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Have you ever run 4e using just Essentials?
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<blockquote data-quote="Neonchameleon" data-source="post: 9071986" data-attributes="member: 87792"><p>It's both - I wasn't happy until the Elementalist joined the crew and it wasn't all "Martials simple, casters complex". Simple is good, a range of complexity is better.</p><p></p><p>Off the top of my head:</p><ul> <li data-xf-list-type="ul">Sentinel: Scaling problems - again works in heroic tier</li> <li data-xf-list-type="ul">Cavalier: Works as long as the DM respects the Defender Aura. Has issues in that the defender punishment is so lightweight (which is also an issue with the PHB Paladin pre-Divine Power)</li> <li data-xf-list-type="ul">Hexblade: Some pacts are better than others but the whole thing works well in heroic. I genuinely like the Gloom Pact from Heroes of Shadow and had a lot of fun with a drow one who used to drop darkness then the screaming started</li> <li data-xf-list-type="ul">Berserker: This is a classic 4e class but with a defender aura. Almost no notes.</li> <li data-xf-list-type="ul">Skald: Someone tried to reinvent the wheel. It's faffier than it needs to be but works.</li> <li data-xf-list-type="ul">Oh and Heroes of Shadow:<ul> <li data-xf-list-type="ul">Assassin: There is a third guild subclass in Dragon. That one is playable; the two in Heroes of Shadow pretty much aren't except in social campaigns where you can get the other uses of poisons. (If you <em>must</em> play one you want a rapier as your main weapon - but rapier plus Attack Finesse as an MBA is still only normal non-striker At Will damage while Assassin's Strike is not that good</li> <li data-xf-list-type="ul">Blackguard: It's fine at heroic. Heavy armour, shield, striker mechanics is a good brawler start, working as an off-tank (or at least someone the tank doesn't need to protect).</li> <li data-xf-list-type="ul">Vampire: The scaling is poor but again this is only really a problem if you reach Paragon tier. Campy fun in heroic.</li> <li data-xf-list-type="ul">Binder: The Binder is a poster-child for how bad the design of Essentials can be; it's a Warlock without the curse, neither more nor less. That said the Gloom Pact due to a two target at will is playable, especially at low level (even by level 7 with three encounter powers your at will is a lot less relevant)</li> <li data-xf-list-type="ul">Mage: Nethermancer is conceptually good and should be added to 5e (all the necromancy spells except animate dead, plus a few others like black tentacles is a nice thematic collection) and mechanically it's fine. Necromancer is ehhh but fine - good concept, mediocre execution.</li> </ul></li> </ul></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9071986, member: 87792"] It's both - I wasn't happy until the Elementalist joined the crew and it wasn't all "Martials simple, casters complex". Simple is good, a range of complexity is better. Off the top of my head: [LIST] [*]Sentinel: Scaling problems - again works in heroic tier [*]Cavalier: Works as long as the DM respects the Defender Aura. Has issues in that the defender punishment is so lightweight (which is also an issue with the PHB Paladin pre-Divine Power) [*]Hexblade: Some pacts are better than others but the whole thing works well in heroic. I genuinely like the Gloom Pact from Heroes of Shadow and had a lot of fun with a drow one who used to drop darkness then the screaming started [*]Berserker: This is a classic 4e class but with a defender aura. Almost no notes. [*]Skald: Someone tried to reinvent the wheel. It's faffier than it needs to be but works. [*]Oh and Heroes of Shadow: [LIST] [*]Assassin: There is a third guild subclass in Dragon. That one is playable; the two in Heroes of Shadow pretty much aren't except in social campaigns where you can get the other uses of poisons. (If you [I]must[/I] play one you want a rapier as your main weapon - but rapier plus Attack Finesse as an MBA is still only normal non-striker At Will damage while Assassin's Strike is not that good [*]Blackguard: It's fine at heroic. Heavy armour, shield, striker mechanics is a good brawler start, working as an off-tank (or at least someone the tank doesn't need to protect). [*]Vampire: The scaling is poor but again this is only really a problem if you reach Paragon tier. Campy fun in heroic. [*]Binder: The Binder is a poster-child for how bad the design of Essentials can be; it's a Warlock without the curse, neither more nor less. That said the Gloom Pact due to a two target at will is playable, especially at low level (even by level 7 with three encounter powers your at will is a lot less relevant) [*]Mage: Nethermancer is conceptually good and should be added to 5e (all the necromancy spells except animate dead, plus a few others like black tentacles is a nice thematic collection) and mechanically it's fine. Necromancer is ehhh but fine - good concept, mediocre execution. [/LIST] [/LIST] [/QUOTE]
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