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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Late to the 4E party
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<blockquote data-quote="Dungeoneer" data-source="post: 6358604" data-attributes="member: 91777"><p>I'll try not to repeat everything everyone else has said. There IS a lot of errata out there. Some of it is straightforward - fixing stuff that was over-powered, under-powered or simply unclear. But there is also errata that makes significant changes to the system! Here are some of the big ones:</p><p></p><p>- Target skill check DCs. These were modified not once but twice, I believe! If you get the most recent DM Screen, the one with the wintery battle scene on the front, it has the correct DCs. I'm sure they are also in the errata somewhere.</p><p>- Monster math changed. This started with the Dark Sun monster book and Monster Manual 3, I believe. Basically every book before these has significantly under-powered monsters. Many of the monsters in MM1 + 2 received face-lifts in the pages of Dungeon magazine, I believe. Monster design improved significantly in later books too, so those monsters are both easier to run and more interesting to fight.</p><p>- PHB1 + 2 races were modified so that they had more flexibility in their stat bumps. Basically all races are supposed to have a primary stat which increases by +2 and then you get to pick from two other stats to get another bump. For instance, the errata'd Dwarf ALWAYS gets a +2 to CON and can pick another +2 from either STR or WIS.</p><p>- Magic Missile auto-hits. This iconic spell got a significant overhaul to make it more interesting. There are probably other spells and powers that got similar errata but that's the one that sticks in my memory.</p><p></p><p>On the player side, you don't need to worry about errata if you use the online character builder which is part of D&D Insider. That stuff is incorporated auto-magically!</p><p></p><p>I would highly recommend, if you can find it, the Monster Vault box set, which includes an excellent monster book, tokens, and a nice 4th level adventure with full-color maps. The Monster Vault: Threats to Nentir Vale book is also worth tracking down. Not a monster book, but I thought the DMG2 was excellent, BTW. Not a must-have, but very good nonetheless. </p><p></p><p>Someone upstream mentioned the adventures. I don't know if you're planning on running pre-published modules, but if you do most of the early ones were crap. Some good adventures include Cairn of the Winter King and Madness at Gardmore Abbey. I haven't played Slaying Stone or Reavers of Harkenwold but I hear good reports about those. Some of the third party adventure paths, like War of the Burning Sky and Zeitgeist might be worth taking a look at too. Since you are new to this, running a pre-published module to get the hang of things might not be a bad way to go.</p></blockquote><p></p>
[QUOTE="Dungeoneer, post: 6358604, member: 91777"] I'll try not to repeat everything everyone else has said. There IS a lot of errata out there. Some of it is straightforward - fixing stuff that was over-powered, under-powered or simply unclear. But there is also errata that makes significant changes to the system! Here are some of the big ones: - Target skill check DCs. These were modified not once but twice, I believe! If you get the most recent DM Screen, the one with the wintery battle scene on the front, it has the correct DCs. I'm sure they are also in the errata somewhere. - Monster math changed. This started with the Dark Sun monster book and Monster Manual 3, I believe. Basically every book before these has significantly under-powered monsters. Many of the monsters in MM1 + 2 received face-lifts in the pages of Dungeon magazine, I believe. Monster design improved significantly in later books too, so those monsters are both easier to run and more interesting to fight. - PHB1 + 2 races were modified so that they had more flexibility in their stat bumps. Basically all races are supposed to have a primary stat which increases by +2 and then you get to pick from two other stats to get another bump. For instance, the errata'd Dwarf ALWAYS gets a +2 to CON and can pick another +2 from either STR or WIS. - Magic Missile auto-hits. This iconic spell got a significant overhaul to make it more interesting. There are probably other spells and powers that got similar errata but that's the one that sticks in my memory. On the player side, you don't need to worry about errata if you use the online character builder which is part of D&D Insider. That stuff is incorporated auto-magically! I would highly recommend, if you can find it, the Monster Vault box set, which includes an excellent monster book, tokens, and a nice 4th level adventure with full-color maps. The Monster Vault: Threats to Nentir Vale book is also worth tracking down. Not a monster book, but I thought the DMG2 was excellent, BTW. Not a must-have, but very good nonetheless. Someone upstream mentioned the adventures. I don't know if you're planning on running pre-published modules, but if you do most of the early ones were crap. Some good adventures include Cairn of the Winter King and Madness at Gardmore Abbey. I haven't played Slaying Stone or Reavers of Harkenwold but I hear good reports about those. Some of the third party adventure paths, like War of the Burning Sky and Zeitgeist might be worth taking a look at too. Since you are new to this, running a pre-published module to get the hang of things might not be a bad way to go. [/QUOTE]
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