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<blockquote data-quote="nogray" data-source="post: 5755322" data-attributes="member: 28028"><p><strong>Addendum</strong></p><p></p><p></p><p></p><p>A correction to that correction, and an addendum. As mentioned upthread, the Cleric (Warpriest) has eight, now. You also get Corellon (magic/fey/archery), Ohgma (knowledge), Selune (the moon), and Torm (protection, also used for Bahamut) in the <em>Neverwinter Campaign Setting</em>. Some refluffing might be needed for the more general fit. The Earth domain (according to the NWCS) showed up in <em>Dragon</em> 392.</p><p></p><p>Also in <em>Heroes of the Feywild</em>, you have another Druid build, the "Protector" (a controller that is more summon-y). This one can even take (with feats) wild-shape/beast form powers.</p><p></p><p>The cleric (warpriest) may seem to have more options, but the wizard (mage) gets to pick two from the set of six (one major and one minor). There could potentially be 30 different mage combinations (with a lot of overlap between 15 X/Y and the matching Y/X), and the mage school choices don't dictate choice of powers like warpriest domains do.</p><p></p><p>[MENTION=69155]Layander[/MENTION]</p><p>To address the OP, though, it all works pretty well together, especially if you redo monsters from earlier books to match the design goals of the later ones. On the player side, there really isn't much (if any) balance difference between a pre-essential character and a post-essential character. This is more true if all the options (pre and post) are available to all the characters (Essentials feats for pre-E characters, and old-style feats for E-characters).</p><p></p><p>As a DM and player with a lot of experience mixing both essentials and pre-essentials characters (and parts from each, on the player side), I'd like to know what makes you inclined to disagree with the "you can use pre essentials material just fine" statements. I can give you real-play experience testimony on a variety of particulars, if you let me know what is troubling you.</p></blockquote><p></p>
[QUOTE="nogray, post: 5755322, member: 28028"] [b]Addendum[/b] A correction to that correction, and an addendum. As mentioned upthread, the Cleric (Warpriest) has eight, now. You also get Corellon (magic/fey/archery), Ohgma (knowledge), Selune (the moon), and Torm (protection, also used for Bahamut) in the [I]Neverwinter Campaign Setting[/I]. Some refluffing might be needed for the more general fit. The Earth domain (according to the NWCS) showed up in [I]Dragon[/I] 392. Also in [I]Heroes of the Feywild[/I], you have another Druid build, the "Protector" (a controller that is more summon-y). This one can even take (with feats) wild-shape/beast form powers. The cleric (warpriest) may seem to have more options, but the wizard (mage) gets to pick two from the set of six (one major and one minor). There could potentially be 30 different mage combinations (with a lot of overlap between 15 X/Y and the matching Y/X), and the mage school choices don't dictate choice of powers like warpriest domains do. [MENTION=69155]Layander[/MENTION] To address the OP, though, it all works pretty well together, especially if you redo monsters from earlier books to match the design goals of the later ones. On the player side, there really isn't much (if any) balance difference between a pre-essential character and a post-essential character. This is more true if all the options (pre and post) are available to all the characters (Essentials feats for pre-E characters, and old-style feats for E-characters). As a DM and player with a lot of experience mixing both essentials and pre-essentials characters (and parts from each, on the player side), I'd like to know what makes you inclined to disagree with the "you can use pre essentials material just fine" statements. I can give you real-play experience testimony on a variety of particulars, if you let me know what is troubling you. [/QUOTE]
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