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Do you mix'n'match Essentials with standard 4e?
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<blockquote data-quote="Badwe" data-source="post: 5591150" data-attributes="member: 61762"><p>A Player joined our group at level 10 and had never played 4e before (only 3.x) so i encouraged him to pick the slayer. This worked out well and he hasn't had any issues getting up to speed. If he gets bored with it later, first we'll see if the fighter power-swap feats are enough to keep him occupied.</p><p></p><p>I also have a wizard (erm, arcanist) who has been pretty much finding himself since the game began. He started off trying summoning... didn't really jive with him. he retrained all his summoning powers to large area explodey/freezy dailies and was much happier. He still rarely uses rituals or his implement feature, though, and when he took the pyromancer paragon path i knew he would be better served switching to a mage to reap the benefits of evocation and pyromancy schools.</p><p></p><p>As for feats, I opened up essentials feats almost immediately and a few were taken off the bat, most notably the bumps to defenses/attacks with riders.</p><p></p><p>Pretty much, it's just options. Things get screwy in certain corner mechanics and obviously multiclassing has only become more complicated rather than less, but nobody has expressed a desire to multiclass heavily yet.</p><p></p><p>Additionally, it's my hope that allowing some of the players to take their turns quickly will overall result in less average time to complete a combat. Of course, combat is fun in and of itself, but sometimes complication reaches critical mass and people have so long between their turns they tune out. I'm not saying essentials is the panacea to this, but I've been more bothered by some of the crazy stuff people using non-essentials options have cooked up than the essentials stuff.</p></blockquote><p></p>
[QUOTE="Badwe, post: 5591150, member: 61762"] A Player joined our group at level 10 and had never played 4e before (only 3.x) so i encouraged him to pick the slayer. This worked out well and he hasn't had any issues getting up to speed. If he gets bored with it later, first we'll see if the fighter power-swap feats are enough to keep him occupied. I also have a wizard (erm, arcanist) who has been pretty much finding himself since the game began. He started off trying summoning... didn't really jive with him. he retrained all his summoning powers to large area explodey/freezy dailies and was much happier. He still rarely uses rituals or his implement feature, though, and when he took the pyromancer paragon path i knew he would be better served switching to a mage to reap the benefits of evocation and pyromancy schools. As for feats, I opened up essentials feats almost immediately and a few were taken off the bat, most notably the bumps to defenses/attacks with riders. Pretty much, it's just options. Things get screwy in certain corner mechanics and obviously multiclassing has only become more complicated rather than less, but nobody has expressed a desire to multiclass heavily yet. Additionally, it's my hope that allowing some of the players to take their turns quickly will overall result in less average time to complete a combat. Of course, combat is fun in and of itself, but sometimes complication reaches critical mass and people have so long between their turns they tune out. I'm not saying essentials is the panacea to this, but I've been more bothered by some of the crazy stuff people using non-essentials options have cooked up than the essentials stuff. [/QUOTE]
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Do you mix'n'match Essentials with standard 4e?
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