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New 4E DM asks about essentials
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<blockquote data-quote="Larrin" data-source="post: 5657218" data-attributes="member: 55816"><p>In the first two Players hand books every class followed exactly the rate and method of receiving new types and levels of powers (encounter, daily) and they got all over their class features at level 1. In the third player hand book they experimented with psionics who had a different 'take' on encounter powers. but otherwise they still did most things the same as all other classes. (i mean in terms of how and when you got power, class features, not play).</p><p></p><p>Essentials started doing variations on the power structure, and sprinkling class features into higher levels rather then just at level one. Thus rather than having a template that applied to every class, like you can find in the beginning of PHB 1 for how/when you get powers, in essentials every class has its own "at what levels do i get things". The are all similar, but seldom identical. This way, if the desinger doesn't want dailies, he doesn't need to, he's got another set of things he gives instead. Even classes that still follow the old style of getting encounters and dailies at the same rate STILL get class features at different levels (often level 5 and 10 for example) and so don't conform to previous templates totally.</p><p></p><p>Here are a couple of common themes that occur in essentials:</p><p></p><p>*at-wills that are not attacks, but rather modify basic attacks</p><p>*only one encounter power that you get multiple uses of and grows in power</p><p>*predetermined choices at some levels or for some builds</p><p>*a utility encounter power at level 1 (but itself leveless)</p><p>*class features showing up at levels when you used to get dailies, extra utilities, etc</p><p></p><p>In some ways 4e started in a conceptual 'box' of how characters got power (which i personally liked) that let every one keep pace with everyone else. Now they're thinking outside the box (which i also like) and still letting everyone keep pace (those in and out of the box!!) because there's actually still a box, its just different than the old one, and people have decided its called 'essentials'.</p><p></p><p>There should be no fear of mixing old and new, I've done it often and its never been a problem.</p><p></p><p></p><p>edit: RE: Errata There are only two errata's you need: The most recent DC numbers and Stealth, and if you have the essential books, you have them. everything else a dm can care or not care about and just make sure his table works to the satisfaction of himself and the players. They're mostly just individual powers/feats/class features that weren't quite rightly powered, but unless it becomes a problem at your table, its nothing big.</p><p></p><p>......and the Night Hag from Monster Manuel 1, replace 'no save' with 'save ends'. That one you need.</p></blockquote><p></p>
[QUOTE="Larrin, post: 5657218, member: 55816"] In the first two Players hand books every class followed exactly the rate and method of receiving new types and levels of powers (encounter, daily) and they got all over their class features at level 1. In the third player hand book they experimented with psionics who had a different 'take' on encounter powers. but otherwise they still did most things the same as all other classes. (i mean in terms of how and when you got power, class features, not play). Essentials started doing variations on the power structure, and sprinkling class features into higher levels rather then just at level one. Thus rather than having a template that applied to every class, like you can find in the beginning of PHB 1 for how/when you get powers, in essentials every class has its own "at what levels do i get things". The are all similar, but seldom identical. This way, if the desinger doesn't want dailies, he doesn't need to, he's got another set of things he gives instead. Even classes that still follow the old style of getting encounters and dailies at the same rate STILL get class features at different levels (often level 5 and 10 for example) and so don't conform to previous templates totally. Here are a couple of common themes that occur in essentials: *at-wills that are not attacks, but rather modify basic attacks *only one encounter power that you get multiple uses of and grows in power *predetermined choices at some levels or for some builds *a utility encounter power at level 1 (but itself leveless) *class features showing up at levels when you used to get dailies, extra utilities, etc In some ways 4e started in a conceptual 'box' of how characters got power (which i personally liked) that let every one keep pace with everyone else. Now they're thinking outside the box (which i also like) and still letting everyone keep pace (those in and out of the box!!) because there's actually still a box, its just different than the old one, and people have decided its called 'essentials'. There should be no fear of mixing old and new, I've done it often and its never been a problem. edit: RE: Errata There are only two errata's you need: The most recent DC numbers and Stealth, and if you have the essential books, you have them. everything else a dm can care or not care about and just make sure his table works to the satisfaction of himself and the players. They're mostly just individual powers/feats/class features that weren't quite rightly powered, but unless it becomes a problem at your table, its nothing big. ......and the Night Hag from Monster Manuel 1, replace 'no save' with 'save ends'. That one you need. [/QUOTE]
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