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*Dungeons & Dragons
Are Essentials more old school or just a clever marketing ploy?
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<blockquote data-quote="Kralin Thornberry" data-source="post: 5357258" data-attributes="member: 20640"><p>To be honest, I don't believe that the balance of classes in 4E is totally there in Essentials.</p><p></p><p>Casters seem to be a bit more "powerful" than standard 4E casters. Essentials clerics are getting "abilities" for free that 4E have to "pay" for (i.e., resurrection for one example).</p><p></p><p>The essentials domain clerics (i.e., earth domain) are much more "powerful" than the Divine Power clerics (again, earth domain -- spend a feat, get an encounter that slows until the start of your next turn, as opposed to all the stuff that an Essentials earth domain cleric can do).</p><p></p><p>The essentials mage starts more "powerful" in the fact that they start with 3 at-wills, get bonuses for schools, along with all the stuff that wizards get.</p><p></p><p>I don't feel that Essentials fighters and rogues are as versatile (in combat) with their lack of encounter and daily powers as 4E fighters and rogues are. I also feel that they have now become "bland" with a choice of 2 stances that they get to use basic melee attacks with (or just a BMA in the case of the thief).</p><p></p><p>I didn't really look at the new paladin or ranger builds for Essentials yet, but I don't like (at least from the write up) that the druid is now a leader, with an animal companion, and there is no mention of the companion having to share actions with the druid (along with the fact that the druid is now a leader and not a controller, no wonder the Character builder is taking so long...).</p><p></p><p>That's just a few off the top of my head.</p><p></p><p>Mind you, I will probably get most of the essentials stuff (minus the DM kit, it was ok, but I already have most of that stuff in one form or another), and wouldn't mind playing in an Essentials game.</p></blockquote><p></p>
[QUOTE="Kralin Thornberry, post: 5357258, member: 20640"] To be honest, I don't believe that the balance of classes in 4E is totally there in Essentials. Casters seem to be a bit more "powerful" than standard 4E casters. Essentials clerics are getting "abilities" for free that 4E have to "pay" for (i.e., resurrection for one example). The essentials domain clerics (i.e., earth domain) are much more "powerful" than the Divine Power clerics (again, earth domain -- spend a feat, get an encounter that slows until the start of your next turn, as opposed to all the stuff that an Essentials earth domain cleric can do). The essentials mage starts more "powerful" in the fact that they start with 3 at-wills, get bonuses for schools, along with all the stuff that wizards get. I don't feel that Essentials fighters and rogues are as versatile (in combat) with their lack of encounter and daily powers as 4E fighters and rogues are. I also feel that they have now become "bland" with a choice of 2 stances that they get to use basic melee attacks with (or just a BMA in the case of the thief). I didn't really look at the new paladin or ranger builds for Essentials yet, but I don't like (at least from the write up) that the druid is now a leader, with an animal companion, and there is no mention of the companion having to share actions with the druid (along with the fact that the druid is now a leader and not a controller, no wonder the Character builder is taking so long...). That's just a few off the top of my head. Mind you, I will probably get most of the essentials stuff (minus the DM kit, it was ok, but I already have most of that stuff in one form or another), and wouldn't mind playing in an Essentials game. [/QUOTE]
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