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4E feats vs Essential Feats. A list?
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<blockquote data-quote="mudlock" data-source="post: 5459730" data-attributes="member: 95211"><p>D&D is no longer just a set of books; it's a constantly changing thing now. You will never be able to physically hold the one, true, complete, and definitive D&D in your hands ever again. Never. If you can't get used to that, then walk away now.</p><p></p><p>(Being a librarian isn't going to be a lot of fun for you either in the coming years, I imagine.)</p><p></p><p>If you want the updated rules, in print, buy the RC. If you want rituals, buy PH1. If you don't want to pay for both, live without. If you've got players complaining that the feats in the books they bought aren't as good as the feats in the books your other players bought SHARE BOOKS; you're a librarian, this shouldn't be a difficult concept.</p><p></p><p>On some of your points, though, I agree.</p><p></p><p>The lack of a broad choice of magic items in essentials products is a short coming for that product line, and I don't know what WotC will be doing, if anything, to fix it. I've got PH1 and AV1, so I'm all set, but I feel sorry for people who are new to the game that are trying to stick to just the essentials and haven't yet gotten the feel for designing their own magic items.</p><p></p><p>And more in-depth guidelines for designing your own monsters, particularly how powerfully status effects should be weighted and how many powers a creature should have, would be nice. Hasn't come from WotC, but there are some blogs I can point you to for advice. (Conspiratorially, I don't think you'll ever see any more details for that "secret formula"; partly because I think they don't have one and just feel it out "artistically", but partly because that's how they sell more monster books.)</p><p></p><p>But there is nothing *incompatible* between 4e and essentials.</p><p></p><p>All these things, all these feats and all these classes, exist in the same space. Yes, some more-recently published feats are obviously dominant choices. I guess some people find that confusing? Fine, I'm willing to accept that they are legitimately confused. Well, if your confused, here's how it works: sometimes, things don't work out exactly how the game designer thought they would. And printing new, more-powerful stuff is easier than printing errata to weaken things. Call it power creep, or call "Who in their right mind would ever take Astral Fire anyway?," or whatever. I think the changes have been, almost to a number, for the better. And since this is a living game, not a once-and-done book, a better game is what I care about. And I'm sorry if that makes your deadtree shelf weep.</p><p></p><p>(For the record, although I'm taking a crack at the decidedly non-digital, I'm not actually a DDI subscriber myself. I buy the books that provide me the things I want, skip the ones that don't provide me enough of what I value, and keep an ear to the ground for major errata.)</p></blockquote><p></p>
[QUOTE="mudlock, post: 5459730, member: 95211"] D&D is no longer just a set of books; it's a constantly changing thing now. You will never be able to physically hold the one, true, complete, and definitive D&D in your hands ever again. Never. If you can't get used to that, then walk away now. (Being a librarian isn't going to be a lot of fun for you either in the coming years, I imagine.) If you want the updated rules, in print, buy the RC. If you want rituals, buy PH1. If you don't want to pay for both, live without. If you've got players complaining that the feats in the books they bought aren't as good as the feats in the books your other players bought SHARE BOOKS; you're a librarian, this shouldn't be a difficult concept. On some of your points, though, I agree. The lack of a broad choice of magic items in essentials products is a short coming for that product line, and I don't know what WotC will be doing, if anything, to fix it. I've got PH1 and AV1, so I'm all set, but I feel sorry for people who are new to the game that are trying to stick to just the essentials and haven't yet gotten the feel for designing their own magic items. And more in-depth guidelines for designing your own monsters, particularly how powerfully status effects should be weighted and how many powers a creature should have, would be nice. Hasn't come from WotC, but there are some blogs I can point you to for advice. (Conspiratorially, I don't think you'll ever see any more details for that "secret formula"; partly because I think they don't have one and just feel it out "artistically", but partly because that's how they sell more monster books.) But there is nothing *incompatible* between 4e and essentials. All these things, all these feats and all these classes, exist in the same space. Yes, some more-recently published feats are obviously dominant choices. I guess some people find that confusing? Fine, I'm willing to accept that they are legitimately confused. Well, if your confused, here's how it works: sometimes, things don't work out exactly how the game designer thought they would. And printing new, more-powerful stuff is easier than printing errata to weaken things. Call it power creep, or call "Who in their right mind would ever take Astral Fire anyway?," or whatever. I think the changes have been, almost to a number, for the better. And since this is a living game, not a once-and-done book, a better game is what I care about. And I'm sorry if that makes your deadtree shelf weep. (For the record, although I'm taking a crack at the decidedly non-digital, I'm not actually a DDI subscriber myself. I buy the books that provide me the things I want, skip the ones that don't provide me enough of what I value, and keep an ear to the ground for major errata.) [/QUOTE]
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