Essentials' "Give Backs"

Eh, I think the 'retro' in Essentials is overrated.

Sure, its not Labrynth Lord, and someone who really, really likes that is probably not going to play any new games that aren't retroclones...


....Look at 4e in its own light. Characters are VERY complex. With a pencil, a handful of dice, and 5 minutes to burn you could make an AD&D or Basic character. Heck you didn't even really need to crack a book. It takes an hour in CB to do that now with 4e. The results are more interesting, but I think the primary emphasis of Essentials is just to cut back on the complexity of building a character for at least SOME classes. You can call that retro but I just call it a tweak in the system to make a better system.

Other stuff I see pretty much the same way. It MAY appeal to some people that like PF or whatever but mostly it is just going back to the drawing board and seeing where some minor things didn't seem to work as well as they wanted or could be improved. Like schools of magic....

Schools of magic and domains, two more examples I left off.

In terms of complexity, there are AD&D variants that are more complicated to play then 4E (as I know from painfull experience). And the Red Box and Heroes of...are laid out to really walk someone through making their charecter and leveling. Easiest I have seen it for many years. Of course, we have yet to see the essentials CB.

This isn't to say that WotC isn't trying to have their cake, or zucchini, and eat it to. The tension between trying to appeal to new players, old players, and us current players may be too much. But they seem to be making the effort.
 

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OK. Give me all the saving throws of a first level fighter. And all the skills of a first level thief. Without cracking a book. And then tell me how to do spells ;)

You say that in jest but I could literally almost dictate word for word the content of the 1e PHB from memory, lol. There are a few of those numbers I'm not 100% sure about, BUT I HAVEN'T PLAYED 1e IN 20 YEARS at this point and I can still write up a character sheet pretty much from memory. It was a LOT simpler. Thieves have from memory Pick Pockets, Open Locks, Remove Traps, Hide in Shadows, Move Silently, and Climb Walls. Level 1 fighter hits AC 9 on an 11 (well, actually all classes do at level 1 they're all the same). I can go on. Back when that was our primary system I absolutely could give you the numbers for all classes at all levels for all that stuff. I could give you MU's chance to know spell and min/max spells known values for every INT score as well. % spell failure and bonus spells for clerics by INT, all the ability score mods for all scores, etc. It really wasn't that hard. I can still probably tell you the stats for every weapon and armor type and most magic items as well.

I've done it in under 10 minutes including loading the character builder for a class I didn't know. And my Bravura Warlord worked out pretty well :)

Sure, you can click on "take the defaults", make a few selections that doesn't cover and switch a power around, you won't be figuring out your character's best choices based on desired feat and power progression, etc. I mean basically you have a pre-gen. I could have done THAT in 30 seconds in 1e sans the time it actually took to put the pencil to the paper. Heck, I wrote my own "CB" for 1e/2e that we used for years, it was maybe 1000 lines of code, total. Most of that was laying out the printout and a crapload of static data tables that listed different options for spells, equipment, etc. I am relatively certain the equivalent code in the 4e CB is around 100x bigger than that.

I call it broadening the appeal :) I've no objection to the Slayer as long as they don't take away my fighters and barbarians.



Absolutely! Not all the changes in 4e were good ones - just most of them :)

I'm not bashing 4e at all, but I think that they came up with a great core design and then they messed up in a few relatively small areas. Unfortunately those areas have a big impact on the appeal of the game.

There are simply WAY too many feats and powers in 4e. They should have been MUCH more careful about minimizing the numbers of slight variations of things and designing each one so it had maximum utility for the most use cases vs making 10 very similar things. Powers should have stuck with a much smaller set of variations of buffs and debuffs and such and been more individually distinct. MANY less things should have required ongoing tracking and relied instead on instantaneous effects more heavily.

Honestly, if you look at Essentials in isolation from the grandfathered in support for existing 4e feats and powers what you see is the designers have figured a lot of this out. There are less hair splittingly small different variations of powers and feats. Choices are both more distinctive and less in number. Fewer things require tracking and more of the effects that do last use the existing conditions vs the wild miscellany of buffs and debuffs of pre-Essentials powers. It is just a TIGHTER and better thought out implementation of game elements on top of the same basic core.

There are some things I don't especially like seeing being 'deprecated' like rituals and some of the more interesting leader classes like Warlord, but I really think the devs have CORRECTLY concluded that things were getting a bit out of control and it wasn't really adding a lot to the play experience.

Take magic items. 4e has a metric crapton of items. It has 10x as many of them as 1e or 2e ever dreamed of having. Yet somehow there is little real meaningful variation in a lot of categories. I'd expect Essentials to present only perhaps 100 items or less in total. I bet that 100 items will be more interesting, distinctive, and useful than the 1000's that exist in pre-Essentials.

I mean, it is great to have options of all kinds. The problem is at a certain point option bloat just kills your system for the players. Nobody can really comprehend all of what is available now in CB and no group in 100 years of play could even come close to using the vast majority of it. THAT more than any other thing IMHO is the reason for the existence of Essentials. It is a great idea. Put out a bounded subset of the system that will never grow out of control because it is always just basically 5 small books. Most groups never need more. They will be happy with that. They can tell CB to ignore everything except Essentials and play a good solid interesting game that has replay potential for years. The rest of us that like say Warlord or Rituals can play with the new stuff and the old stuff. I think the whole "it's retro" thing is at best a very minor aspect of the whole thing. They may play it up for marketing reasons but it just really isn't the major driving force behind Essentials.
 

Wow, I feel like I'm coming in at the end of a major war here. I have been gaming for about 20 years when i decided to take a 3 year break right about the time when 4th hit the shelves. I was frustrated, disgusted and fed up with a lot of things in 3.5 and leaving it wasn't that hard to do. I had been running games in it since 3.0 dropped and had been on the forefront of all the arguments and fight about the changeover to 3.5.

Now, I've recently returned to the same choruses of rants and boos of how 4th is repeating the same mistakes. Now I'll tell you this. I've been running a game for only a short while now and all in all I am highly impressed with 4th. Races, classes, skills all feel much better in this inception of the game than they did before (as in 3.5). Yes, some of the classes feel very similar, but I can deal with that. I can deal with a lot of the bugs for the trade off that seems to me to be how well the underlying engine runs.

My biggest complaint thus far has been how freakin long combat takes. Good lord! If you throw a battle at the party that features more than a couple baddies, we're gonna be here all night. heaven forbid they have an armload of HP!

So, without making a federal case about all of that I felt it was necessary to mention it before making my point, I'm for the essentials line if it can straighten out some of the boggyness of combat. It's as far as I can tell the biggest detractor that 4th edition has going against it. Combat is one of the staples of any D&D game, gotta have it! However, one session of D&D shouldn't turn into one combat session of D&D! A game should be remembered for multiple encounters, engagements with NPC's, the travel, and the setting. And for heaven's sake, some good old fashioned roleplaying!!
 

Wow, I feel like I'm coming in at the end of a major war here. I have been gaming for about 20 years when i decided to take a 3 year break right about the time when 4th hit the shelves. I was frustrated, disgusted and fed up with a lot of things in 3.5 and leaving it wasn't that hard to do. I had been running games in it since 3.0 dropped and had been on the forefront of all the arguments and fight about the changeover to 3.5.

Now, I've recently returned to the same choruses of rants and boos of how 4th is repeating the same mistakes. Now I'll tell you this. I've been running a game for only a short while now and all in all I am highly impressed with 4th. Races, classes, skills all feel much better in this inception of the game than they did before (as in 3.5). Yes, some of the classes feel very similar, but I can deal with that. I can deal with a lot of the bugs for the trade off that seems to me to be how well the underlying engine runs.

My biggest complaint thus far has been how freakin long combat takes. Good lord! If you throw a battle at the party that features more than a couple baddies, we're gonna be here all night. heaven forbid they have an armload of HP!

So, without making a federal case about all of that I felt it was necessary to mention it before making my point, I'm for the essentials line if it can straighten out some of the boggyness of combat. It's as far as I can tell the biggest detractor that 4th edition has going against it. Combat is one of the staples of any D&D game, gotta have it! However, one session of D&D shouldn't turn into one combat session of D&D! A game should be remembered for multiple encounters, engagements with NPC's, the travel, and the setting. And for heaven's sake, some good old fashioned roleplaying!!

Welcome back! :)

I don't think the main thrust of Essentials is to really change the nature of combat all that much. If you want to discuss the factors that make encounters in 4e boggy that is really beyond this thread, so I won't really comment on it except to say that it has a lot to do with monster design (which has improved vastly since MM1, presumably the Monster Vault will feature monsters that work well vs a lot of MM1 monsters that don't). The other factor is the complexity of tracking power effects. Here I think Essentials really is intended to help at least some. There are still a lot of effects and conditions being thrown around, but they've removed quite a few common cases where you need to track stuff, like marks, HQ, curses, shrouds, etc. and replaced them with mechanics that are just "if situation X exists, then Y" like the Knight's defender aura.

I suspect (though I haven't run anything using Essentials) that at least at lower levels combat should go faster with better monsters and somewhat less tracking. It is never going to be down to the simplicity of low level AD&D fights, but the two systems use encounters in different ways. A 4e encounter is just always going to be more of a big deal than a 2e encounter was. Each one is dramatic and fun and filled with opportunities to do cool stuff (if designed correctly). You'll never have the old "it's 4 orcs, we just stomp them in a round, oops the fighter needs a CLW" of old. You can use SCs and lightweight minion only type encounters for the few cases where you want the party to run into a couple trivial gate guards or whatever but you really don't need to play those out with the full combat system, just narrate it and maybe give each minion one swing if you want there to be a chance of someone taking a scratch. Again I don't see anywhere in Essentials that is really talking about doing that or promoting that kind of approach though.
 

You say that in jest but I could literally almost dictate word for word the content of the 1e PHB from memory, lol.
This sounds much more to do with the amount of time/effort you've spent on the particular editions than in any difference of complexity between them. Folks who've played lots of 4e from day one can build characters from memory too. They might not know every option from every level--same as even hardcore 1e players are unlikely to recite every spell effect from memory--but they'll know enough to jot things on a character sheet and get playing sans books.
 

My biggest complaint thus far has been how freakin long combat takes. Good lord! If you throw a battle at the party that features more than a couple baddies, we're gonna be here all night. heaven forbid they have an armload of HP!

So, without making a federal case about all of that I felt it was necessary to mention it before making my point, I'm for the essentials line if it can straighten out some of the boggyness of combat.

Welcome. You are not alone. That is probably the biggest complaint on 4E from those that actually play it and there have been quite a few threads on this, including some with advice on how to shorten.

One recent official change has been to up monster damage. This is mostly implemented in MMIII, and there are some tables floating around showing what average damage should be. Presumably monster vault will also have these higher average damages.
 

@Zaran

Huh? What is this business about appeasing two crowds?

We know that the essentials books stop at 10 and we get other stuff afterward, like Mordenkeinen's Maginifiglorindous Emporium and the Shadowbad box set. Besides, is it really a bad idea to make and sell one product that will only reach a demographic once even if it doesn't get that demographic hooked on the rest of D&D to the point where none of them even buy a single other book?

Like, is selling a "The D&D Book for Women; Subtitle: Don't buy anything else please" book really a bad idea just because it's the only book women will buy (let's say?) They reach that demographic once and then get money on it. If they decide to make a sequel to the D&D for Women book later on, they get more money. Where is the problem?

They aren't just stopping at 10 books. The Pyromancer and Staff Fighter Articles were at least half Essentials only. The new assassin was Essentials. The new Article on Kord was all utility powers which is the only way they can be used with both essentials and core. They are having to split their content up because while they use the same basic mechanics but deviate in character construction.
 

Welcome. You are not alone. That is probably the biggest complaint on 4E from those that actually play it and there have been quite a few threads on this, including some with advice on how to shorten.

One recent official change has been to up monster damage. This is mostly implemented in MMIII, and there are some tables floating around showing what average damage should be. Presumably monster vault will also have these higher average damages.

Have their been any reports from people using the new monster and essentials characters? (I've been crazy busy lately so haven't kept up on the happenings here...)

Any difference in combat length, or how it plays out?
 

[
My biggest complaint thus far has been how freakin long combat takes. Good lord! If you throw a battle at the party that features more than a couple baddies, we're gonna be here all night. heaven forbid they have an armload of HP!

So, without making a federal case about all of that I felt it was necessary to mention it before making my point, I'm for the essentials line if it can straighten out some of the boggyness of combat. It's as far as I can tell the biggest detractor that 4th edition has going against it. Combat is one of the staples of any D&D game, gotta have it! However, one session of D&D shouldn't turn into one combat session of D&D! A game should be remembered for multiple encounters, engagements with NPC's, the travel, and the setting. And for heaven's sake, some good old fashioned roleplaying!![/QUOTE]

That's one of the main complaints I've had about 4E too. Unfortunately, fights lasting hours seems pretty typical for 4E.
 

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