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I've managed to avoid Essentials, until now...
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<blockquote data-quote="ourchair" data-source="post: 5424949" data-attributes="member: 85362"><p>My suggestion is this:</p><p></p><p>Let him play his Essentials Mage, regardless of whether you get around to reading the books or not.</p><p></p><p>After the session, decide whether or not you think it's okay to have that Essentials Mage in your game, given the experience.</p><p></p><p>If you decide against it, just let him retrain as a Wizard and be done with it. It's the same character but classic mechanics.</p><p></p><p>That said, I don't think that whether or not Essentials classes are 'dumbed down' should matter to the decision of whether to use them in your game or not (besides the fact that as DM you SHOULD have veto authority to disallow them). If a player wants to play a simpler, accessible iteration of a D&D character then that's entirely up to him. I'd say it's like letting everyone else play with the "Auto-Level Up" feature in CRPGs turned on.</p><p></p><p>I myself don't like the Essentials classes so much. In theory and mechanics they're fine by me, but I don't get the degree of pathological customization I can get from classic characters. Essentials classes aren't 'dumbed down' so much as they are 'idiot proof' and you can't have the min/maxing fun you'd get from them that you would from building an Halfling Warlord/Swordmage using some kind of Brash Assault combo.</p><p></p><p>So, in short, I think they're a perfectly valid choice for individual players and shouldn't be regarded with group distrust, so long as they function in a way that breaks the mechanical rhythm of the group and the DM (and as far as I can tell, they don't.)</p></blockquote><p></p>
[QUOTE="ourchair, post: 5424949, member: 85362"] My suggestion is this: Let him play his Essentials Mage, regardless of whether you get around to reading the books or not. After the session, decide whether or not you think it's okay to have that Essentials Mage in your game, given the experience. If you decide against it, just let him retrain as a Wizard and be done with it. It's the same character but classic mechanics. That said, I don't think that whether or not Essentials classes are 'dumbed down' should matter to the decision of whether to use them in your game or not (besides the fact that as DM you SHOULD have veto authority to disallow them). If a player wants to play a simpler, accessible iteration of a D&D character then that's entirely up to him. I'd say it's like letting everyone else play with the "Auto-Level Up" feature in CRPGs turned on. I myself don't like the Essentials classes so much. In theory and mechanics they're fine by me, but I don't get the degree of pathological customization I can get from classic characters. Essentials classes aren't 'dumbed down' so much as they are 'idiot proof' and you can't have the min/maxing fun you'd get from them that you would from building an Halfling Warlord/Swordmage using some kind of Brash Assault combo. So, in short, I think they're a perfectly valid choice for individual players and shouldn't be regarded with group distrust, so long as they function in a way that breaks the mechanical rhythm of the group and the DM (and as far as I can tell, they don't.) [/QUOTE]
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I've managed to avoid Essentials, until now...
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