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Essentials Cleric

They are not going to errata them. Those classes are still going to exist post-essentials and will still work. They aren't changing anything about the original ones and these are basically new builds.

That's not entirely true, see here: Dungeons & Dragons Roleplaying Game Official Home Page - Article (Commencing Countdown!)

At the very bottom you will see that, as part of Essentials, EVERY Wizard encounter power will be errata'd to have a miss effect. So classes from the original PHBs will be impacted by the changes introduced in Essentials. So other changes, including streamlining of primary ability scores, isn't totally outside the realm of possibility (except probably for warlocks, who would become immensely powerful if they could use all the different Pact powers with one primary attribute)
 
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That's not entirely true, see here: Dungeons & Dragons Roleplaying Game Official Home Page - Article (Commencing Countdown!)

At the very bottom you will see that, as part of Essentials, EVERY Wizard encounter power will be errata'd to have a miss effect. So classes from the original PHBs will be impacted by the changes introduced in Essentials.
I think you are misinterpreting this: Every Essentials Wizard will get encounter powers with a miss effect, since they don't get dailys.
 


Reference please:

where is it stated that they dot get dailies?
It's not stated per se (at least not in this article), but it says this:
This time, though, we looked at eliminating daily powers and simplifying encounter powers.
I _think_ someone official mentioned that Essential Wizards don't get dailies, but maybe I've mixed speculation with fact.

Either way, it's no more speculative than the post I replied to :)
 

I liked the article.
As some already said the essentials seems like a more direct, with less choices, version of the original classes. That is perfect to new players.

To me, I am already thinkins how to "cannibalize" the new options in the main system :) and came the question if will be specified rules to that in the book.

Until now, thats are my wonderings about:

Smite Undead can become a option to clerics channel divinity arsenal as Healer's Mercy.

Anyone else noticed there is no "feat" in the cleric table? Thats a error or the features are substitutes for feats? If the second is true, will be easier to transform the features in feats to the main system.

The 1st level utility power can became a feat too, same way one can acquire extra skill powers.

As about the domain tied powers: Something like the other classes powers tied to specific class features (warlock pact, warlord commanding presence, etc) would be cool for all divine classes.
 

Anyone else noticed there is no "feat" in the cleric table? Thats a error or the features are substitutes for feats? If the second is true, will be easier to transform the features in feats to the main system.

What do you mean? The table at wizards.com/dnd clearly shows feats on my computer. One feat at level 1, and then one more feat at every even level, just like the rest of the 4e classes.
 


I was getting interested in giving 4e another look based on PHB2, Martial Power, Martial Power 2, Divine Power, MM2, and MM3.

I liked what I was reading in the Ampersand article until I got to the build. As a DM and player, I don't want WOTC telling me that a warpriest has resurrection or smite undead as class features.

As far as I know, the old cleric builds are still available for play allowing just as much customization as you have now.

I am looking forward to seeing builds with fewer choices to worry about and simpler overall functionality. The build and optimization minigame can still be played by those who enjoy it.

The key part of the article that made me curious about certain abilities was the mention of the level (or lack thereof) of a certain ability. For example if a fighter build gets an encounter power at a certain level but the description of that power does not state that it is a "level X" encounter power then only that build has access to that power.

The power becomes more of a class (build) feature at that point.

One concern I have with such a system is the potential for an insane amount of subclass bloat similar to the proliferation of prestige classes from 3.X.
 

This looks....interesting.

I can definitely see how these builds will be better for new players, since some of the grunt work is being done for you (Ex:It looks like you won't have to read through all the powers to find ones that work with your build; the powers that work with your build are part of your build in the first place. I.E. Domain Encounter powers)

However, this also means that the new builds are much more restrictive. No (or at least less) mixing and matching, which isn't necessarily a bad thing, especially for new players.


One thing that looks interesting, though this is only speculation: It looks like the new Cleric doesn't get rituals. This would be great for new players and great for people like me; I like playing magic casters, but I hate having 20 different rituals. I'd rather have a few class features that cover the basic rituals, especially since I tend to forget to check my rituals in some situations. (More than once I've looked at my rituals after a session and realized I could have solved an issue by casting one of the stupid things).
 

It's not stated per se (at least not in this article), but it says this:I _think_ someone official mentioned that Essential Wizards don't get dailies, but maybe I've mixed speculation with fact.
You've mixed speculation with fact. At the end of his Tuesday Countdown to Essentials article, Mearls stated that the changes to wizard encounter powers is the only Essentials change that will directly impact non-Essentials players, outside of the recent rules updates they were going to make anyway.
Mearls said:
This point bears repeating—Aside from rules updates and changes to one category of wizard spells, the character you are playing today does not change in any major way.
 

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