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Hey guys,
I just wanted to provide some quick clarifications on D&D 4e vs D&D Essentials after the discussions during the Achievements in Gaming this episode.
The Essentials books provide new builds for each of the featured classes. Each of these builds has special rules that set them apart from other members of the class - we've seen this previously in books like Martial Power, which introduced a Ranger build that uses an animal companion, for example. These particular builds - Slayer, Knight, Warpriest, Mage and Thief - were meant to evoke iconic D&D notions and be inviting to newcomers.
Raef mentioned that the new classes do away with some of the power system from 4th edition. This is only true of the Fighter (Slayer / Knight) and Rogue (Thief) classes. These builds let the character assume stances (for fighters) or perform tricks (for rogues) that enhance their basic weapon attacks. These replace the encounter attack and daily attack powers of the typical Fighter or Rogue. WotC designers have given two reasons for this:
1) Traditionally the Fighter class was the de facto entry-point for new D&D players. With 4th Edition, every character class has power management akin to a wizard, which meant that every class was complex for new players. The new Fighter and Rogue builds are meant to provide this avenue.
2) Some players dislike the notion of a fighter having a daily attack or encounter attack - they feel it's too magical or artificial. This provides a thematic alternative for those players.
The Wizard and the Cleric in D&D Essentials still have the At-Will / Encounter / Daily gamut. In fact, the Mage is arguably more complex than the stock PHB Wizard. Existing Wizards and Clerics can take powers from the new book and vice versa.
Hopefully this allays any fears people may have of the Essentials line.
-Shawn
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