Reading your requirements, it sounds like you'd be happier with Pathfinder. 4e player books don't read very well--they're mostly fairly dry lists of powers. The Essentials books are much more readable and interesting, but probably don't have the mechanical complexity you're looking for.
On the other hand, getting your information from Pathfinder vs. 4e threads is not a great idea. Those threads are filled with misinformation, haters, and trolls. So I'm going to correct a few misconceptions:
Nothing about 4e is outdated by Essentials. The Essentials line is a combination of reprints and new options geared towards new and lapsed players.
Essentials is:
1- A comprehensive, errata'd rulebook
2- Two player books with new classes and old races
3- A DM kit that mostly reprints DMG1; includes an adventure and monster tokens
4- A monster kit with reprinted and new monsters; includes monster tokens
5- Three sets of reprinted dungeon tiles
6- Dice.
Essentials is a separate issue from 4e's errata, which 4e accumulates quickly. I personally like the constant attention to balance, but if you don't like errata, 4e is not a good choice for you.
Wizards says 'everything is core,' so 'core' is subjective when it comes to 4e. Personally, my suggestion for a nice set of 4e purchases would be:
- Rules Compendium
- Dungeon Masters Guide 1 and 2
- Monster Vault (depending on reviews)
- Monster Manual 3
- DDI Subscription (at least one month)
- Possibly a flavor book or two, such as Open Grave, The Plane Below, etc.
- Possibly a campaign setting.
The Rules Compendium has all of the important rules; 4e's DMGs are excellent; Monster Manual 3 is supposed to be very good (and the first 2 MMs suffer from major errata problems); and the flavor and campaign books sound like the kind of thing you'd like to read. DDI gets you all the crunch from the books you don't buy--stuff that's fun to play, but isn't worth buying to read.
If you're on a tight budget, get the Rules Compendium, a month of DDI for the Character Builder and Monster Builder, and spend the rest of your money on flavor and campaign books. You don't need the DMG to DM a game.
For just a taste, though, all you need is the Rules Compendium, the free levels of Character Builder, and one of the free adventures on WotC's site. That would let you evaluate how the game plays, if not how it reads.
It doesn't. That's the kind of misinformation you find on edition war threads.
4e has a lot of errata. It's a consequence of the power system--there's a lot of moving parts and keeping them balanced is tricky. Also, some of the core of the game (particularly skills) was released before it was fully baked. If you hate errata, you probably should stay away from 4e.
On the other hand, getting your information from Pathfinder vs. 4e threads is not a great idea. Those threads are filled with misinformation, haters, and trolls. So I'm going to correct a few misconceptions:
D&D 4e appears to be outdated with the new Essentials (4E) lineup.
Nothing about 4e is outdated by Essentials. The Essentials line is a combination of reprints and new options geared towards new and lapsed players.
Essentials is:
1- A comprehensive, errata'd rulebook
2- Two player books with new classes and old races
3- A DM kit that mostly reprints DMG1; includes an adventure and monster tokens
4- A monster kit with reprinted and new monsters; includes monster tokens
5- Three sets of reprinted dungeon tiles
6- Dice.
Essentials is a separate issue from 4e's errata, which 4e accumulates quickly. I personally like the constant attention to balance, but if you don't like errata, 4e is not a good choice for you.
Since I like getting a complete experience from a game, I wouldn't want to leave out any core books, even if I don't pick them up until later after gaining legitimate interest).
Wizards says 'everything is core,' so 'core' is subjective when it comes to 4e. Personally, my suggestion for a nice set of 4e purchases would be:
- Rules Compendium
- Dungeon Masters Guide 1 and 2
- Monster Vault (depending on reviews)
- Monster Manual 3
- DDI Subscription (at least one month)
- Possibly a flavor book or two, such as Open Grave, The Plane Below, etc.
- Possibly a campaign setting.
The Rules Compendium has all of the important rules; 4e's DMGs are excellent; Monster Manual 3 is supposed to be very good (and the first 2 MMs suffer from major errata problems); and the flavor and campaign books sound like the kind of thing you'd like to read. DDI gets you all the crunch from the books you don't buy--stuff that's fun to play, but isn't worth buying to read.
If you're on a tight budget, get the Rules Compendium, a month of DDI for the Character Builder and Monster Builder, and spend the rest of your money on flavor and campaign books. You don't need the DMG to DM a game.
For just a taste, though, all you need is the Rules Compendium, the free levels of Character Builder, and one of the free adventures on WotC's site. That would let you evaluate how the game plays, if not how it reads.
2) What makes D&D 4e feel like World of Warcraft?
It doesn't. That's the kind of misinformation you find on edition war threads.
5) I hate errata (something keeping more away from D&D 4e).
4e has a lot of errata. It's a consequence of the power system--there's a lot of moving parts and keeping them balanced is tricky. Also, some of the core of the game (particularly skills) was released before it was fully baked. If you hate errata, you probably should stay away from 4e.