The essential "Essentials"

Thanks everyone for the really helpful replies.

A couple of comments have led me to another question (emphasis mine): So just how different is "Essentials" from standard 4e? I thought they were (or rather, will be) effectively the same thing. I've been under the impression that "Essentials" is the newly revamped version of the core rules, basically errata'ed and presented in a different way than the original release. But maybe I'm totally totally off base.

Is "Essentials" simplifed in the sense that it's the same thing as the existing 4e, but easier to learn (ie, re-organized and re-issued with the benefit of 20/20 hindsight?); or is it simplified in the sense that it's a simpler and more "casual" game (ie, similar to the relationship between AD&D and B/X)?

Either way, I'm still going with Essentials, but now I'd like to know exactly how that relates to the greater body of 4e, because I'm wondering if I've been thinking about it wrong.

EDIT: Oh right! I realize that much of this stuff hasn't actually come out yet, so maybe it's actually impossible to answer this for sure?

Well its simpler in that some options aren't there ... non-combat oriented magic is pretty much not there as an easy example... classes seem to have very few design choices.
 

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A couple of comments have led me to another question (emphasis mine): So just how different is "Essentials" from standard 4e? I thought they were (or rather, will be) effectively the same thing. I've been under the impression that "Essentials" is the newly revamped version of the core rules, basically errata'ed and presented in a different way than the original release. But maybe I'm totally totally off base.
The game's the same, although Essentials incorporates all the latest updates. Essentials presents new "builds" which look simpler for new players, and which are a bit different from "regular" 4e classes. It's honestly a pretty daring experiment, IMO.

If someone wants to run an Essentials-only game, they can. (But by the same token, someone could run a PHB1-only game just as easily.) It looks like there will be zero problems including both styles of classes in the same campaign, because they both use the same rules in the same way; they just advance slightly differently.

Is "Essentials" simplifed in the sense that it's the same thing as the existing 4e, but easier to learn (ie, re-organized and re-issued with the benefit of 20/20 hindsight?); or is it simplified in the sense that it's a simpler and more "casual" game (ie, similar to the relationship between AD&D and B/X)?
The builds are presented as relatively limited classes, and make abundant suggestions for each level. The feats are organized by "theme", and all of them are legal to take at 1st level. Builds like the Slayer Fighter look like they'll be easier to run than normal 4e classes, while still staying just as powerful.

So yeah, it's exactly what WotC said it would be - an easier set of options for new players, and for older players who didn't like how 4e classes were all set up in the same way.

-O
 

Thanks everyone for the really helpful replies.

A couple of comments have led me to another question (emphasis mine): So just how different is "Essentials" from standard 4e? I thought they were (or rather, will be) effectively the same thing. I've been under the impression that "Essentials" is the newly revamped version of the core rules, basically errata'ed and presented in a different way than the original release. But maybe I'm totally totally off base.

Is "Essentials" simplifed in the sense that it's the same thing as the existing 4e, but easier to learn (ie, re-organized and re-issued with the benefit of 20/20 hindsight?); or is it simplified in the sense that it's a simpler and more "casual" game (ie, similar to the relationship between AD&D and B/X)?

Either way, I'm still going with Essentials, but now I'd like to know exactly how that relates to the greater body of 4e, because I'm wondering if I've been thinking about it wrong.

EDIT: Oh right! I realize that much of this stuff hasn't actually come out yet, so maybe it's actually impossible to answer this for sure?

I have my copy, since my FLGS is a premier store.

It is a bit "simplified", as in the slayer build does not get a marking ability (neither build has "combat superiority"), where the knight has an aura 1 that "marks" everyone in burst 1 that isn't already marked.

Clerics have their at wills more or less chosen by their portfolio, storm or sun, but some can be mixed and matched.

Fighters and rogues do not have at wills, but have stances, and thieves now have talents that they can pick.

Martial encounter and daily powers seem to be gone as well.
 

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