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General Tabletop Discussion
*Pathfinder & Starfinder
Just how compatible is Essentials?
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<blockquote data-quote="mneme" data-source="post: 5596033" data-attributes="member: 59248"><p>Matt: I wouldn't go that far, in that there's nothing wrong with debating mechanical and marketting things that affect your gaming.</p><p></p><p>But yes. Who cares? People remember the wave of outrage that accompanied D&D 3.5; people have pointed out that it wasn't that bad (for them).</p><p></p><p>All well and good, but what exactly does it mean to say that 4EE is "4.5"? What bad thing (or good thing) are you actually saying about the game that causes you to feel that the distinction is important?</p><p></p><p>So far, points I've seen that I can remember quickly are:</p><p></p><p>Essentials includes rule/power changes (bogus. Rules change has been continuous and Essentials didn't have much more than any other version).</p><p></p><p>Essentials End-of-lifes prior mechanics (proven false, with a new ritual appearing in HoS and recent eratta to the PH1 classes) and classes.</p><p></p><p>Essentials classes [the martial ones] are incompatable at the table with prior classes (nobody takes this one seriously)</p><p></p><p>Essentials classes aren't fully construction compatable with prior classes (sure, but ma nishtana halila hazeh... sorry, why is this day different from any other day? Essentials classes are -more- compatable with existing classes than entirely new classes, while being less compatable than symetrical new builds for existing classes. So, basically, it's a name change)</p><p></p><p>I don't like Essentials martial classes; they're too simple (so don't play them.)</p><p></p><p>The essentials item change was badly handled and unsupported (yup. Hopefully they'll fix it some day)</p><p></p><p>Essentials includes feats more powerful than existing tax feats (yep. But then, they've been uppping the power of tax feats gradually over time, presumably because they realized they got the math wrong and were experimenting to find better ways of doing it. Not convinced they're done yet, either)</p><p></p><p>We've have been better off with a new edition, because all the old crap options are still out there and cluttering up the system (Maybe. OTOH, just flagging things as obsalescent and giving an option to masq these out in the builder would fix these, though not the need for tax feats)</p><p></p><p>Some people run "essentials only" games where classic characters aren't allowed (people use all sorts of crazy house rules)</p></blockquote><p></p>
[QUOTE="mneme, post: 5596033, member: 59248"] Matt: I wouldn't go that far, in that there's nothing wrong with debating mechanical and marketting things that affect your gaming. But yes. Who cares? People remember the wave of outrage that accompanied D&D 3.5; people have pointed out that it wasn't that bad (for them). All well and good, but what exactly does it mean to say that 4EE is "4.5"? What bad thing (or good thing) are you actually saying about the game that causes you to feel that the distinction is important? So far, points I've seen that I can remember quickly are: Essentials includes rule/power changes (bogus. Rules change has been continuous and Essentials didn't have much more than any other version). Essentials End-of-lifes prior mechanics (proven false, with a new ritual appearing in HoS and recent eratta to the PH1 classes) and classes. Essentials classes [the martial ones] are incompatable at the table with prior classes (nobody takes this one seriously) Essentials classes aren't fully construction compatable with prior classes (sure, but ma nishtana halila hazeh... sorry, why is this day different from any other day? Essentials classes are -more- compatable with existing classes than entirely new classes, while being less compatable than symetrical new builds for existing classes. So, basically, it's a name change) I don't like Essentials martial classes; they're too simple (so don't play them.) The essentials item change was badly handled and unsupported (yup. Hopefully they'll fix it some day) Essentials includes feats more powerful than existing tax feats (yep. But then, they've been uppping the power of tax feats gradually over time, presumably because they realized they got the math wrong and were experimenting to find better ways of doing it. Not convinced they're done yet, either) We've have been better off with a new edition, because all the old crap options are still out there and cluttering up the system (Maybe. OTOH, just flagging things as obsalescent and giving an option to masq these out in the builder would fix these, though not the need for tax feats) Some people run "essentials only" games where classic characters aren't allowed (people use all sorts of crazy house rules) [/QUOTE]
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Just how compatible is Essentials?
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