It's a long comments thread, so I apologize if any of these points have been made already.
Crimson_Dragoon said:
I don't like that the Essentials line is removing options for Fighters.
Gildan Bladeborn said:
I certainly hope the new Essentials line doesn't become the dominant direction WoTC takes the D&D franchise in, because I hate with a fiery passion and fury attempts to simplify things that don't really need simplified by removing options.
[em]The Essentials line isn't [strong]removing[/strong] anything[/em] (well, except for the attack roll for [em]Magic Missile[/em]). It's [em]adding[/em] new versions of fighters and other classes that give players choices [em]other than[/em] the normal-until-now spread of at-will/encounter/daily powers. It's doing the same thing for the most iconic classes that [em]Player's Handbook 3[/em] did for psionic classes. It's [em]adding[/em] options, not removing them.
Admittedly, the no-dailies type of fighter will be the first fighter that a new player sees if s/he gets into the game via the Essentials line, but s/he can then easily pick up the [em]Player's Handbook[/em] or [em]Martial Power[/em] to play with an AWED build. Obviously, a player who starts with the Essentials Red Box or [em]Heroes of the Fallen Lands[/em] might not [em]know[/em] about all the options in the [em]Player's Handbook[/em]. But by the same token, a player who starts playing tomorrow with the [em]Player's Handbook[/em] won't necessarily know about the alternatives in [em]Heroes of the Fallen Lands[/em]. Everybody starts somewhere. Nothing in the Essentials line says, "Don't play those other builds." The red box and the two Essentials player (race/class) books are designed as [em]entry points[/em] into the game, not restrictions on current or future games.
Mr.Squishy said:
4th Ed. Classes felt so goddamn samey that the whole party could've played fighters, and it would've made little difference.
I've been playing D&D since the full-color 1978 boxed set (with the pastel blue rulebook inside). I did not play much 2E, but DMed 3.5e from 2003-2008 and switched over to 4e upon its release. I've been DMing the same 4e campaign for the last two years. I've played and DMed for a lot of different characters in a lot of different classes, and in my view the so-called "sameyness" of 4e classes is an illusion. Until the release of [em]Player's Handbook 3[/em], all 4e classes did have the same "slots" to fill, from a mechanical point of view, but that doesn't make them identical. A party full of fighters has no effective artillery; sure, you could give one or two of them bows, but (for example) a fighter with a longbow is nowhere near as effective as a ranger with a longbow. A party full of fighters has to pick off the horde of minions (mooks) one at a time (or maybe two, with Cleave or with the tempest fighter build), while a good wizard will eliminate several minions with a single well-placed attack. At the very least, having a spread of classes in the party increases your tactical options in combat, never mind the difference it makes outside of combat when the characters interact with the world around them.
Mr.Squishy said:
Oh yeah, a hybrid of 3.5 and 4 would've been interesting.
This exists, and it's called "the D&D Essentials line."
Seriously. The new fighter (slayer), cleric (warpriest), and wizard (mage) builds, at least, are basically the look-and-feel of 3.5e classes operating within 4e mechanics.
matthew_lane said:
i found 4E to be dull, repetitive, unable to create more then the most basic story due to a lack of fluff
I've been running a D&D 4e campaign continuously for the last two years. The fact that the players keep coming back to the table and that
podcasts of our sessions get 5-star reviews in the iTunes Store suggests that 4e certainly can be something other than "dull, repetitive, unable to create more then [sic] the most basic story." I think that probably qualifies as more than "the most basic story." Story depends on the DM and the players, not on the rulebooks. Not that rulebooks can't help, and WotC has tried very hard to increase the amount of fluff in recent products; compare [em]Monster Manual 3[/em] to [em]Monster Manual[/em] to see this in action, or open up the character creation book in the new red box. The core books are already chock full of the crunch, and a lot of the world-making fluff comes in the supplemental books, such as the planar/environment books and anything ending in [em]-omicon.[/em] It is true that WotC resisted created a "default" setting for 4e, preferring to give "examples" instead. However, this has shifted, and the Nentir Vale setting is getting a lot of attention and even a gazetteer in 2011.
Benoist said:
I hope Essentials represents a genuine adjustment of the way WotC's R&D department is looking at the game, and not just a temporary marketing move for the next few months.
The fact that WotC intends to keep the Essentials products in stock regardless of whether other books, tile sets, etc. go out of print supports the idea that Essentials embodies the long-term vision ... or at least as long-term as anything can be in the tabletop RPG industry these days.
Selvec said:
I hate the lore and lack of information to create a world with. The lack of information as to why things happen. Thats what makes me want to stab WOTC.
This criticism was probably valid in August 2008, when 4e consisted only of the three core books and a few articles on D&D Insider. But no longer. WotC started out 4e with the idea that they didn't want to restrict DMs' options by setting out a particular default campaign setting, beyond things like the basic tone, a suggested pantheon of gods, and so on. Since then, however, WotC has given us three campaign settings (Forgotten Realms, Eberron, and Dark Sun), as well as three books about the planes/cosmos, a book full of undead fluff, a book full of Underdark fluff, two dragon books, one demon book, plus more story material in [em]Monster Manual 3[/em], two city books ([em]Hammerfast[/em] and [em]Vor Rukoth[/em]), and so on. WotC is also planning more products (at least a gazetteer, a monster book, and a novels line) that explore the Nentir Vale (introduced in the first [em]DMG[/em], by the way) in more detail, never mind a quasi-independent Ravenloft game/campaign setting, coming in 2011, and the Essentials player books are supposed to give more attention to story than the existing [em]PH[/em]s have given (I say "supposed to," because I haven't seen those books yet personally).
vxicepickxv said:
I haven't picked up anything in 4Ee because I don't know anybody else that picked up anything 4e. If it isn't old(or New World of Darkness) then nobody's running it, because they don't know anybody else that has any books. It's a poor man's stalemate.
Did you know that you can [link="http://www.wizards.com/dnd/TryDnD.aspx" target="_blank"]Download some quickstart 4e rules for free from the WotC web site? You can also download [em]The Keep on the Shadowfell[/em], which includes a module (not the greatest in the world, admittedly) to use with the quickstart rules, and [em]Khyber's Harvest[/em], the Free RPG Day 2009 module. If you have an Internet connection and a PDF reader, you can try 4e with no outlay of money at all. Well, except for dice, but chances are you have those already.
machvergil said:
4E is easily the best D&D has ever been in terms of overall fun factor and it's sad to me how much nostalgia keeps people from seeing that.
Michael Mifsud said:
Lets hope more of the classical D&D gaming style works its way in. 4E is the most enjoyable version of the game since 1e IMO. It has its problems but so did 1e.
As someone who has played D&D since a friend introduced me to the Holmes basic rulebook (pastel blue cover) in 1978, I agree with Michael Mifsud. 4e feels [em]to me[/em] more like 1e than 3.5e ever did. This is a personal, subjective experience, of course. Your mileage may vary. But I'm just saying that "nostalgia" cuts both ways. WotC is obviously trying to capitalize on nostalgia for the 1970s-80s D&D experience with the packaging and promotion of Essentials, while the mechanics seem aimed at those who are nostalgic for the 2000s (I feel funny using "nostalgia" and "2000s" in the same sentence, but there it is.)
Archon said:
Part of me thinks they are less concerned about getting the grognards back as they are about getting the grognards' *kids*. Figure the average 10-year old who picked up D&D in 1983 is now 37 and probably has kids in the right age range to start with Red Box. A whole generation of kids, younger than the current 4e crowd, with parents with warm, nostalgic feelings towards classic D&D.
Let's test that theory. I started playing D&D at age 11 in 1978. I'm now 43. I have a 12-year-old son and a 6-year-old son. The 12-year-old just worked through the character creation adventure in the 2010 Red Box last week, and went with me to Red Box Game Day. My anecdotal evidence confirms your theory. Except that I've been DMing 4e continuously for the last two years ... does that blow the curve?
Oh, and Mike Mearls killed the radio star. That's what I heard.