I have no problem with errata that is errata, what was done to the Cleric was to remake the class in an image that wasnt a threat to the viability of the Warpriest.
How so? The Errata added a few elements for the Str-Melee Cleric (which, if anything, presents a 'threat' to the Warpriest). It toned down some of the dailies that were huge bursts and more 'controllery' than 'leadery'. I don't necessarily agree all of the adjustments were ideal, but they all seemed rooted in criticism that emerged long before Essentials. Nothing about them seemed related to preventing 'threats' to the Warpriest.
Apparently it took quite a bit of resources since it got sent out for publication, cancelled, re-hashed, released, recalled, rehashed again and re-released and still didnt cover any of the real problems with the class until another Dragon article came out.
Again - the core of the Class Compendium and everything in it was, initially, to simply reproduce the PHB classes with some new errata. The amount of content related to Essentials was the name changes... and the handful of feats/multi-classing material for the E-classes.
Those elements are the only resources 'drained' by Essentials. I see no indication that all the errata for the other classes, which wasn't tied to Essentials at all, would not have happened just the same with or without Essentials.
Sure I can, since you havent addressed any of my points beyond saying "I have a player who likes it."
I dont care if he does, and its utterly irrelevant to proving the point. The way it was done is, and I mean this literally, inarguably more complicated and harder to understand than the method I proposed, for reasons innumerated earlier in the thread.
And we have given numerous responses to those reasons. You can feel our reasons are bad ones - that's fine. But claiming that your position is inarguable when people are arguing with you is just poor form. You don't get to simply declare yourself undeniably right. People will, in fact, deny that.
The absolute best solution would have been to DELETE the basic attack powers from the game and make it a game term that is attached to at-wills. The idea of a "default power" is also simple to implement if you "feel" a need for it.
For myself, my ideal system would be more like Essentials, and far more focused with having a basic attack and abilities that you simply attach on top of it at any given time.
Strangely enough, two different people - you and me - have different ideas of what makes an ideal game.
.....see above.... Yes, I'm telling you that you are wrong and defending a system that is needlessly complicated only because it was published in the newest book. It doesnt actually accomplish anything other than adding complexity.
Many people find the AEDU system more complicated. You can feel free to feel otherwise, but insisting that our opinions aren't valid... still isn't a reasonable form of debate.
No. I wonder why you believe that spending multiple actions and using multiple game mechanics to accomplish what is easily handled by one that already existed before the publication of the e-classes is easier. Some peeps may have a problem grokking the classic 4e at-will structure. I've never seen it, and I play with quite a few who cant keep their head on straight from one action to the next, but people come in all shapes and sizes. However, all "stances" accomplished was naming the wrong game element "default".
Your argument against stances is that it involves "spending multiple actions". My experience is that those actions don't actually need to be used all that often. More importantly, the benefits I see are in the idea of powers that don't need to be chosen after the fact, don't present the player with an array of choices that must be considered (rather than can be considered), and, in the specific implementation, allow for several easy and simple benefits for those who want them.
Aha! Here's the other problem with the e-classes. You hit level 11, you know how to play the game, why the heck are you still playing the tutorial? Turn on 'campaign mode' and play the whole game already!
I'm... not sure what you mean by this. Whether playing with an Essentials class or not, your character is more complicated at level 30 than at level 1. Essentials tones it down for those who want that, but still assumes some new elements can be added over the levels. How is that a problem?
Again, you seem very insistent on calling out stuff as problematic in Essentials while ignoring the exact same elements existing for everyone else.
Back to PS, the whole point of Weapon Specialization is that your basic PS attacks arent supplying the power level that the game expects you to achieve at level 7+. The PROBLEM with WS is that by adding those abilities to PS, you now have a bundle of encounter powers that add up to MORE power than you are expected to achieve by that level.
I haven't seen anything to indicate this. Encounter Powers, as you reach higher levels, tend to both increase in damage and add extra effects. WS let's Power Strike do the same thing, and typically does not give exceptionally powerful benefits compared to the conditions inflicted by standard Encounter powers.
...and from post number 1 in this thread I said that the e-classes should have just been a list of pre-selected powers in existing class structure. All your 'defaults' are set AND all the other options are still available.
That existed. In the PHB - set builds for new players. And they were largely useless. Hence, why I'm glad Essentials went ahead and provided a format that addressed real concerns of players who didn't have an easy time with the AEDU system.
Shrug, they cover concepts that hadnt been done before in this edition and at least tried to be compatible with what came before.
Which is what makes it interesting to you. To others, it wasn't of interest, while the new perspective on classic builds - presented by Essentials - was. I just don't think it reasonable to declare that WotC should only produce that which interests you and you alone.
LOL. E-classes were completely incompatible with 4e classes. They still are mostly incompatible even after the Dragon MC/Hybrid articles. Where is the Hybrid Mage? Hybrid Slayer? MC Slayer? MC Cavalier? Why does it take 1 feat for the Mage to pick up Wizard Implements but it takes 3(5?) for a Wiz to pick up Mage Schools?
Yep, I feel that the lack of multiclassing and hybrid options has been WotC's biggest failure with Essentials!
That doesn't make them incompatible with the rest of the game. They are balanced so that they can be played alongside other characters. They have some ability via feats to still dabble in other classes and abilities. The lack of pure multiclassing in char-gen is a shame, but there is no inconsistency or incompatability or imbalance at the actual table, which is what matters.
Fighter/Rogue/Wizard/Cleric all replaced. Check.
Replaced? Your PHB Fighter/Rogue/Wizard/Cleric are no longer allowed in play? They have been removed from the system? Banned, overwritten by Essentials?
Wait, no, that hasn't happened. Hence, not a new edition. Not even a half-edition like 3.5. In fact, just a new set of options, just like the PHB2 and PHB3.
Really, what do domains have that required the Warpriest class?
Nothing. The whole Domain concept could have templated onto the base cleric and actually been a supplement instead of a replacement.
Isn't that basically what they did?
The sentinel is just a mistake, writ large, its a Cleric/Beastmaster Hybrid that needs a lot of help.
And yet, I'm enjoying playing one, like the mechanics of it, and finding it quite effective, and an interesting variation on the wild shape druid. You don't like the class - that doesn't mean it is a mistake.
The question is what do these classes add to the game? The answer is : Significantly less than just expanding the existing classes would have.
For you. Not for others. I would take the Sentinel a hundred times over compared to another article for clerics or fighters or wizards.
Nice straw man, but the company is designing content for an even smaller segment of the market, ie "those that dont want to think" in a thinking mans game. Its like designing checkers for chess players. Yes, there are those that want a simpler game and they are played on the same board, but is there really a market for that? And once you find out there isnt one, is it really a good idea to market the new "Blue and Pink!" checkers to the chess players?
Yeah, I'd say you are getting into insulting territory here.
I suspect, rather, that Essentials is aimed at a variety of crowds. And WotC is counting on also having others who aren't the ideal audience, but still willing to try the new classes. As in my case - I'm fine in general with the AEDU structure. But I also like trying something different and very much enjoy playing a Sentinel.
I'd be disappointed if WotC produced only Essentials content from here on out. Fortunately, I've seen no evidence that that is the case.
No its not, the classes have almost nothing in common despite filling the exact same design space. You've got two versions of the same character, that play nearly the same way, but use different rules and terminology to get there so that one cant use rules/enhancements for the other. There is only a small niche that they conflate and that niche greatly favors one or the other all the time.
How is that harder to support than Archer vs Melee vs Beastmaster Ranger? Or the various flavors of Warlord? Etc.
There are enough similarities that they can both be supported. Just like an article for Warlords provided dozens of feats - some of them useful for all Warlords, some aimed at specific builds. Same exact thing could be done that supported both the Ranger and the Scout and the Hunter. Not as smoothly, perhaps - but less so than supporting most new classes alongside the old ones, honestly.