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13 months ago ::
Jun 01, 2012 - 10:06PM
#21
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Yup. Several players tried (all with previous experience with regular 4e classes). Liked quite a few of them, not radically different in power level. I hope 5e can do an "essential" build for every class they release, for those that prefer minimal decision making.
I for one, LOVE the idea behind the Vampire class, as terrible as CharOp thinks it is. (They are right).
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13 months ago ::
Jun 02, 2012 - 1:14AM
#22
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Date Joined:
Sep 26, 2001
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I have never run Essentials-only, but I am currently running a game where I allow Essentials & post-Essentials. It's set in the Feywild - HotFW was the first acceptable post-E product and the group was really enthused over the corresponding Encounters season and wanted to reprise those characters. Having things like a Berserker and a Skald in the party isn't a problem, for instance. The Theif isn't a problem, as yet, but the player is starting to notice the lack of dailies.
As far as being for 'new' players, I never bought it and have had no experiences to bear it out. Returning players, yes. I've seen AD&Ders handle Essentials a lot better than 4e: it simply conforms more to their expectations. I've never seen a new-to-gaming player have a problem with 4e, in fact, it's remarkable how quickly and easily someone can just pick up an off-line CB sheet and start playing a low-level PC. The "cards" are very intuitive and powers easy to grasp when you haven't spent the last 30 years hunting around an AD&D character sheet to add up bonuses or diving into spell descriptions looking for loopholes. Given that, and the central place the "Red Box" had in the Essentials release, it's clear that it was targetting returning players, paticularly returning Basic & Advanced D&Ders, rather than 3.x holdouts.
5e is looking pretty similar in that regard.
Love 4e? Concerned about its future? Join the Old Guard of 4e"You want The Tooth? You can't handle The Tooth!" - Dahlver-Nar. "If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly" - E. Gary Gygax
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13 months ago ::
Jun 02, 2012 - 7:14AM
#23
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Date Joined:
Aug 25, 2007
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I kind of hope this tread will convince players of older edition to give essentials a try. becouse they seem to hate the oriiginal release of 4th and don't want anything of it in 5th edition.
and personaly i would like to see essentials have a bigger influence on the design of 5th.
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13 months ago ::
Jun 02, 2012 - 7:45AM
#24
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Date Joined:
Jan 17, 2009
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I played core 4e for about a year and finally decided it wasn't for me.
My group decided to start another 4e campaign and I decided to try out an Essentials character class. I liked it a lot more. It reminded me a lot more of the old AD&D characters I enjoyed playing.
Unfortunately, we were playing a mixed core 4e and Essentials campaign, so a lot of the overall issues I had with 4e didn't go away. Not sure if they would have gone away in an Essentials only campaign.
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13 months ago ::
Jun 02, 2012 - 7:59AM
#25
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Date Joined:
Jan 29, 2005
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I kind of hope this tread will convince players of older edition to give essentials a try. becouse they seem to hate the oriiginal release of 4th and don't want anything of it in 5th edition.
and personaly i would like to see essentials have a bigger influence on the design of 5th.
Not me. I think Essentials butchered the martial classes, and this is what I fear in DDN. Especially looking at the rogue and fighter.
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13 months ago ::
Jun 02, 2012 - 8:49AM
#26
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Date Joined:
Feb 12, 2004
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I disliked the spirit of a lot of essentials design, disliked just how boring and one note the slayer and thief turned out, and was quite dissapointed with the sentinel - in my mind really the first 'bad leader' in fourth edition. I disliked that they had reverted to retreading old ground instead of adding new concepts to the game, and was extremely disappointed by the lack of cool new shadow options in heroes of shadow. The balance problems that had developed in 4e weren't really improved by essentials, either, and while I liked the introduction of more simplified classes - option paralasis both in character creation and gameplay has been a running problem with my group pretty much from the beginning - I was annoyed that, seemingly in deference to nostalgia over consistent game design - the wizard and cleric options were as complicated as ever, only warrior classes got 'streamlined' variants.
All that said, there were some things I really liked to come out of essentials. More non-combat class features and abilities, giving those classes that got them cool and unique and thematic things to do when they weren't carving in heads. A focus on supplemented 'basic attacks', with options to varry them (stances) or set them up (thief tricks) or a handful more specialized & situational variants that grant options without replacing the basic attack as a generic and conceptually versatile option (executioner at-wills). I would have liked to see some of that go into caster design...
Anyway, there was some good stuff in essentials, I think. Sadly, it seems next is throwing the stuff I liked in essentials out along with the rest of 4th edition.
Necromancy: Friendship is MagicSpoiler:
Show
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13 months ago ::
Jun 02, 2012 - 2:49PM
#27
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Date Joined:
Oct 25, 2010
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I thought Essentials was probably one of the best, most well polished products that WotC has ever put out for D&D.
The classes are well-balanced, the feats are good and it does add a little bit more feel to the different classes.
Most people didn't give Essentials enough of a chance. I disliked the idea when it was first announced, but actualyl reading it and playing some of the classes, I will certainly say that my initial feeling was wrong.
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13 months ago ::
Jun 03, 2012 - 12:19AM
#28
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Date Joined:
Aug 25, 2007
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I kind of hope this tread will convince players of older edition to give essentials a try. becouse they seem to hate the oriiginal release of 4th and don't want anything of it in 5th edition.
and personaly i would like to see essentials have a bigger influence on the design of 5th.
Not me. I think Essentials butchered the martial classes, and this is what I fear in DDN. Especially looking at the rogue and fighter.
but what would you mind more ? a) the figter and rogue as presented in the playtest. b) if the rogue and figter in the playtest had almost been copies of the essentials tief and slayer.
non of the people who rejected 4th based on the first core books would have even known they where somthing coming from a 4th edition product line. as this tread shows many who rejected 4th outright based on the books never even looked at essentials.
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13 months ago ::
Jun 03, 2012 - 3:55AM
#29
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Date Joined:
May 17, 2009
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I was one of the people(one of the only people) on the boards during the build up to essentials that advocated a wait and see approach. Well, I've waited, I've seen, and I can now say that essentials is pretty disappointing. The core stated idea of making an accessible, understandable entry point was such a complete fail I wouldn't try to call someone out if they called it a lie. I've had some success with introducing new players by giving them a Slayer, mainly the types of new players who give you a "Deer in the headlights" look if you start mentioning scary mechanics like "dice" or "armor class", but I wouldn't want to be a new player trying to find, buy and then use essentials to enter the hobby. The more obvious real intention of inserting some old school flavor into 4e to bring back grogs was fine. I really don't mind the existence of the Slayer or Knight, so long as I get to play what I still think of as 'the proper Fighter'.
Where essentials really went wrong was in the subtler stuff, the design direction and handling. 4e had been struggling for a long time with a few problems, notably uneven support(which I'll go into at more length when I write that post for Rashan's thread that I've been meaning to), and essentials was where they just said "Screw it" and actively made them worse. There was a lot of talk about "opening up design space" that didn't really go anywhere.
The worst of it was balance. There was a lot of talk about focusing a little less on balance and a little more on flavor, and "whether a class did it's job" and it all sounded very nice if you like flavor and don't like balance(I think there's a grog scout merit badge for that), but in the end it didn't turn out that great for either balance or flavor. We got a few gems, notably the Hexblade and the Blackguard, which both are really fun, flavorful and decently balanced. The lack of focus on balance was pretty evident, and I really thought this would mean some more gamebreakers, but mainly it meant that anything coming out was either going to be on par or underpowered. The flavor, though...well, there was a lot of it. That's the best I can say. Again, there were a few, rare gems, but mostly there was just a lot of words. Not great flavor, not inspiring or useful flavor, flavor that wasn't necessarily even new within the context of 4e, just lots and lots and freakin' lots of words. Not even well organized or well placed, just words sprawling around and making it hard to find rules(which made a lot of the essentials books crappy table references, save the Rules Compendium). The worst was in a few, select places where you can clearly see that the designers were sacrificing flavorful stuff for balance while somehow simultaneously sacrificing balance for flavorful stuff, resulting in things like the Vampire class, which manages to be terribly underpowered and not even have the benefit of feeling properly like a Vampire.
I think the idea of bringing old school feel into 4e worked to some degree and isn't necessarily a bad one, if done well, but the design once essentials came out was just such a crapshoot that I can't look at essentials and say I like it, even though there are elements and qualities in it that I do like.
Seriously, though, you should check out the PbP Haven. You might also like Real Adventures, IF you're cool. | Knights of W.T.F.- Silver Spur Winner | | 4enclave, a place where 4e fans can talk 4e in peace.
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13 months ago ::
Jun 03, 2012 - 4:41AM
#30
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Date Joined:
Jul 23, 2010
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Eh, I think Essentials was fine. Sure, I would never play an essential fighter, but i don't mind having that option around for people who might like it. I didn't need more fighter (or rogue, or ranger, or warlord) content anyway, with Martial Power and Martial Power 2 around.
By the way, I think some essential classes are actually cool. Especially the hexblade, the blackguard, the executioner and the berserker.
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