So, how many are avoiding Essentials?

We are playing without essentials, and no one in our group even cares about it. I am actually willing to bet I know the most about essentials than the rest of my group, and I know almost nothing about it.
 

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I echo the statement of many here: Essentials is an addition, and that's how I'm treating it in my campaign.

I've done the same as with the release of any other options book: I allow those with character concepts that are close to the one in the book to remodel their character, should they so choose.

With the release of HotFL, two players have done so: our wizard has switched to an enchanter Mage, and our fighter has switched to a Slayer, partially at my urging (he's the kind of guy who never knew what option to pick during combat, and ended up charging things with Knockdown Assault). Both of them seem to be having a blast with their new characters: the Mage player loves to use tactics, and his new powers are more about control than dealing damage; the Slayer player is loving his new damage output and the relative simplicity of his new character.

I can understand staying away from Essentials options, if none of your players are interested in any of them. But that's the same thing for any other powers book out there. For example, none of my players is currently playing a psionic character, which is why none of us owns Psionic Power.
 

I do not agree in any way with this.

Essentials is a far bigger change than Martial power was.

Just played a game with a Battlemind, Monk, Druid, Bard, and Essentials Thief.

No one really noticed. No one really cared. It did not change the game in any way. A dramatic and fancy double-weapon would have made a bigger splash.

The Essentials is 4.5, a new game, totally awesome, totally sucks, money-making conspiracy, Illumati consipiracy is all bunk.

It is just another charcter build. Cool, but not so cool that anyone really noticed.
 

I'm not seeing the 'going over to essentials' either, personally.

Do I find some of the new spins on classes interesting? Yes, especially in the case of the Mage, the Thief, the Scout and the Assassin.

But I have a campaign underway, all the players adore their characters. 2 of the players could well do with simpler characters as they ignore 70% of their character options regularly, but I hope I have adressed that issue with a new power sheet I have designed for them ordering powers into actions a la monster builder. Time will tell.

Personally, if I was to start a new game as a player I'd play a mage in a heartbeat. The Enchanter/Ilusionist is really really cool.

But like other's have said, i see this as an addition, an amplification of options available to players which is designed to allow players play the style of character they prefer. The great thing is that they remain on the same power curve so they can play side by side and everyone is happy.
 

In the campaign I'm in, it's in progress, and we are maybe halfway to leveling. Short of a character "death", we won't be using any essential stuff (outside of bits of errata, like treasure rarity ... but we don't have enough cash on hand to buy significant magic items anyway, and that now the rogue can sneak attack each turn instead of round) until that happens, and even then, it's probably feats if anything.

As for a new campaign I'm starting, there will likely be a mix of characters. So far confirmed is an Essential Rogue Thief, and a normal Starpact Warlock, both using themes from Dark Sun. We'll probably end up with a controller Druid, some form of leader (probably non-Essential since Cleric is out, and we already have one type of druid), and the other player will probably end up as an Essential Fighter Knight, for simplicities sake.

From my side (the DM side), the monster updates were already in place for MM3 and the Dark Sun Creature catalogue, so the Essential transition isn't too big. Also, rules about magic items and the like are already going to be different because of the Dark Sun setting, so the rarity thing doesn't impact much.
 

addition...replacement...

For new players and DMs, I am thinking its all replacement. They are making great efforts to stear to essentials and have those replace the 08 hardbacks.

For us, the RC basically replaces the PHB and DMG as a rules reference. The MV better replace the the MM (a book that almost ties the 2E core books in its level of disapointment).

Well... technically Essentials does change quite a few things. Many wizard powers now do half damage on a miss, rogues can sneak attack once per turn instead of round, melee training got changed, weapon focus got split into weapon and implement focus, two weapon fighting got an update, rapier became military weapon, item rarity was introduced, etc. Some are good changes some are dubious. But this is no different than errata (or updates, or whatever you want to call it). And if you were playing with updates before, there is no reason to ignore the updates in Essentials.

Having said that, most of Essentials is new material and as such, additions.

And then there is this. These are more changes then options. Just about every session, we have things come up that are based on an "update". And do we have all this in errata? And do you want to incorporate rate it through errata? Otherwise, if you want it you have to pay for it one way or another. (Don't think that the CB is not part of this).

Of course, you can play 08 4E. You can play any game you want.
 

The only Essentials book I've bought is the Monster Vault. We've integrated some essentials changes, namely those that have been put into the Character Builder, but I have had no specific request for it so far, and I wouldn't want my players to change their characters mid-campaign like this.

Maybe for the next campaign.
 

Everyone in my group agrees that they want nothing to do with the essentials. On the DM side, I'm sure I'll wind up using essentialized monsters and traps from the compendium, but that's about it.
 

Initially, I was of the mind to keep our play free from Essentials.

I realize now, we will use essentials just as we use:

Dragon issue 383
Martial Power
Adventurers Vault
Anything Else that shows up in CB (Except Dark Sun and Eberron)
yadda yadda yadda

I guess our game is much less strict than others. I don't forsee many scenaruos coming up where there has to be an "Essentials vs. original 4E" judgement call. Truth be told, we are probably using 20% of the released errata anyway, without knowing it. It just doesn't matter all that much...

EDIT: Oh, I am also getting Monster Vault because it looks interesting and is a fine value considering the "discounted" prices at which it can be purchased.
 
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So far I'm not interested in 'Essentializing' my 4e game. Apparently the Monster Vault is quite well done, so I might get it eventually, but that's about it.

None of the previewed character builds struck me as something I'd want to play, so I'll ignore the HotF**K books, despite the intriguing acronym ;)

At the moment I also don't feel I need a Rules Compendium or the DM's Kit.

I bought the 'City Tiles' Master set and may get the 'Wilderness Tiles' set.

Did I forget anything? Shouldn't it have been 10 products? Hmm... ah, I guess, there's also the Red Box and a revised DM screen. I'm not interested in either.
 

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