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2 years ago  ::  Jun 12, 2011 - 1:26PM #21
Litmus
Date Joined: May 7, 2011
Posts: 394
Awesome job.  Something like this was sorely needed.

A few quick comments:

Essentials Tiles - it would be nice to let players know that they can use an erasable battlemat instead.  The list of stuff that is 'essential' for a DM looks a little daunting to me and in reality they don't need the tiles.

Along the same lines, it's probably worth noting that new DMs can get by for a few games with just the DM's Kit.

MM1 & DMG1 -  it should probably be pointed out that the DM's Kit and Monster Vault effectively supersede these.  I bought both a few months back not realising this and was a tad grumpy about it...
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2 years ago  ::  Jun 12, 2011 - 6:25PM #22
sjmcc13
Date Joined: Jan 27, 2008
Posts: 2,624

Jun 11, 2011 -- 6:10PM, Black_Knight999 wrote:

Jun 10, 2011 -- 6:17AM, frothsof wrote:

this favors essentials too much




+1 if I was introduced to the essentials products before the original 4e, I would get bored and leave D&D.


I guess you chould be glad you did not start with Basic D&D then. 
As the reasons you would find essentials boring are all worse in older editions, especially Basic and OD&D. 

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2 years ago  ::  Jun 12, 2011 - 6:41PM #23
pole287
Date Joined: Mar 21, 2010
Posts: 70
In regards to essentials if i already have the dm guide and the monster manual is it worth me getting the essentials dm guide and the essentials monster manual or should i just get the two new player guide type things?
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2 years ago  ::  Jun 12, 2011 - 7:07PM #24
sjmcc13
Date Joined: Jan 27, 2008
Posts: 2,624

Jun 12, 2011 -- 6:41PM, pole287 wrote:

In regards to essentials if i already have the dm guide and the monster manual is it worth me getting the essentials dm guide and the essentials monster manual or should i just get the two new player guide type things?


Monster vault, Yes. But more monsters is almost always a good option anyway. 
DM Kit, have not read it, so no idea. 

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2 years ago  ::  Jun 12, 2011 - 7:18PM #25
gwydion9
Date Joined: Jun 8, 2008
Posts: 1,714

Jun 12, 2011 -- 7:07PM, sjmcc13 wrote:

Jun 12, 2011 -- 6:41PM, pole287 wrote:

In regards to essentials if i already have the dm guide and the monster manual is it worth me getting the essentials dm guide and the essentials monster manual or should i just get the two new player guide type things?


Monster vault, Yes. But more monsters is almost always a good option anyway. 
DM Kit, have not read it, so no idea. 





I think the monster vault is worth it even if you have the MMI, as it updates a lot of the monsters as well as providing you with tokens and an adventure.  and some of the creatures in it are out of the MM2, or are completely new, so they don't appear in the MMI.

The DM kit is a bit iffier.  90% of the content of the DM book that comes with the kit is already in the DMG, although the DM Book does have the updated rules text.  And you do get a screen, tokens, and an adventure (a really good one!).  It's definitely not neccessary, although neither is the Monster Vault.

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2 years ago  ::  Jun 12, 2011 - 7:23PM #26
gwydion9
Date Joined: Jun 8, 2008
Posts: 1,714

Jun 10, 2011 -- 6:17AM, frothsof wrote:



If you are going to make a lot of edits/updates I would not mind seeing a mention that REDBOX is not really for people who have played other RPGs in the past and looking into D&D.




Why not?  While some of the prose does address basic roleplaying concepts, a player who knows them can easily gloss over these and use the kit as an introduction to the basic rules of 4E D&D.  It also provides everything you need to play without a large outlay of cash, which makes it ideal for people who know other RPGs but don't know D&D and want to know if it's for them before they start spending a lot of money on the big rulebooks and box sets.  Why would we not recommend this for experienced RPG players who want to know what D&D is all about?



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2 years ago  ::  Jun 12, 2011 - 7:26PM #27
Jharii
Date Joined: May 3, 2008
Posts: 6,136
I like the Monster Vault and DM Kit.  They are a welcome addition to my library.  The monster tokens alone are worth it, and the included adventure (starts in DM Kit and crosses into Monster Vault) is actually pretty good.  The battle maps are really nice, too.
 
Reflavoring: the change of flavor without changing any mechanical part of the game, no matter how small, in order to fit the mechanics to an otherwise unsupported concept.
Retexturing: the change of flavor (with at most minor mechanical adaptations) in order to effortlessly create support for a concept without inventing anything new.
Houseruling: the change, either minor or major, of the mechanics in order to better reflect a certain aspect of the game, including adapting the rules to fit an otherwise unsupported concept.
Homebrewing: the complete invention of something new that fits within the system in order to reflect an unsupported concept.

Default module =/= Core mechanic.
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2 years ago  ::  Jun 13, 2011 - 5:38AM #28
frothsof
Date Joined: Jun 4, 2010
Posts: 10,474

Jun 12, 2011 -- 7:23PM, gwydion9 wrote:

Jun 10, 2011 -- 6:17AM, frothsof wrote:



If you are going to make a lot of edits/updates I would not mind seeing a mention that REDBOX is not really for people who have played other RPGs in the past and looking into D&D.




Why not?  While some of the prose does address basic roleplaying concepts, a player who knows them can easily gloss over these and use the kit as an introduction to the basic rules of 4E D&D.  It also provides everything you need to play without a large outlay of cash, which makes it ideal for people who know other RPGs but don't know D&D and want to know if it's for them before they start spending a lot of money on the big rulebooks and box sets.  Why would we not recommend this for experienced RPG players who want to know what D&D is all about?






i didnt write that dude

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2 years ago  ::  Jun 13, 2011 - 5:47AM #29
Red-Jack
Date Joined: Sep 28, 2010
Posts: 2,107
Moving on, gentlemen...  (remember, the point here is to help people new to the hobby)

I submit for inclusion and/or rejection-and-heaping-of-scorn my standard blurb/review:

RedJack's guide to all you wanted to know about getting into 4th Edition, but may not have thought to ask yet.



Despite the initial intent, some people have been confused by the arrival of Essentials, and where exactly they should start if they want to get into the game.  As an alternate "entry point" the game, it's really just a different option, not an inherently good or bad one.  One could pick up the PHB1, a Monster Manual 1 and the DMG 1, or one could pick up one of the Heroes of Fallen/Forgotten whatnot, a DM's Kit and the Monster Vault.  You should probably also pick up a Rules Compendium with either option.  Each has its own advantages and disadvantages.

On "The Red Box" Show
The new Red Box (in case you didn't know about the old one released way back in 1983) is pretty much an entry point only.  It's simply designed, simple to play, and helps one to learn the most very basic parts of the rules.  It's written in a pretty inviting and neutral one, which makes it an excellent tool for children and individuals who have never before touched an RPG.  When it comes to easing someone very gently into the hobby, there are few things that can compare.  It comes with some tokens, a couple maps, a premade adventure and a set of dice.  You can actually download a couple more adventures off the D&D website, but the Red Box is more of a teaching tool than a full ruleset for the whole of the game.  

Don't underestimate it though!  One of the most powerful things about this product is its ability to help people who are not only new to playing, but new to being the Dungeon Master!  Usually the DM is someone who's got a better knowledge of the system, and the Red Box helps even the most neo- of neophytes jump right in.


"Old" 4e Show
Still totally valid.  There has been errata, yes, and I'll go into the effect of errata later on in the post.  But errata is all optional, and you can absolutely play by the books as printed and have a great game.  My group definitely did before we were even aware errata had been released.

The PHB series: You definitely want PHB1 first if you go this route, as 2 and 3 just add more options, but do not reprint the rules.   These have character generation that is more customizable.  Each class presented in PHB 1 has at least 2 separate major groups of class features, as well as a host of ability choices at each level so you can build according to what you think looks neat, or what more closely fits a concept you already have in mind.  PHB 2 has another 8 classes and 5 races, and information on the "Background" mechanic with some sample backgrounds, along with more feats, adventuring gear, rituals, etc.  It's a nifty addition.  PHB3 has 4 new races and 6 new classes and rules for Hybrid multiclassing (closer to the much older AD&D multiclassing where you progress as a relatively even amount of both classes) Skill powers available for all characters, and of course more feats, magic items, etc.

The DMG 1 and 2: These are (in my mind) some of the best books ever written on running a successful game.   If you were to rip out all the stuff that contains only rules that are specific to 4e, you would still have two books worth buying on the general concepts of having fun while you run a fun game for your players in ANY system.  I've handed these over to friends who were thinking about running games (and not always just 4e games) and so far they have been universally praised by these folks for being clear and concise as wel as providing a wealth of knowledge and things to consider.  I've been running games for nearly two decades now and I am not ashamed to admit that I learned a thing or two from them.

Monster Manuals: 1 & 2 use an older number set that results in longer combat.  At low levels it's not as noticeable, but it certainly is at higher levels (15+).  Because of the way monsters are made, all of this is actually pretty easy to update if you feel the need.  I have been doing it for a while but I can update a whole encounter (with 3-4 different monster types) in less than 5 minutes or construct an entire encounter from scratch using home-made monsters in about 20.  I actually do this pretty frequently.  I am used to it, so I'm quicker than the average guy just sitting down to it, but it's not a difficult thing to do by any means.  Monster Manual 3 is built using current numbers and has a lot of good critters in it--it just hasn't got a lot of "iconic" monsters... as in they didn't go through and rebuild all the MM1 and 2 stuff in it.  On the upside, that means that you don't pay twice for the same material if you get all three.

Furthermore, you can always take something from the MM3 that meets the general requirements of a monster you'd like to use and "reskin it."  Is it a large creature that basically takes heavy things and hits characters with it?  Sounds like a good ogre to me.  Small monster that's a vicious fighter?  Makes a good basic goblin/kobold.  ^_^

Later on you can look into other options including, but not limited to...

Players option books--Martial/Arcane/Primal Power, etc.:  All of these were designed with the "older" classes in mind and present new class feature options as well as new powers and feats.  Essentials classes can still use the feats and some of the powers, but not all, and they can't really swap out the class features.

Setting Books:  Each contains some additional races and usually a class or some other mechanical goodness in addition to information on the setting.  If you want an established world that players may be already interested in, these are a great place to start.  Eberron and Forgotten Realms each got a player's guide, a campaign guide and one pre-made module.  Dark sun got a campaign guide (players& Dm's stuff all in one book) and its own little MM, which is actually pretty fantastic.


Essentials Show
"Newer" doesn't always mean better--but it certainly doesn't always mean worse, either.  There is some good stuff in here, and I own some of these books myself despite having a full collection of the older material.  One thing to note about Essentials in general is that the softcover, smaller, digest-style format is cheaper than the larger hardcover books to produce, and thus the cover prices are lower.  Several sets (because they are designed specifically with new players in mind) contain things someone new to the hobby might not have, but old fogies like myself have a metric buttload of.  I'll point these out in their entries.

Heroes of FK/FL:  These are the "base" rulebooks, with information on character creation, most of the play rules, etc.  Each contains a few races and a few classes.  They don't introduce brand new races, just the older ones so that you have all the info you need to build a character.  The classes and feats are all new, although there are some feats reprinted in each book.  Outside of the different character options presented (races, classes, some feats) the books are identical in content, as each was designed to be a player rulebook, complete within itself.  The classes are variant sub-builds of existing classes (Slayers and Knights are types of fighters, etc.) and function in varying degrees of difference from the PHB versions.  The martial (fighter, rogue, ranger, and the paladins, a bit.) are exceedingly simplistic to play and create.  This is good for people who really  don't want to take the time to customize a character or put a lot of effort into figuring out what to do on their turn, and just want to sit down and play, but that really is not for everyone.  The more magic classes are built a lot like the PHB1 classes, but still have some options chosen for them rather than being able to choose.  Again, this works for some people.  It's been criticized as a return to an old 3.5 design precept that "wizards rule and fighter drool" but that's not 100% accurate.  The fighters/rogues/etc. are super simple, but they're still very effective.

DM's Kit:  Contains a rules supplement booklet (things not found in the PHB/Heroes books) but not a lot of the other wonderful material you'll find in the DMGs.   On the other hand, it does come with a other stuff that is really handy.  It comes with 2 pre-made adventures (with pre-made maps) a bunch of tokens for your players and monsters alike to help keep combat easy, (work great and are more damage resistant than minis in some ways) and a DM's screen.  I have never actually owned a DM's screen in my life as I've never been the sortof stereotypical guy who kept all his notes and rolls and whatnot hidden from the players and chuckled evilly from behind my miniature inscrutable fortress of solitude.  But!   This style works for a lot of DMs and players--I have had DMs over the years I loved playing with who did exactly this.  Aside from that, the screen can also serve as a handy reference.  The exterior has pretty pictures for your players to look at, and the interior is filled with simple expressions and handy charts to reference commonly needed rules at a glance.  That part is actually a life-saver, but I personally prefer to keep simple crib notes and cheat sheets for that stuff and keep a more open table with as few barriers between myself and my players as possible.  GM screens mess with my feng-shui, man.

Monster Vault: Another option to the Monster Manuals, and one that a lot of people like--also with some extra goodies in the box.  It comes with another free adventure (set around 4th level) and some full size pre-printed maps, but not all of the maps you'll need for the adventure, you'll want to draw the rest.  It also comes with a metric ton of monster tokens and finally, the book itself.  The book contains primarilly updated versions of a selection of the MM1 monsters.  These save you the trouble of doing the math yourself, but the math, as mentioned, isn't tough.  Also not the word "selection" there.   It doesn't have all of the monsters, but it does have a fat load of them.


Rules Compendium Show
Rules Compendium:  Yes, this deserves to be listed separately as it's just an incredibly handy reference  to have at the table no matter if you are playing from PHBs MMs and DMGs or right out of Essentials.  I offered to buy all my players a mini of their choice if they bought one for themselves, and most did.  They like not having to ask me to stop the game and look up a rule they're not sure about, and I like that they can do it quickly so the game keeps moving on the off chance a rules question comes up.  I love this product.  If my dog and this book were both hanging off the edge of a cliff and I had the strength to save them both, I would still let go of the dog to make sure I had a firm grip on this book.  


Some common objections to Essentials Show
A lot of people don't like Essentials for one reason or another.  That's fine, and I actually understand (and in some cases partially agree) with some of their points.  I don't think it's the Great Satan, though.  The thing about Essentials is that you can integrate an Essentials character pretty seamlessly into a game with nothing but PHB style classes and vice versa.  No muss, no fuss, one person just has different layouts for their character abilities.  

If you have players that like non-magical classes (like fighters) that are very simple to play or partially magic but not full on "casting spells all the time" classes and want those classes to be similarly simple, buy (or have them buy) the Essentials books.  If your players want to play those same kinds of characters, but have a high degree of customization and a little more complexity, then the PHB is probably more the speed you want to go.  Both have highly customizable magic classes, so if you wanted say... a wizard as simple as simple to play as some of the Essentials fighters, then you'd be kindof out of luck at the moment.


On Errata--because whichever you buy, there's going to be some eventually Show
Love it, hate it, follow it slavishly, or completely ignore it.  You can do any of these things or find yourself somewhere in between.

WotC does not march into your house in the middle of your game and threaten to slaughter your friends and family if you aren't using the latest update.  If you don't have a DDI subscription (where the character builder program--super handy, by the way--always contains the latest updates built in) then there is nothing stopping you from playing directly by the books as printed, or even choosing to ignore some errata and latch on to others.  Your books are not "obsolete" because of errata, and while many people will say so, I have never understood why someone would make such a claim--then again, I'm 'old school' and we respect books in my house.  The last player who used one of my books as a coaster for his drink was not invited back to the table for a month.

Anyhow, the actual volume of errata that applies to most people is not that big (a lot smaller than some particularly hysterical people let on) for a number of reasons:

1. The PDFs of errata have big pagecounts, but not all of that is actual changes.  Some are additions, not to change the rules but because people didn't understand what was there in the first place and they felt adding in an example or another sentence or so would clear things up for a lot of people.  Along with each change there is a section that explains why the change was made, which increases the size.  Additionally, you don't see "replace X word/number with Y word/number" when it comes to things like powers, you see fully reprinted power blocks which also makes it seem a lot larger than it is.
2. Much errata is to specific powers.  If you're not playing that specific class, or have not (and do not wish to) choose that power, it simply doesn't apply.  (remember those powers really bulk out the space used in the PDF too)
3. Many people will say "about 10%" of the PHB has been errata'd.  By this count they mean that one out of every 10 pages has at least one change on it.  Despite the wording they have chosen to use, that does not mean a whole page worth of material has been replaced, and, in fact, it may only mean only one word or number got corrected on the whole page, or a sentence or two were added for clarity.
4. As mentioned before, a lot of changes are to very specific things that may not effect your group at all.  As far as general rules changes, there haven't been any huge sweeping changes, aside from re-tooling and clarifying stealth.
Moderated by ORC_Tao on Jun 13, 2011 - 10:53AM
Jackonomicon™  It's not always safe for work, but it's great for play.


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2 years ago  ::  Jun 13, 2011 - 10:18AM #30
sjmcc13
Date Joined: Jan 27, 2008
Posts: 2,624

Jun 13, 2011 -- 5:38AM, frothsof wrote:

i didnt write that dude


You do realize how many people can not use quotes properly, and do not double chech before posting. 


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