (it comes with a first level adventure). Either one will give you 10+ hours of gaming before you need anything more then see where your players want to go. [/QUOTE]
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