Reasons why going down the Essentials line of thinking is a mistake !!!

I am finding this thread fascinating as I, like so many others, assumed that Essentials was a "dumbed down" version of 4E. I assumed that there were compatibility issues and so never bothered to look any further.
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I do have one question though -- what about feats? I would assume that essentials feats only work with essentials character classes. For example (and please excuse me if I get this wrong -- don't have the books at work) I beleive there is an essentials feat called Master of Arms which is basically "every weapon under the sun" expertise. If someone can help me past this point I can probably make some players in my group happy be retracting the no @#$%ing Essentials stuff in my campaign ruling. (And probably throw some money into WOTCs coffers).
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The feats in the Essentials books are meant to be used with 4E player characters from whatever source; so any PC can take Master at Arms.

There is a restriction the other way, however: in Encounters sessions (and perhaps some other events), only Essentials materials are allowed -- and, to be usable in those restricted sessions, those Essentials-only characters cannot take feats from non-Essentials sources.
 

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II do have one question though -- what about feats? I would assume that essentials feats only work with essentials character classes. For example (and please excuse me if I get this wrong -- don't have the books at work) I beleive there is an essentials feat called Master of Arms which is basically "every weapon under the sun" expertise. If someone can help me past this point I can probably make some players in my group happy be retracting the no @#$%ing Essentials stuff in my campaign ruling. (And probably throw some money into WOTCs coffers).

Finally --- if this much of a misconception exists about the compatibility of Essentials and 4E exists -- shouldn't WOTC have done a better job of the initial marketing (or at the very least some sort of subsequent press release --- on the other hand with their "street cred" being what it is maybe nobody would have beleived them).

Your assumption about feats is incorrect. Any character can take feats published in Heroes of the Fallen Lands and Heroes of the Forgotten Kingdoms. Many do, because they are awesome. The expertise feats from the Heroes of... books are much better (both mechanically and flavor-wise) than the older expertise feats. The superior defenses feats are great, too, along with several others.

And yes, WotC needs to get better at marketing in general. However, as you acknowledged, people who hate them will hate them no matter what.
 

I do have one question though -- what about feats? I would assume that essentials feats only work with essentials character classes. For example (and please excuse me if I get this wrong -- don't have the books at work) I beleive there is an essentials feat called Master of Arms which is basically "every weapon under the sun" expertise. If someone can help me past this point I can probably make some players in my group happy be retracting the no @#$%ing Essentials stuff in my campaign ruling. (And probably throw some money into WOTCs coffers).
As other have pointed out, this is incorrect. Master of Arms basically is "Every weapon expertise". The other new expertise feats each add a bonus to something else as well, for example, Spear Expertise gives an extra point of damage on a charge. I don't recall whether WotC said why or not, but I'd be willing to bet it was because a lot of people complained that the original expertise feats were a tax, that they were boring, but mechanically good enough that people took them all the time anyway. WotC couldn't un-make the originals, so they made new ones with extra bonuses so as to be interesting.

Finally --- if this much of a misconception exists about the compatibility of Essentials and 4E exists -- shouldn't WOTC have done a better job of the initial marketing (or at the very least some sort of subsequent press release --- on the other hand with their "street cred" being what it is maybe nobody would have beleived them).

They tried. They did. I watched it. They probably could have done a better job, but from what I saw, people who wanted to listen, listened; people who wanted to ignore it, ignored it; and people who wanted to jump at shadows and take anything WotC said as lies and misdirection, did that. Except, like, a lot.
 

I do agree that for some classes there is a decided lack of support. I'd love 2-3 feats for every class(many have none), and 2-3 racial feats as well(ex: vryloka have none), but beyond that, some of the things done in essentials are positivly brilliant. I've played a Knight and a Slayer once and I have to say I love them 100x more than the normal 4E fighter.

Beyond that as people have said, haters gonna hate.
 

There are differences, to be sure, but they are not really major ones.

Some of the minor ones are problematic, or unbalancing, but overall the system works 4E, Essentials, or both.

Seriously, it is not worth arguing about so much.
 

I will bow to those with greater knowledge. Like I said in my original post, I do not play 4e.

Right. One way that 4e is not like 3e is that it is mostly balanced. Barring a very few anomolies, high level psionics, and hybrids (the latter being explicitely optional) 4e is pretty well balanced. This means that DMs don't need to be so restrictive as everyone has something to contribute.

All the powers looked mechanically the same. The only difference in a fighter and a wizard seemed to be fluff. The mechanics were roll a d20 and add your class prime attribute.

At the risk of digression, a power that does a shockwave of damage in an area and throws people backwards is not the same as one that allows you to advance under cover of your shield. They just both roll to hit and do damage.

I really did not see a need for a cleric in the system, all "cure" powers did is allow a healing surge during combat rather than after.

1: Ding dong the witch is dead. No one needs to play the healbot. In what world is this a bad thing? A fundamental design goal, and a good one, was to allow people to play what they wanted and for there to be nothing essential that someone had to be landed with.

2: All it does. To put that in terms of numbers, each PC starts off with four healing surges worth of hit points to use in the fight. And the monsters do enough damage to chew through that whenever they focus fire. Two healing words means two more healing surges. So when the rubber meets the road, the person on the front line is quite literally fifty percent tougher. So the party has half as long again to take the monsters out before someone goes down.

All abilities seemed to come from the character rather than items.

1: False. Some abilities come from items.

2: I can't recall many stories where the characters main abilities came from a collection of items (I can recall artifacts - and 4e has them). But not magic item christmas trees defining a character. That 4e reflects the source material is meant to be a problem?

When I said superhero I meant the way the game felt and played , not the power level. It just seemed more like Champions or Marvel Super Heroes rather than Dungeon and Dragons. The flavor of the game just seemed to be missing as a fantasy genre rather than just heroic.

Honestly, if I wanted a superhero I'd play a 3e druid. As for generic fantasy and sword and sorcery, 4e kicks the arse of classic D&D like entering a centipede into a bug's arse kicking contest. In most fantasy, the protagonists are at the core martial classes and not completely overshadowed by casters. Casting takes a long time and a lot of dribbly candlewax and expensive components, not something that's done in seconds.

Look at Fafhrd and the Grey Mouser. The Mouser literally can not be made in classic D&D. He's a fighting rogue who can cast spells - but never uses them in combat. Even 3e multiclassing fails him. While Fafhrd was simply mechanically boring in pre-4e D&D. 4e he's a rogue with the ritual caster feat. Precisely one protagonist of Lord of the Rings was a caster - and he was the DMPC. Even Jack Vance's heroes are much better represented in 4e (and by non-casters at that) than by older systems with supposedly 'Vancian' casting. Make the dailies your vancian spells and you're done. Vancian wizards are generally competent with a couple of spells, not generally frail and incompetent with dozens of spells.

Leiber. Vance. Tolkien. This is precisely the fantasy that D&D claims to be based on and 4e is still much better at reproducing it. For that matter, 4e matches Dark Sun much better than 2e ever did - preserving/defiling is so much a better system now, as is weapon breakage that it's almost incomaprable. (You aren't a Preserver/Defiler these days. You're an arcane caster and can make the choice to defile each time you cast a big spell - everyone is tempted by defiling). And the Dragonlance saga. Tanis just works as a Warlord, and not having a cleric in an adventuring party no longer makes it a game of Russian Roulette.

When 4e is better at not only reproducing the fiction that D&D is derived from, but in some cases also better at reproducing fiction derived from classic D&D, to claim that the flavour as fantasy genre is missing is ... dubious at best.

What 4e does do that you have correctly identified is run on Holywood Physics. And that's why you say it's like a superhero game. More like an action movie with someone like John McClane keeping going after being shot in the shoulder. And have you seen the amount of punishment Indiana Jones' body takes in Raiders of the Lost Ark?

The system deliberately made characters the same, how can more of the same be ruining the system.

That's because you haven't played the game much. As someone who has played both, two 4e fighters can easily be more different than a 3e fighter from a 3e barbarian.

Oh unless I missed something, it seems to be all about combat now, not exploration or role playing.

You did. Like the roleplaying. Like a useful but non-intrusive skill system (look at 3e Diplomacy for a bad one). Like skill challenges used well. D&D has never been a high concept Indy game.

It seems that a great many people have tried the two together and have found it works just fine. If this is the case I can see where this would be useful as I have players in my group who are more into character generation etc than others.

And that's exactly where it works.

I do have one question though -- what about feats? I would assume that essentials feats only work with essentials character classes. For example (and please excuse me if I get this wrong -- don't have the books at work) I beleive there is an essentials feat called Master of Arms which is basically "every weapon under the sun" expertise.

The expertise feats are upgraded. Which now IMO makes them more paletable despite the power creep - orb expertise increases the distance of pulls, pushes, and slides, whereas wand expertise is slightly more accurate. They add flavour as well as raw numbers. Master of Arms is indeed for people who switch between types of weapons.
 
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I posted and then have watched here, and i think my favorite dumb complaint so far about Essentials has been "no support". I struggled a bit to figure out what the heck you guys mean by that. Did you mean Wizards won't answer questions about Essentials? Well that is just stupid. Did you mean they don't write any Articles or have any Events involving Essentials? Certainly you've never heard of Encounters.

No, what you guys are complaining about is that a game system called Essentials has few options. Well, I say pick up a dictionary. If you bought a book for a system called "essential" and expected an extensive list of choices, You Are Doing It Wrong!

As for complaining that 4e has less flavor than 3e. I played a 3e fighter once, never in that whole book did it describe a cool sword attack. I had mechanical options: hit with sword, hit other guys sword with sword, push other guy, trip other guy, and that was basically it. And Casters? never once did those books actually describe the casting of a spell, and rarely did they describe more than a bare bones effect that wasn't already in the spell's name.

4e, i still have every bare bones combat option in had in 3e but i also have a bunch of cool sword attacks described that do other cool stuff. Wizards, well it's not a page of detail with every power, but the descriptions are a whole lot more exciting and flavorful than 3e.

RP? watch the 2011 PAX celebrity game. They play for 2 hours and only spend about a quarter of it in combat. The game is designed to make your character look cooler in combat, not to destroy roleplaying. It seems what you want is a game with no rules, go play cops and robbers with your buddies in the street, because it seems that the moment someone defines a hit, you get up in arms because any rule about combat destroys RP.;)

Oh and healers? no value? I get one second wind as a standard action in combat. Every healer has two additional heals that they cast as minor actions. I'd rather let the healer blow a Minor than have to blow my Standard. Plus the healer heals more than just my surge value, often both in combat and after, making my surges last longer. And now, rather than one cleric class with unequaled healing ability there is now a half dozen or more classes with different flavor but nearly equal healing capacity.

They took the bard, which was always great RP but utterly useless in combat and made him Useful both for healing and combat. Certainly it is now a little more up to me to Roleplay him (the books don't do it for me, somebody call the Waa-ambulance), no perform skill so that is up to my DM, no random Bardic knowledge but a bonus to all untrained skills which i think takes pretty good care of it. But i'm still the cheeky half elf that flirts with everything that moves. I still try and rhyme and tell bad jokes. I hum theme music during dramatic moments. Where in there has 4e prevented me from roleplaying?
 

[sblock]Right. One way that 4e is not like 3e is that it is mostly balanced. Barring a very few anomolies, high level psionics, and hybrids (the latter being explicitely optional) 4e is pretty well balanced. This means that DMs don't need to be so restrictive as everyone has something to contribute.



At the risk of digression, a power that does a shockwave of damage in an area and throws people backwards is not the same as one that allows you to advance under cover of your shield. They just both roll to hit and do damage.



1: Ding dong the witch is dead. No one needs to play the healbot. In what world is this a bad thing? A fundamental design goal, and a good one, was to allow people to play what they wanted and for there to be nothing essential that someone had to be landed with.

2: All it does. To put that in terms of numbers, each PC starts off with four healing surges worth of hit points to use in the fight. And the monsters do enough damage to chew through that whenever they focus fire. Two healing words means two more healing surges. So when the rubber meets the road, the person on the front line is quite literally fifty percent tougher. So the party has half as long again to take the monsters out before someone goes down.



1: False. Some abilities come from items.

2: I can't recall many stories where the characters main abilities came from a collection of items (I can recall artifacts - and 4e has them). But not magic item christmas trees defining a character. That 4e reflects the source material is meant to be a problem?



Honestly, if I wanted a superhero I'd play a 3e druid. As for generic fantasy and sword and sorcery, 4e kicks the arse of classic D&D like entering a centipede into a bug's arse kicking contest. In most fantasy, the protagonists are at the core martial classes and not completely overshadowed by casters. Casting takes a long time and a lot of dribbly candlewax and expensive components, not something that's done in seconds.

Look at Fafhrd and the Grey Mouser. The Mouser literally can not be made in classic D&D. He's a fighting rogue who can cast spells - but never uses them in combat. Even 3e multiclassing fails him. While Fafhrd was simply mechanically boring in pre-4e D&D. 4e he's a rogue with the ritual caster feat. Precisely one protagonist of Lord of the Rings was a caster - and he was the DMPC. Even Jack Vance's heroes are much better represented in 4e (and by non-casters at that) than by older systems with supposedly 'Vancian' casting. Make the dailies your vancian spells and you're done. Vancian wizards are generally competent with a couple of spells, not generally frail and incompetent with dozens of spells.

Leiber. Vance. Tolkien. This is precisely the fantasy that D&D claims to be based on and 4e is still much better at reproducing it. For that matter, 4e matches Dark Sun much better than 2e ever did - preserving/defiling is so much a better system now, as is weapon breakage that it's almost incomaprable. (You aren't a Preserver/Defiler these days. You're an arcane caster and can make the choice to defile each time you cast a big spell - everyone is tempted by defiling). And the Dragonlance saga. Tanis just works as a Warlord, and not having a cleric in an adventuring party no longer makes it a game of Russian Roulette.

When 4e is better at not only reproducing the fiction that D&D is derived from, but in some cases also better at reproducing fiction derived from classic D&D, to claim that the flavour as fantasy genre is missing is ... dubious at best.

What 4e does do that you have correctly identified is run on Holywood Physics. And that's why you say it's like a superhero game. More like an action movie with someone like John McClane keeping going after being shot in the shoulder. And have you seen the amount of punishment Indiana Jones' body takes in Raiders of the Lost Ark?



That's because you haven't played the game much. As someone who has played both, two 4e fighters can easily be more different than a 3e fighter from a 3e barbarian.



You did. Like the roleplaying. Like a useful but non-intrusive skill system (look at 3e Diplomacy for a bad one). Like skill challenges used well. D&D has never been a high concept Indy game.



And that's exactly where it works.



The expertise feats are upgraded. Which now IMO makes them more paletable despite the power creep - orb expertise increases the distance of pulls, pushes, and slides, whereas wand expertise is slightly more accurate. They add flavour as well as raw numbers. Master of Arms is indeed for people who switch between types of weapons.[/sblock]

This post is so right sadly i must spread some xp round yadda yadda. Could someone cover me?
 

As other have pointed out, this is incorrect. Master of Arms basically is "Every weapon expertise". The other new expertise feats each add a bonus to something else as well, for example,
Master at Arms is actually better than a every weapon expertise. Its also a quick draw feat which actually makes it really well done for builds like the Arena fighter with its multiple proficiencies.
 

I posted and then have watched here, and i think my favorite dumb complaint so far about Essentials has been "no support". I struggled a bit to figure out what the heck you guys mean by that.
A lot of complaints about Essentials aren't well-articulated. Part of it is that Essentials is cloaked in plausible denyability. It's very officially and formally /not/ 4.5, for instance, even though it very clearly is 4.5 in some sense. It's very officially and litteraly not 'replacing' PH1, but, it does cover some of the exact same character archetypes from the PH1 in mechanically novel ways, while little more than re-printing some, and ignoring others.

The 'support' complaint really speaks to the 'new direction,' of which Essentials was just the first shot accross the bow. 4e delivered class balance. It gave us casters that weren't out of control and melee types who very nearly were - it finally put most traditional fantasy archetypes on nearly even footing in the game. The 'new' direction, OTOH, puts modeling a vision of the archetype the class is being aimed at ahead of balancing it - either with other classes, or in terms of filling a role, to help the players keep the party balanced or the DM keep his encounters balanced. That's not really a 'new' direction, it's what D&D always did prior to 4e. But, the commitment to that new design philosophy means that older classes that don't fit into it - like Fighters 'who cast spells' (ie, have powers, even daily powers) - are going to have to fall by the wayside, eventually. Be that by errata, lack of support as power inflation leaves them behind, banning from organized play, or simply ignoring them and hoping they go away.

What the 'lack of support' thing boils down to is not liking the new direction - because that's where future support is going to be headed. It's like the 4e haters who go on about how '4e stifles RP' when what they really mean is that the rules just don't suck in quite the way they'd become accustomed to.


When people complain, they want to sound reasonable - most especially when they're not being reasonable.
 

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