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<blockquote data-quote="webrunner" data-source="post: 5362382" data-attributes="member: 63727"><p>Other than the standard new classes (there's something like what, 20+ classes now?) new races, etc, and some various minor (and major, in the case of Stealth rules) errata, the biggest new change is Essentials, which is almost a 'relaunch' of 4th edition. The essentials versions of the classes are closer to older editions - fighters and rogue are based on melee basic attacks + modifiers and have no daily powers, and magic missile is now an auto-hit.</p><p></p><p>There's also some new optional things like backgrounds and themes depending on your setting, etc, but mostly everything's just been 4e but more.</p><p></p><p>That said, a lot of new stuff is really good, and there's classes (essentials, psionics) which dont' fit the "standard action encounter at-will daily" mold for a lot of difference.</p></blockquote><p></p>
[QUOTE="webrunner, post: 5362382, member: 63727"] Other than the standard new classes (there's something like what, 20+ classes now?) new races, etc, and some various minor (and major, in the case of Stealth rules) errata, the biggest new change is Essentials, which is almost a 'relaunch' of 4th edition. The essentials versions of the classes are closer to older editions - fighters and rogue are based on melee basic attacks + modifiers and have no daily powers, and magic missile is now an auto-hit. There's also some new optional things like backgrounds and themes depending on your setting, etc, but mostly everything's just been 4e but more. That said, a lot of new stuff is really good, and there's classes (essentials, psionics) which dont' fit the "standard action encounter at-will daily" mold for a lot of difference. [/QUOTE]
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