Do You Plan To Use Essentials In Your Game (No '4.5 Edition Sucks' Plz, Kthx)

I'm planning on acquiring Essentials. I've been meaning to introduce my cousins to DnD, and pregen Essentials characters seems like a great place to start.
 

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Not only will I allow them, I expect them to see use.

The Essentials Fighter and Rogue look like they'll fix issues for my less gamist players, who seem to have trouble dealing with the choices martial characters get in combat (and really just want to "stab/slash/hit the bastard"). The rangers have usually defaulted to "twin strike," but our rogue(s) haven't had a good "go-to" option. At least one player is very interested in running a fighter and likes the Essentials one more than the PHB version.

I'm not actively running a game at present, so it's a question of when we'll re-start playing with a new campaign. I haven't totally decided whether to A) hold off starting until the "Heroes of..." books come out, B) get things going with the release of the Red Box, or C) start the campaign with the existing classes and let people re-build with the new books if they want.

I'm leaning towards starting when the Red Box releases, along with pointing out to those who opt for paladin, ranger, druid, or warlock characters that they have the option of rebuilding when "Heroes of the Forgotten Kingdoms" comes out.

Starting a new campaign with the Red Box has a lot of appeal to me. And will also resonate, I suspect, with my mostly veteran "old-school" players. And given the campaign work I still have to do, mid-September is about when I think I'll be ready to kick off the game.
 

Currently, I'd say that I have a mildly positive view of Essentials.

I'd be far more interested in running a campaign with Essentials being the core foundation and the occasional pre-Essentials option being allowed than I would be in allowing a few Essentials options into a more pre-Essentials heavy campaign.


Will the way that skills work change with Essentials at all? I've been following Essentials, but not very closely.

Skills aren't changing. Some of the Essentials Builds might have different Class Skills, but the system isn't changing outside of minor errata.


I'd definitely agree with you on preferring to use Essentials as the foundation - part of my fatigue has been with the major over-proliferation of options pumped out over the last few years. After a while it was hard to keep track of everything, and by the time the PHB3 came out I didn't have enough headspace for it all. Going 'back to basics' might be kind of refreshing.
 

Having only briefly glanced through the previews, my initial reaction is that no, I won't be using them.

I feel that, if anything, they confuse and obfuscate the rules rather than clarify or simplify. Now I have two versions of the fighter with subtle differences between them and powers with the same names that I have to distinguish between rather than new powers with different names and rules.

If they had created wholly new classes with unique names and powers, or wholly new builds, then I could incorporate them without confusion or difficulty. The way they've built them, however, is a hindrance, not a benefit.

I think the Essentials line may be great for a group starting out who've never played RPG's before, but if a newbie joins my group, which I've had plenty of experience dealing with in the past, I throw them in the deep end with a character and some dice and tell them, "Don't worry about the rules, you'll pick them up as we go along, just have fun playing your character," and that has worked every time so far so I don't see a need to change my formula.
 

If I'm very, very lucky the one player in our group who hates 4e will be enough okay with the Essentials martial classes that we can go back to 4e (right now we're playing some bastardized C&C/1e hybrid because no one wants to DM 3.x).
 

I'm actually planning to start a brand spanking new campaign this December when I wrap up Grad School. I've seriously been thinking of rebooting with Essentials. From my last 4E group the only assured player joining the new group is of the "I hit it with my Axe" variety, and Essentials might be right up his alley.

As a DM, I have been more and more reluctant to simply allow everything that's been published in my games, especially as the game continues to bloat with new powers/builds/classes/rules (i.e. psionics) and my plan right now is to buy up the Essentials player's books/Rules Compendium and Monster Vault. I'd make that the basis of the rules I would utilize as a DM, and then allow players to utilize PHBx classes on a case-by-case basis.

Plus, I'm somewhat of an old school player who started with AD&D 1e, and spent most of my DnD days with 2e. Things like "thief" and "backstab" appeal to me, but I love the 4e combat rules and the balance between classes. So far the Essentials previews certainly haven't dimmed my enthusiasm as they have some people, but as others have said I need to see the finished product to make a final determination.

Personally, I would like to see D&D Encounters run a series with Essentials classes and a classic fantasy world setting after they are done with Dark Sun, so I can try it out before buying.
 

In my campaign I only allow PHB material until other options are "unlocked" by exploration of the game world.

I think I will include the Essentials in that mix, though I will have to look at it first.
 

Right now I'm considering the inclusion of Warpriests and Mages, but the Essentials Fighter and Rogue don't really gel with what I like about 4e.
 

I'll be banning the Essentials classes from my game. We're all experienced gamers with a head for rules, so the only reason to take one of them would be abuse. It'll be first 4E content I've disallowed. I most likely won't allow any individual powers or feats either, although I'll reserve judgment until I see more of those, and potentially allow them on a case-by-case basis.

It will also be the first 4E rules supplement I skip.
 


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