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*Pathfinder & Starfinder
Why all the brouhaha about the Essentials?
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<blockquote data-quote="Vaeron" data-source="post: 5332975" data-attributes="member: 3956"><p>I've gone between group A and group B there, before finally settling back into group A... It had gone from seeming like minimal changes (just some alternate builds) to major rules changes (magic item rarity, ANOTHER skill challenge revision, feat restructuring), before settling down and, in the end, being little more than the alternate builds it had originally seemed to be. I actually regret purchasing the Rules Compendium, to be honest - the changes aren't significant enough to warrant it, and it doesn't include many, many DMG rules (poisons at all, most diseases, several mount rules) and includes none of the non-core rules (vehicles, etc.).</p><p></p><p>I actually like Heroes; it's an interesting experiment. But I hope it stays that way - an experiment. I want to see an Arcane Power 2 where artificers (although I've never played one) finally get some attention, or a Divine Power 2 that covers Runepriests... There's some concern that these are now abandoned classes that no one should play as they will not be supported.</p><p></p><p>The "this is what you get at each level" approach is well and good - and I understand the level of bloat and volume of options has grown faster than expected (I tried to Paragon Multiclass a half-elf bard once with the feat that let him pick powers from ANY class, and going through all those powers is an absolute nightmare) but I really do hope they continue to release non-Essentials type stuff.</p></blockquote><p></p>
[QUOTE="Vaeron, post: 5332975, member: 3956"] I've gone between group A and group B there, before finally settling back into group A... It had gone from seeming like minimal changes (just some alternate builds) to major rules changes (magic item rarity, ANOTHER skill challenge revision, feat restructuring), before settling down and, in the end, being little more than the alternate builds it had originally seemed to be. I actually regret purchasing the Rules Compendium, to be honest - the changes aren't significant enough to warrant it, and it doesn't include many, many DMG rules (poisons at all, most diseases, several mount rules) and includes none of the non-core rules (vehicles, etc.). I actually like Heroes; it's an interesting experiment. But I hope it stays that way - an experiment. I want to see an Arcane Power 2 where artificers (although I've never played one) finally get some attention, or a Divine Power 2 that covers Runepriests... There's some concern that these are now abandoned classes that no one should play as they will not be supported. The "this is what you get at each level" approach is well and good - and I understand the level of bloat and volume of options has grown faster than expected (I tried to Paragon Multiclass a half-elf bard once with the feat that let him pick powers from ANY class, and going through all those powers is an absolute nightmare) but I really do hope they continue to release non-Essentials type stuff. [/QUOTE]
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Community
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*Pathfinder & Starfinder
Why all the brouhaha about the Essentials?
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