A little out of the loop...

Glade Riven

Adventurer
I haven't exactly been keeping up with things on the 4e side of the RPG world, since I've been without a group for a few months and my previous group was Pathfinder.

So what exactly is so divisive/divergent about Essentials from 4e Core? Other than having a different list of powers and builds, that is. I've only glanced at it, and there was nothing that really lept out at me.
 

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Before they were released, it was thought that Essentials might herald the equivalent of 3.5e, something that wasn't a full edition upgrade, but also wasn't back compatible.

Since release, Essentials has been seen as just another set of source books, with some different mechanics. Right now the big divisive fight is about death spirals and the like. But since Essentials wasn't different enough to keep the fight going, its probably safe to conclude that they weren't that big a deal.
 

Essentials is just the name of 10 products WotC wants bookstores to keep in stock. It's part of 4e. If you're new to 4e, the Essentials products are a good place to start. If you've been playing 4e, treat Essentials like you would any other splatbook.

The products are:

1. Rules Compendium. Up to date and errata'd rules. Not strictly necessary if you buy the other Essentials products, since the player and DM books reprint most of the rules.

2. Heroes of the Fallen Realms. New classes with an old-school design vibe. Opinions vary, but personally I like the new classes a lot.

3. Heroes of the Fallen Kingdoms. More new classes with an old-school vibe. Also good, IMO.

4. DM Kit. Mostly a reprint of DMG1 and RC, but comes with a big adventure and tokens. Skippable if you have the DMG or RC, worth buying if you're new to D&D.

5. Monster Vault. New and updated monsters, very well done. Comes with an adventure and tokens. Best product of the line, IMO.

6, 7, 8. Dungeon Tiles, mostly reprints.

9. Dice.

10. Red box starter set. Skippable, but may be a good gift to get people hooked.

All of the essentials products are as compatible with the rest of 4e as any 4e splatbook.
 
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Odd. When I heard about it I thought it was just going to be a recompliation/errataed alternative to the original core books, and when I saw it on the bookshelf, that's what it looked like. Yet I've ran across thread where people are going wiigii about how different it is from core.

Granted, we are roleplayers, so we have a tendency to get a little melodramatic.
 

Odd. When I heard about it I thought it was just going to be a recompliation/errataed alternative to the original core books, and when I saw it on the bookshelf, that's what it looked like. Yet I've ran across thread where people are going wiigii about how different it is from core.

Granted, we are roleplayers, so we have a tendency to get a little melodramatic.

People mostly freaked out about the classes since all of them deviated somewhat from the AEDU power structure that they were most familiar with.
 

Odd. When I heard about it I thought it was just going to be a recompliation/errataed alternative to the original core books, and when I saw it on the bookshelf, that's what it looked like. Yet I've ran across thread where people are going wiigii about how different it is from core.

Granted, we are roleplayers, so we have a tendency to get a little melodramatic.

To an extent it is. The classes are rehashes of existing themes, but done somewhat differently. The martial classes all have at-will stances replacing at-will powers. You go into a stance and use an MBA or RBA and you get basically the equivalent of an at-will. They lack choosable encounter and daily powers entirely, replacing them with a fixed encounter power (for the Knight and Slayer it is Power Strike, which adds 1W to whatever attack you just did, the other classes are similar). At higher levels you get more uses of Power Strike etc. Instead of daily powers there are built-in class features that kick in at specific levels.

Basically you need to make a LOT less build choices at start and while leveling. They are sort of "pre-baked" characters. You still get to pick utility powers as normal and feats as normal though. Overall they are somewhat less flexible. They also have less resource management due to no daily powers.

The cleric and druid Essentials builds are still more set in their ways than PHB1 classes with a lot of the options baked in, but with more choices than martial builds. The Essentials Wizard, the Mage, is basically identical to the PHB1 Wizard with a few minor tweaks. They can pick a school instead of implement mastery, get Magic Missile for free, and their spell book can hold encounter powers. Wizard encounter powers almost all get half damage on a miss now too.

That about summarizes it. They don't mention rituals anywhere in Essentials. Clerics just get Raise Dead as a class feature at 8th level. You could still take Ritual Caster, but it isn't presented in those books. Feats in general are broken up by function now instead of tier, have less prereqs, and are in some cases more effective, but generally not much different overall.

All of the material is compatible, the rules haven't changed, etc. The new classes are well balanced with the old ones, so basically Essentials is a couple splat books, or a complete stand alone limited version of 4e depending on how you look at it.

The real controversy was over whether or not Dragon and other new materials would mesh with the existing classes well or only extend the Essentials classes. There is a feeling that WotC (Mike Mearls in particular) has a hankering to just ignore the old 4e stuff and kind of take the game in the direction of being a bit more like AD&D. This may be true to an extent, but frankly I think people make too much of it. Essentials is the new shiny and has gotten more support with new stuff lately, but there are still articles covering the old stuff as well, and it is obviously not going away.

I guess we'll see how things go as time passes, but it all seems mostly a tempest in a teacup to me.
 

Following on from the points Abdul has raised, I would add a clarification to this.

Essentials greatest deviation from standard are it classes. They vary in two great ways
1. Simplicity of play. You really dont make alot of choices along the way, and the classes that do get choices (wizard, cleric) is a very short list (generally pick from a list of 3). But you did end up with an effective character none-the-less
2. Distinctiveness. I am personally very fond of essentials because of this. As more and more books came out, the line between what the classes were and did got really blurred. "Hey Look, my ranger has a power from MP2 that lets me daze 3 enemies" ... hang on, isnt the ranger a striker? Why does he have a controller power?

They threw out the "standard advancement chart" from PHB1 for character advancement allowed for highly mechanically divergent classes, each of which is very focused on the purpose for which it is in the game...with little room for diversion.

Personally, I find the result very elegant and quite like it.

However : LOTS DONT! Essentials classes just isnt for the Min/Maxers out there, and alot disagree with my assessment of elegance. But the good thing is you can integrate essential and non-essential together and they do work together well.

Its all what you players are
Min/Maxers who spend time pooring over books for every minor advantage they can gain = avoid essentials
Casual players who are more in it for the flavor of the game = essentials.
 

Since the red box came out I've been running a weekly game. It started as Essentials stuff only as we wanted to give them a good test run. Since then, two of the PCs have been rebuilt using PHB classes (the players thought it fit their concepts better).

Basically it all works together just fine and the big doom fest was just the usual masturbatory griping one finds on the internet when talking about gaming.
 

One other thing to add: If you hate the Vancian casting mechanic, Essentials is a breath of fresh air, since it allows you to play characters who aren't Vancian casters. (It still doesn't let you play casters who aren't Vancian casters, but maybe someday...)
 

One other thing to add: If you hate the Vancian casting mechanic, Essentials is a breath of fresh air, since it allows you to play characters who aren't Vancian casters. (It still doesn't let you play casters who aren't Vancian casters, but maybe someday...)

:confused: Huh?
 

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