Jacob Lewis
Ye Olde GM
Before I get into this topic, let me just say that I'm not here to spark a debate. This is not about how anyone feels about Essentials, now or then. I've been working quietly in my own corner for some time now, focusing on my own thing. But I am genuinely curious to hear if anyone has some actual experience to share with me, and anyone else who reads here. This isn't just theory-crafting or speculation. I'm actually working on something like this, for myself. But I can still appreciate a different perspective.
Anyway. I've been using Fantasy Grounds Unity and learning to build modules for myself. Even though the software includes the bare-bones system to support 4th Edition D&D, there is nothing I can purchase to make my life any easier. Everything needs to be put in by hand, or parsed with independent tools, resources, etc. The latter helps, but its not always clean or perfect, and you end up with a lot more information than you need, which can also impact program performance.
Of course, I don't need everything all at once. Just enough to get things going. But it also gave me a unique opportunity to cultivate, cleanse, and streamline the game for my own purposes. And since I anticipate a number of potential players would be new to 4e anyway, I decided to go with a focus on Essentials for now. (If I do a pre-Essentials/Core option later, I'd build a separate thing for that.)
Without the burden of extra books and previous designs, I've been incorporating a few things to kinda fill out the options for players. For example, I included the largely generic Character Themes from Dragon (Issue 399), as well as the racial utility powers (various issues) for each Essential race. These add optional utility powers, giving players some added flavor beyond race/class.
I've also incorporated (and in some cases adapted) certain elements from other sources, like the Neverwinter Campaign Setting and the Player's Options series. These expanded the number of powers for many Essential classes without overloading them. (Mages are the exception, but I reserve that wizard characters are the most complex to play and should have a lot more options than the rest.)
One book that surprised me was Mordenkainen's Magnificent Emporium, which added some new feats to go with some of that new equipment. The Strike Specializations in particular gave the Knight, Scout, and Slayer classes some much needed attention. (We'll get back to them in a minute.)
As I'm nearing the completion of this personal project, I am faced with some decisions that I still haven't decided for myself. So I hope to find outside council for additional guidance and insight. Actual experience would be more helpful, as I can guess and speculate on my own as well as the next person. Here's what I need to decide:
1. Should I allow Fighters, Rogues, and Rangers to gain Daily powers? These are typically gained at levels 1, 5, 9, and then replaced at 15 and 19. (I'm not looking past level 20 at this point.) Since they are not competing with pre-Essential builds, there is no issue of balance across that line. I'm just looking to give them a little more to do like other classes so they're not just doing "basic-hits" all day long.
2. Are Rituals still usable? I suspect the answer is yes, but they were rarely mentioned or included in anything since Essentials came out. It is definitely something I want included in the game. I just want to know if there were any changes or modifications I might have missed and don't know about.
Honestly, those are the only two I'm on the fence about. But I'd really like to know if anyone has done anything similar (or different). If so, what was your experience? Did you run into any issues? Was it even noticeable? What would you have done different?
Feel free to comment below with your own ideas, if you have any. But again, I will remind everyone this is not meant to spark a debate about Essentials, whether you're for or against. That said, I look forward to a productive discussion.
Anyway. I've been using Fantasy Grounds Unity and learning to build modules for myself. Even though the software includes the bare-bones system to support 4th Edition D&D, there is nothing I can purchase to make my life any easier. Everything needs to be put in by hand, or parsed with independent tools, resources, etc. The latter helps, but its not always clean or perfect, and you end up with a lot more information than you need, which can also impact program performance.
Of course, I don't need everything all at once. Just enough to get things going. But it also gave me a unique opportunity to cultivate, cleanse, and streamline the game for my own purposes. And since I anticipate a number of potential players would be new to 4e anyway, I decided to go with a focus on Essentials for now. (If I do a pre-Essentials/Core option later, I'd build a separate thing for that.)
Without the burden of extra books and previous designs, I've been incorporating a few things to kinda fill out the options for players. For example, I included the largely generic Character Themes from Dragon (Issue 399), as well as the racial utility powers (various issues) for each Essential race. These add optional utility powers, giving players some added flavor beyond race/class.
I've also incorporated (and in some cases adapted) certain elements from other sources, like the Neverwinter Campaign Setting and the Player's Options series. These expanded the number of powers for many Essential classes without overloading them. (Mages are the exception, but I reserve that wizard characters are the most complex to play and should have a lot more options than the rest.)
One book that surprised me was Mordenkainen's Magnificent Emporium, which added some new feats to go with some of that new equipment. The Strike Specializations in particular gave the Knight, Scout, and Slayer classes some much needed attention. (We'll get back to them in a minute.)
As I'm nearing the completion of this personal project, I am faced with some decisions that I still haven't decided for myself. So I hope to find outside council for additional guidance and insight. Actual experience would be more helpful, as I can guess and speculate on my own as well as the next person. Here's what I need to decide:
1. Should I allow Fighters, Rogues, and Rangers to gain Daily powers? These are typically gained at levels 1, 5, 9, and then replaced at 15 and 19. (I'm not looking past level 20 at this point.) Since they are not competing with pre-Essential builds, there is no issue of balance across that line. I'm just looking to give them a little more to do like other classes so they're not just doing "basic-hits" all day long.
2. Are Rituals still usable? I suspect the answer is yes, but they were rarely mentioned or included in anything since Essentials came out. It is definitely something I want included in the game. I just want to know if there were any changes or modifications I might have missed and don't know about.
Honestly, those are the only two I'm on the fence about. But I'd really like to know if anyone has done anything similar (or different). If so, what was your experience? Did you run into any issues? Was it even noticeable? What would you have done different?
Feel free to comment below with your own ideas, if you have any. But again, I will remind everyone this is not meant to spark a debate about Essentials, whether you're for or against. That said, I look forward to a productive discussion.