I have to say I wholeheartedly agree with Jacob et al.
DracoSuave seems to imply (and feel free to correct me if I'm wrong) that this is a non-issue; it's simply about preference and style, and nothing else. It's not even in the same ballpark as the 3.0 vs. 3.5 debate. There's actually nothing to be confused about, since we can chalk it up to natural evolution of the game.
Well, I beg to differ; to me it looks confusing as hell. Then again, I'm a dedicated Pathfinder GM. But here's the thing: even though I originally dismissed 4E because I felt certain thematical and mechanical changes were too profound for me, these days I'd actually
want to run 4E alongside PF. Despite my earlier prejudice against 4E, I always felt it had some pretty good qualities, too; simplified monster/NPC stat block, more elegant SoS/Sod system than 3E, skill challenges, utility spells transformed into rituals, and a very coherent power format that reminded me of bibliograhic records. It took me almost two years to realize that maybe I should give 4E another try, with nigh-mystical martial powers and all. Unfortunarely, I'm becoming convinced that it's too late for that.
When they announced the Essentials, I thought it would my "ticket to ride"; 4E with updated, errata'ed and clarified core rules, plus revised monster rules and stats. But, then the previews started coming in, and I felt confused. Subclasses, but no core classes? Knight, mage, slayer, thief... where was the fighter and the wizard and the cleric? No dailies for some classes? New racial attribute system and powers? New magic item and treasure rules? Feat categories? What the hell was with all these changes?
You see, I thought I'd be one of the guys they were targeting with Essentials; an old skool DM with 20+ years of running the game under his belt, who would be willing to jump on board if given the chance. I don't need anyone to "hold my hand", as Mudlock put it; all I actually ever wanted was a new printing of the core rules with all the errata, updates and revisions included,
without having to get a DDI account or paying a ridiculous sum for the Deluxe edition books. I'm a bibliophile and a librarian, so I want real, hardback books. And constantly referecing a folder of printouts -- or using a marker or a pen on dozens of pages -- is something I also don't want to do.
So I went to my FLGS and leafed through the Essentials books, and the first thing in my mind was:
is this 4.5 or not? As I already said above, I felt confused as hell. The problem, in my opinion, doesn't lie in whether Feat X is better than Feat Y or Power Z. Or whether you prefer W or Q, or whatever. Rather, it is about how Essentials and 4E Classic relate to each other, and how the mechanics "click" in practise. I've seen many posters repeat the mantra that Essentials is
NOT a revised edition; it's simply add-on mechanics that function in harmony with the "old" stuff.
However, Let's take a look at how ODLIS (Online Dictionary for Library and Information Sciences;
ODLIS: Online Dictionary for Library and Information Science) defines 'revised edition':
"An edition in which a previously published work is substantially altered by correction, deletion, or the addition of supplementary material, either by the original author/editor or another writer, usually to expand the content or bring it up-to-date. Some revised editions are not as 'revised' as they claim to be (caveat emptor). The extent of revision may be indicated in a new foreword or preface. Frequency of revision usually depends on the amount of new material available but may also be linked [sic] to a decline in sales of the preceding edition..."
By this definition Essentials could be called a revised edition; but, since it is a whole new product line, it's not that simple. However, as WoTC staff members consistently like to claim, "it's still 4E", and since Rules Compendium contains material that is meant to replace equivalent mechanics in PHBs, I'd definitely call it a revised edition. Not just based on my knowledge on literature and publishing, but also my 20+ years of experience as a gamer.
But that's actually beside the point; what's
really bothering me is that I feel Essentials was a mistake. To me it's pretty clear that WoTC didn't know
who 4EE should primarily be marketed for: a simplified starter set for newbies, a revised and updated edition for 4E Classic fans, or an alternative core set with a different thematic and mechanic design direction (3.75) to hook the "naysayers". In the end they tried to please everyone, and I think it's a mess. Now they're trying to sell it with marketing phrases such as "It's a new way to approach things,
but it's still the same game! And it works seamlessly alongside the older material!" or "Yes, any 4E fan should buy these products, but they will be especially enticing to lapsed players and newcomers, because we've backpedaled a bit towards 3.5 while cutting extranous rules to make it a smoother and a bit simpler experience!" (and those are
not direct quotes, but rather how I interpreted their words). Dammit, WoTC, that's not what guys like me want; as I said above,
I want the core rules reprinted with errata, with rituals and all!
What finally killed the Essentials (and 4E, I guess, since in truth I don't think they'll ever reprint the PHB, DMG and MM) for me was the announcement that the 'Heroes of Sword and Spell' was cancelled; yeah, they've promised to deliver the contents in
SOME form in the future, but given their track record so far, I wouldn't be holding my breath. I mean, they're giving their customers Fortune Cards, but no book about making 4E Classic seamlessly fit your Essentials game, and vice versa. What about multiclassing your Avenger into Knight or Mage? What should I say if someone exclaims "How come your guy gets +2 to ALL his defenses, while I had to wait until 11th level before I got this crappy Iron Will?!?". What to do if a visiting player's PC has Rituals, and I'm running the game with nothing but Essentials books? And given that I'm not too keen on getting a DDI account (and MME has also been cancelled), how do I manage with a handful of magic items in Essentials? Etcetera, etcetera.
In addition to a new and revised printing of the rules, I also would have wanted to have more information on designing NPCs and monsters. Although I like the idea behind "unique" powers, it's a bit too "artistic" for me (and I have posted about this before). Why couldn't a brute have "stunlock" powers? Can a 1st level monster have Daze/Stun powers at all? Why don't brutes (at least in MM1, IIRC) get any "save ends"-type of powers? How many powers should a 9th level monster have? How many traits? Which numbers should certain type of powers, for example "Target falls prone and becomes stunned and grants Combat Advantage (save ends both)" recharge on? And so on. People often talk about players having "power paralysis", but I would certainly feel it when creating new monsters for 4E, because unless I'm wrong, all the official guidelines are pretty loose and scattered among several books and Dungeon articles. All this is probably very clear to the designers, but it's not that easy for tactically less inclined guys like me.
In closing I'd like to repeat that I think Jacob's assessment about Essentials being confusing and even incompatible with the core rules to some degree is correct. These are not simple add-ons; they're revised classes that show the new design principles, and I think using them alongside core classes would be like using 3.0 and 3.5 PCs in the same game. Or maybe I just don't get what the modular nature of 4E really means? Anyway, I feel like even though I'd like to get onboard, the ship has apparently sailed for me. And it's a damn shame. Although perhaps it's for the better; I wouldn't be surprised at all if they announced 5E at GenCon this year.