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Have you ever run 4e using just Essentials?
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<blockquote data-quote="Jacob Lewis" data-source="post: 8727437" data-attributes="member: 6667921"><p>Aside from everything that's already been discussed, I thought I would share some of the changes and additions I made for my Fantasy Grounds Essentials module. Keep in mind, I have particular goals and parameters that may be different than everyone else's. Here's a brief list:</p><ul> <li data-xf-list-type="ul">I want to create a single player module with all or most of the available character options for my campaign. That means I also need to take into account how the module will affect program performance and load times, especially when shared with my players. Needing multiple modules opened would be just as bad, or even worse.</li> <li data-xf-list-type="ul">I am sticking primarily with Essentials-based classes and options. Core 4e classes will not be included or considered regarding issues of balance or play-ability. They simply do not exist in these games. If I wanted to use them, I'll create a separate module to exclude Essentials. That's just my preference.</li> <li data-xf-list-type="ul">My campaigns will not likely go past level 20, if they even get that far.</li> <li data-xf-list-type="ul">I'm not focused on creating new material or content. I have tons of both that are accessible and sufficient to meet my needs. There's enough work already without having to create more.</li> </ul><p>Feel free to borrow, steal, or modify any ideas you see. I would also be happy to hear more ideas and suggestions you might have.</p><p></p><p><strong>THE CHARACTER CLASSES</strong></p><p><em>Cleric (Warpriest)</em></p><p>The Warpriest is probably one of the best expressions of what Essentials was about. A return to domains, which were a defining aspect of what every cleric was about in previous editions. Just had to get used to the idea that Wisdom was an appropriate ability for swinging a weapon. (It's not that hard, actually.)</p><p></p><p><strong>More Powers:</strong> The class is untouched, but I included more utility and daily powers from the PHB (updated in the Class Compendium article) and Heroes of Shadow. Melee weapon powers for clerics that used Strength were changed to Wisdom like those of the warpriest. Otherwise, most powers carried over without change or alteration.</p><p><u>Total number of Cleric Powers:</u> 137</p><p></p><p><strong>Additional Domains:</strong> I included the Death domain (from <em>Heroes of Shadow</em>), and the Earth domain (from <em>Dragon</em> magazine). I also adapted three warpriest domains from <em>Neverwinter Campaign Setting</em> and renamed them. Each domain was also assigned to a specific deity as the best fit. Thus, clerics can choose the following deity with the associated domain:</p><ul> <li data-xf-list-type="ul">Death domain (The Raven Queen)</li> <li data-xf-list-type="ul">Earth domain (Moradin)</li> <li data-xf-list-type="ul">Fey-folk domain (Corellon)</li> <li data-xf-list-type="ul">Knowledge domain (Ioun; originally Oghma)</li> <li data-xf-list-type="ul">Order domain (Bahamut; originally Torm)</li> <li data-xf-list-type="ul">Storm domain (Kord)</li> <li data-xf-list-type="ul">Sun domain (Pelor)</li> </ul><p></p><p><em>Druid (Sentinel)</em></p><p>Not many changes that fit the Sentinel design. If I have time, I would probably expand the seasonal options to make Autumn and Winter available. Other than that, most of the new powers from Heroes of the Feywild were added.</p><p><u>Total number of Druid Powers:</u> 48</p><p></p><p><em>Fighters (Knight and Slayer)</em></p><p>I covered this extensively elsewhere and came to the following decision: I am reserving daily powers as an option subject to further playtesting. Otherwise, no changes or additions were made.</p><p><u>Total number of Fighter Powers:</u> 43</p><p></p><p><em>Paladin (Cavalier)</em></p><p>No changes or additions. However, I opted to include the Blackguard as a playable class. Usually, I will balk at a non-heroic character as a player. But after reading the book more closely, I could get onboard with the idea of an unaligned blackguard serving the likes of Kord or the Raven Queen. At least this paladin isn't tied to a mount.</p><p><u>Total number of Paladin Powers:</u> 57</p><p></p><p><em>Rangers (Hunter and Scout)</em></p><p>This is in the same boat as the fighter. No changes or additions. Waiting to see how the daily powers work with fighters before entertaining a similar move with these.</p><p><u>Total number of Ranger Powers:</u> 39</p><p></p><p><em>Rogue (Thief)</em></p><p>See Fighters and Rangers above.</p><p><u>Total number of Rogue Powers:</u> 25</p><p></p><p><em>Warlock (Hexblade)</em></p><p>Admittedly, my least favorite class of every edition is the Warlock. But Hexblade fills a particular niche (the only other controller besides wizard, the only other arcane class besides wizard, and its very gish). Plus, there's a lot of support material for it. So I added new powers and pacts from <em>Heroes of Shadow</em> and <em>Heroes of the Elemental Chaos</em>. Plenty of options for one class.</p><p><u>Total number of Warlock Powers:</u> 78</p><p></p><p><em>Wizard (Mage)</em></p><p>The wizard is probably the best supported class in all of 4e. Just adding Encounter, Daily, and Utility powers from PHB (updated in Class Compendium article), <em>Heroes of Shadow</em>, <em>Heroes of the Feywild</em>, and <em>Heroes of the Elemental Chaos</em>, gives mages a TON of spells to fill their books. Shadows also introduces two new schools of magic. I did not include the Witch or Shai'ir sub-classes for a couple of reasons, even though I included the powers designed for them. Wizards have enough options already. And they can play a "witch" by taking certain powers without any of the other stuff. No need to overload one class.</p><p><u>Total number of Wizard Powers:</u> 222</p><p></p><p><strong>OTHER CHARACTER OPTIONS</strong></p><p><em>Racial Utility Powers</em></p><p>Sticking with just the Essential races (I know! I know! Whatever.), I've included the racial utility powers from the dragon articles. These are basically optional utility powers that players can choose based on their race instead of the normal ones they might get from their class.</p><p><u>Total number of Racial Utility Powers:</u> 54</p><p></p><p><em>More Feats</em></p><p>I've compiled a few extra feats that are on par with Essentials from a few different sources. First, the updated feats from PHB (updated in another Class Compendium article). There's also Ritual Mastery feats from a Dragon article that also added more heroic-tier rituals. A handful of feats regarding new equipment was introduced in <em>Mordenkainen's Magnificent Emporium</em>, as well as the Strike Specialization feats for melee characters with the Power Strike feature (i.e. Fighters and the scout).</p><p><u>Total number of Feats:</u> 116</p><p></p><p><em>Character Themes</em></p><p>From Dragon issue 398, four articles presented a dozen character themes that were generically suitable for any typical D&D campaign and work with any class. They are entirely optional, but if used, they can "help flesh out a character and provide some interesting options for developing their background" (or so the articles say).</p><p><u>Total number of Theme Powers:</u> 60</p><p></p><p><strong>TOTAL NUMBER OF POWERS:</strong> 763</p></blockquote><p></p>
[QUOTE="Jacob Lewis, post: 8727437, member: 6667921"] Aside from everything that's already been discussed, I thought I would share some of the changes and additions I made for my Fantasy Grounds Essentials module. Keep in mind, I have particular goals and parameters that may be different than everyone else's. Here's a brief list: [LIST] [*]I want to create a single player module with all or most of the available character options for my campaign. That means I also need to take into account how the module will affect program performance and load times, especially when shared with my players. Needing multiple modules opened would be just as bad, or even worse. [*]I am sticking primarily with Essentials-based classes and options. Core 4e classes will not be included or considered regarding issues of balance or play-ability. They simply do not exist in these games. If I wanted to use them, I'll create a separate module to exclude Essentials. That's just my preference. [*]My campaigns will not likely go past level 20, if they even get that far. [*]I'm not focused on creating new material or content. I have tons of both that are accessible and sufficient to meet my needs. There's enough work already without having to create more. [/LIST] Feel free to borrow, steal, or modify any ideas you see. I would also be happy to hear more ideas and suggestions you might have. [B]THE CHARACTER CLASSES[/B] [I]Cleric (Warpriest)[/I] The Warpriest is probably one of the best expressions of what Essentials was about. A return to domains, which were a defining aspect of what every cleric was about in previous editions. Just had to get used to the idea that Wisdom was an appropriate ability for swinging a weapon. (It's not that hard, actually.) [B]More Powers:[/B] The class is untouched, but I included more utility and daily powers from the PHB (updated in the Class Compendium article) and Heroes of Shadow. Melee weapon powers for clerics that used Strength were changed to Wisdom like those of the warpriest. Otherwise, most powers carried over without change or alteration. [U]Total number of Cleric Powers:[/U] 137 [B]Additional Domains:[/B] I included the Death domain (from [I]Heroes of Shadow[/I]), and the Earth domain (from [I]Dragon[/I] magazine). I also adapted three warpriest domains from [I]Neverwinter Campaign Setting[/I] and renamed them. Each domain was also assigned to a specific deity as the best fit. Thus, clerics can choose the following deity with the associated domain: [LIST] [*]Death domain (The Raven Queen) [*]Earth domain (Moradin) [*]Fey-folk domain (Corellon) [*]Knowledge domain (Ioun; originally Oghma) [*]Order domain (Bahamut; originally Torm) [*]Storm domain (Kord) [*]Sun domain (Pelor) [/LIST] [I]Druid (Sentinel)[/I] Not many changes that fit the Sentinel design. If I have time, I would probably expand the seasonal options to make Autumn and Winter available. Other than that, most of the new powers from Heroes of the Feywild were added. [U]Total number of Druid Powers:[/U] 48 [I]Fighters (Knight and Slayer)[/I] I covered this extensively elsewhere and came to the following decision: I am reserving daily powers as an option subject to further playtesting. Otherwise, no changes or additions were made. [U]Total number of Fighter Powers:[/U] 43 [I]Paladin (Cavalier)[/I] No changes or additions. However, I opted to include the Blackguard as a playable class. Usually, I will balk at a non-heroic character as a player. But after reading the book more closely, I could get onboard with the idea of an unaligned blackguard serving the likes of Kord or the Raven Queen. At least this paladin isn't tied to a mount. [U]Total number of Paladin Powers:[/U] 57 [I]Rangers (Hunter and Scout)[/I] This is in the same boat as the fighter. No changes or additions. Waiting to see how the daily powers work with fighters before entertaining a similar move with these. [U]Total number of Ranger Powers:[/U] 39 [I]Rogue (Thief)[/I] See Fighters and Rangers above. [U]Total number of Rogue Powers:[/U] 25 [I]Warlock (Hexblade)[/I] Admittedly, my least favorite class of every edition is the Warlock. But Hexblade fills a particular niche (the only other controller besides wizard, the only other arcane class besides wizard, and its very gish). Plus, there's a lot of support material for it. So I added new powers and pacts from [I]Heroes of Shadow[/I] and [I]Heroes of the Elemental Chaos[/I]. Plenty of options for one class. [U]Total number of Warlock Powers:[/U] 78 [I]Wizard (Mage)[/I] The wizard is probably the best supported class in all of 4e. Just adding Encounter, Daily, and Utility powers from PHB (updated in Class Compendium article), [I]Heroes of Shadow[/I], [I]Heroes of the Feywild[/I], and [I]Heroes of the Elemental Chaos[/I], gives mages a TON of spells to fill their books. Shadows also introduces two new schools of magic. I did not include the Witch or Shai'ir sub-classes for a couple of reasons, even though I included the powers designed for them. Wizards have enough options already. And they can play a "witch" by taking certain powers without any of the other stuff. No need to overload one class. [U]Total number of Wizard Powers:[/U] 222 [B]OTHER CHARACTER OPTIONS[/B] [I]Racial Utility Powers[/I] Sticking with just the Essential races (I know! I know! Whatever.), I've included the racial utility powers from the dragon articles. These are basically optional utility powers that players can choose based on their race instead of the normal ones they might get from their class. [U]Total number of Racial Utility Powers:[/U] 54 [I]More Feats[/I] I've compiled a few extra feats that are on par with Essentials from a few different sources. First, the updated feats from PHB (updated in another Class Compendium article). There's also Ritual Mastery feats from a Dragon article that also added more heroic-tier rituals. A handful of feats regarding new equipment was introduced in [I]Mordenkainen's Magnificent Emporium[/I], as well as the Strike Specialization feats for melee characters with the Power Strike feature (i.e. Fighters and the scout). [U]Total number of Feats:[/U] 116 [I]Character Themes[/I] From Dragon issue 398, four articles presented a dozen character themes that were generically suitable for any typical D&D campaign and work with any class. They are entirely optional, but if used, they can "help flesh out a character and provide some interesting options for developing their background" (or so the articles say). [U]Total number of Theme Powers:[/U] 60 [B]TOTAL NUMBER OF POWERS:[/B] 763 [/QUOTE]
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