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2 years ago  ::  Mar 11, 2011 - 8:43AM #411
mellored
Date Joined: Jul 8, 2008
Posts: 19,715

Mar 11, 2011 -- 8:40AM, frothsof wrote:

UNPIN THIS THREAD


I AGREE WITH FROTHSOF

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F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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2 years ago  ::  Mar 11, 2011 - 10:45AM #412
MalakLightfoot
Date Joined: Sep 19, 2007
Posts: 2,215

Mar 11, 2011 -- 8:37AM, brap8 wrote:

so much for the essentials being a limited 10 book release  lol




For someone that claims to have no problems with Essentials, it certainly seems like you have a problem with Essentials.

This book will be allowed to go out of print. That differentiates it from an Essentials release. The book contains elements for classes introduced prior to Essentials, as well as those that came with and after. This also differentiates it from an Essentials release.

and, I agree, unpin this thread, it never served its stated purpose, and is now only good for occasional kindling.

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2 years ago  ::  Mar 12, 2011 - 12:07PM #413
Cool_guy
Date Joined: Dec 7, 2007
Posts: 63

Feb 14, 2011 -- 8:31PM, OckyFlam wrote:

Is it bad that I don't understand the uproar about essentials? I started D&D a month ago. Me and my players just use the online character builder, picked a class/race they liked, and started playing...

I later learned that some were from essentials, and some were from before.


It is not essentials exist it is that essentials is taking over.  Uptill Dark Sun 4e was getting better and better.  They were fixing the Wizards proble about only being a fire balls thower like class with new builds and powers. And ohter classes had there own way of getting spell like abilities.  Monster and Character themes added more customization to your character and monsters

Now that essentials is out its more like were DUMBING Down the Game to Get more People.  Characters from  the same class are now 90% the same. Wizars and other magic user are now the only ones with spells.  And Monster and Character themes are being tossed out to not confuse the 10 and under people.

If essentials were limetied to 2 or so books it would be fine.  But essentials are now becoming the design norm.  Which means that my wish list will never see the light of day.

Shadow as a full power source and not as and add on.  The Element power source will more than likely get the same treatment. More Character themes for stander settings, think of if  the vampire was a character theme instead of an essential basiced class, with the right monster themes werewolfs can be added to any monster.  But no things like customization are being thrown out to DUMB DOWN THE GAME!

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2 years ago  ::  Mar 16, 2011 - 3:43AM #414
tuffn00gies
Date Joined: Jan 1, 2005
Posts: 359
I've been away from D&D for about a year now so I missed the whole Essentials thing.  I'm having trouble finding out exactly what it is.  It seems to be a 4.5e that we were promised would never happen.  If that's not a fair assessment, why not?

If I already have  PHB1 & 2, DMG and MM1, do I gain any benefit from getting the Essentials books (other than errata, which I'm not that concerned about anyway)?

There also seems to be some debate about whether Essentials is a short term line or the new norm.  Will all new material be Essentials or not?

That being said, I've heard that the Monster Vault versions may not be as hardy, but pack more of a punch than the MM versions.  That actually sounds like an improvement IMHO.
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2 years ago  ::  Mar 16, 2011 - 11:10AM #415
MalakLightfoot
Date Joined: Sep 19, 2007
Posts: 2,215

Mar 16, 2011 -- 3:43AM, tuffn00gies wrote:

I've been away from D&D for about a year now so I missed the whole Essentials thing.  I'm having trouble finding out exactly what it is.  It seems to be a 4.5e that we were promised would never happen.  If that's not a fair assessment, why not?




It is not 4.5. The rules are the same (well, if you keep up with the errata, that is), and the options presented in the Essentials books are meant to supplement, not replace, what came before.

This post will be immediately followed by someone saying that it is 4.5.

If I already have  PHB1 & 2, DMG and MM1, do I gain any benefit from getting the Essentials books (other than errata, which I'm not that concerned about anyway)?




If you don't care about the errata, then, not really. The Essentials player's books contain new subclasses that share elements with their parent classes, but also have enough unique elements to be their own class. Page through the books, decide for yourself if the new subclasses are worth yout time and money. I dig them, others don't. The best opinion for you to listen to is your own.

There also seems to be some debate about whether Essentials is a short term line or the new norm.  Will all new material be Essentials or not?




With Essentials came a shift in design philosophy. They know what they consider to be the important balance points of the game, and have freed themselves from the AEDU power structure and the "Power Source grid." Expect future product to have more divergent classes and subclasses, options to support previous classes AND options to support classes which came out with and after Essentials.

That being said, I've heard that the Monster Vault versions may not be as hardy, but pack more of a punch than the MM versions.  That actually sounds like an improvement IMHO.




Over the last few years, we have discovered that monsters did not scale as well as planned against the capabilities of the PCs. Somewhere around early Paragon (at least, this is where I started throwing +4 level encounters at my party in order to challenge them), monster damage starts to become kind of trivial, which reduces most monsters down to a sack of hit points, rather than a challenge. One of the errata you don't care about updated the monster damage to scale better. Using these expressions, you can make Monster Manual 1 monsters a threat again. That being said, many of the monsters in the Monster Vault are nifty variations on the ones that came before.

And, unpin this thread.

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2 years ago  ::  Mar 16, 2011 - 7:22PM #416
tuffn00gies
Date Joined: Jan 1, 2005
Posts: 359

Mar 16, 2011 -- 11:10AM, MalakLightfoot wrote:


With Essentials came a shift in design philosophy. They know what they consider to be the important balance points of the game, and have freed themselves from the AEDU power structure and the "Power Source grid." Expect future product to have more divergent classes and subclasses, options to support previous classes AND options to support classes which came out with and after Essentials.




At the risk of throwing gas on the trolls, this is probably what makes ppl think of it at 4.5e.  I'm not sure what a "Power Source grid" is but I'll take your advice and look through the books.

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2 years ago  ::  Mar 25, 2011 - 12:15PM #417
Goliath89
Date Joined: Jan 26, 2011
Posts: 165
Maybe someone more familiar with the Essentials classes can help me understand something a little better.  At the store where I play my Wednesday night game, there was another group running a campaign using nothing but Essentials classes.  When they found out that Wizards had pulled all of the publications they were planning to release that would expand on the E-classes, they decided to stop the game.  When I talked to the DM and asked him why they didn't just keep going with the material that had already been published,  he said that it wouldn't be possible without a whole bunch of houserulling, which he didn't want to put up with.  Specifically, what he kept citing as the biggest problem was the lack of "items" that he'd be able to give his players starting at the late heroic levels.  now, this kind of confused me, because I couldn't understand why he couldn't just use items that had already been released Pre-E. He and his players kept saying that it wouldn't work, and honestly, they  way they were saying it seemed to imply that they thought I was dumb or something for not understanding what they were talking about. 

The classes that they said would suffer the most would be the Hexblade (Warlock) and Sentinel (Druid).  I looked them up in my copy of Heroes of the Forgotten Kingdoms, and the equipment that they had listed is readily available in Pre-E material.  Maybe it's because I'm still relatively new to D&D, and I've only played a single module that was at Paragon level (Demon Queen's Enclave), but I simply don't see why these classes have suddenly become un-playable now that Wizards isn't going to release any more expanded or supplemental material for them.  
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2 years ago  ::  Mar 25, 2011 - 12:42PM #418
MalakLightfoot
Date Joined: Sep 19, 2007
Posts: 2,215

Mar 25, 2011 -- 12:15PM, Goliath89 wrote:

Maybe someone more familiar with the Essentials classes can help me understand something a little better.  At the store where I play my Wednesday night game, there was another group running a campaign using nothing but Essentials classes.  When they found out that Wizards had pulled all of the publications they were planning to release that would expand on the E-classes, they decided to stop the game.  When I talked to the DM and asked him why they didn't just keep going with the material that had already been published,  he said that it wouldn't be possible without a whole bunch of houserulling, which he didn't want to put up with.  Specifically, what he kept citing as the biggest problem was the lack of "items" that he'd be able to give his players starting at the late heroic levels.  now, this kind of confused me, because I couldn't understand why he couldn't just use items that had already been released Pre-E. He and his players kept saying that it wouldn't work, and honestly, they  way they were saying it seemed to imply that they thought I was dumb or something for not understanding what they were talking about. 

The classes that they said would suffer the most would be the Hexblade (Warlock) and Sentinel (Druid).  I looked them up in my copy of Heroes of the Forgotten Kingdoms, and the equipment that they had listed is readily available in Pre-E material.  Maybe it's because I'm still relatively new to D&D, and I've only played a single module that was at Paragon level (Demon Queen's Enclave), but I simply don't see why these classes have suddenly become un-playable now that Wizards isn't going to release any more expanded or supplemental material for them.  




If they are playing "Essentials only," and not straying beyond that, there is a VERY limited selection of magic items. There was a magic item book scheduled to come out that would have filled in the holes in the rarity system introduced in Essentials so that there would be enough Common and Rare items to equip a party throughout their careers.

I think "Essentials only" is a very limited way to play, and probably not sustainable for 30 levels.

But, really, they were the ones who did not know what they were talking about. Essentials and pre-Essentials material works together just fine. They could have expanded their options as far as they were comfortable and continued their game.

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2 years ago  ::  Mar 27, 2011 - 8:18AM #419
Style75
Date Joined: Oct 25, 2009
Posts: 1,982
Hey WotC:  Leaving this thread pinned is a total waste of space. Let it die.
Want to know more about the history of D&D, especially how to play older editions of the game? Check out Crazy Monkey's "Tour through the editions":

http://community.wizards.com/crazymonkey/go/forum/view/133793/225799/Asylum_Play-by-Post

The current edition is BECMI, the most popular form of Basic D&D and the adventure is the classic Red Box quest to kill Bargle the evil magic user. Check it out, learn about the games roots, and enjoy the story as it unfolds.
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2 years ago  ::  Mar 27, 2011 - 11:39AM #420
SirOmega
Date Joined: Dec 14, 2010
Posts: 119
Anyone know what options are in the Red Box for characters? Is it just like a sampler of a few character classes (eg,  the Knight/Mage/Thief subclasses?) or what?
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