For those not aware D&D Essentials is an alternate path for advancement available to your D&D characters. The Essentials line is a series of 10 products that gaming shops are encouraged to keep in stock. They are essentially the new entry point for beginner players. That being said, players other than beginners may find the new options to their liking. For more information on the Essentials line, including release dates, read our post regarding the Wizards of the Coast Preview.
There has certainly been a lot of debate about the merit of the Essentials line and it’s place in 4e D&D. I’m not here to tell you Essentials is the best thing since sliced bread or that it’s the worst product WotC has produced in years. Instead I’ll give you my honest feedback of what I’ve read so far and leave you to make your own decisions.
My biggest complaint with 4e is the lack of fluff. The PHB told me how to make a character, but I really felt it lacked the depth of material required for me to become immersed in the new edition. I’m fortunate that my home group plays in the Eberron campaign setting, so we already have a detailed world to become immersed in. If you are a new D&D player and you don’t have this resource to draw on, it could leave the initial release of 4e feeling hollow with a lot of information to absorb.
The Essentials line attempts to bridge the gap. On my first read through Heroes of the Fallen Lands my initial thought was that this book should have been released first. It should be the Player’s Handbook.
The books in the Essentials lineup were released in digest format and I must say I’m a fan. If I have one complaint about digest format it’s that I like to put my character sheet on my book and role dice on it. We all have our habits and this is one of mine. From a weight perspective the books are comparable to the PHB. The quality of the paper and binding is good, this is not a flimsy book and production values appear high. Heroes of the Fallen Lands comes in at 345 pages and the Rules Compendium contains 319 pages. I didn’t know there were that many rules either.
Rules Compendium
I’m not going to label this a must buy. If you have a DDI subscription and a laptop open during your game sessions you have access to everything in the Rules Compendium, making this purchase redundant. I am going to label it a should own, the folks at WotC have done a great job of collecting all the rules and dropping them into one books.
The contents are organized in a structured way that makes sense and is easy to navigate. It also takes information contained over multiple sources, pares it down and combines it into one entry. Very helpful. A few weeks ago my group was looking up rules on disease and were bouncing between the DMG and MM. No longer, it’s all in one location. Some rules that didn’t seem clear before appear to have received clarification. Recently we wrote an article regarding rule clarifications on teleportation. Had the Rules Compendium existed when we wrote the article, well we wouldn’t have needed to write the article.
One of my favourite features of the Rules Compendium is the glossary. Every term and condition is briefly described at the back of the book. On its own this is a great resource, combined with the rest of the book it does make the Rules Compendium a great book to have on any gaming table.
Heroes of the Fallen Lands
I felt like I was a kid again as I flipped through this book. The layout reminded me of opening Player’s Handbooks of editions gone by. Heroes of the Fallen Lands will tell you how to build a character from the ground up. If you purchase this book, you don’t need the PHB to fill in the rest of the rules. Everything is here from character creation, equipment and combat.
Heroes of the Fallen Lands details Clerics, Fighters, Rogues and Wizards, the core classes that belong in D&D and it does a good job of it. There is a great deal more fluff about playing the class. Read this as new-player friendly, if you’ve been playing D&D for years or any computer RPG then you really know what these classes do. What Heroes of the Fallen Lands does it help place the classes into the lore of Dungeons & Dragons.
One of the big complaints that I’ve read is that the Essentials builds won’t be compatible with the existing 4e classes. Nothing could be further from the truth.
“Other Dungeons & Dragons supplements, including Dungeons & Dragons Insider, offer additional powers that you can choose from. Whenever you choose a new class power, you can select it from the list presented in this book or you can take a power of the same class, level and type (attack or utility) from another source.
For example, when your slayer reaches 2nd level, you could select a 2nd-level fighter utility power from a source other than this book or you could choose one of the 2nd-level fighter utility powers in the “Knight” section of this book.” – page 52, Heroes of the Fallen Lands.
What this provides is very easy power customization. Many of the options available to Essentials characters are very appealing. I play an Assassin in our home game and I’ll be reviewing the Essential Assassin released through the DDI (subscription required) to see if any of the options present there will work for my character. Yes, DDI members you get a bonus Essential class to play with. Think of it a test, if you like what you see you will probably enjoy the Essential builds.
While Heroes of the Fallen Lands details four classes it contains five builds. The Fighter is able to pick between the role of defender or striker. My thought on this was finally, as it’s something we wrote on well over a year ago in our article the Fighter as Striker. It is also interesting to note that the two fighter builds receive different armour proficiencies. The Knight starts off with plate and shield proficiencies, the Slayer only receives training up to scale and has no training with shields. Both receive the same starting hit points and hit point progression. While both builds are Fighters, the Slayer does not receive the new Aura Mark or any other power that can mark an enemy. This demonstrates how WotC is playing with the role system and producing two builds that both feel like fighters. The Slayer might not be able to mark, but his other abilities make it so no enemy on the field will want to ignore him. With the release of Heroes of Forgotten Kingdoms in November we will have our first martial controller represented in a Ranger build. This makes me wonder what similarities it may have with the Seeker.
The feat section contains both new and old feats. Most of the new feats are themed around the deities and all start with Disciple of… Again the point of the release was not to provide 100% new content, but for an easy launching point for new players. As a result some of the most common feats are repeated.
Much of the debate and anger towards the Essentials release is the perception that they are D&D 4.5e. After reading them, I can say I don’t feel that they are. In many ways the Essentials release is superior to what we already have, but they aren’t a new edition. I would also wager that a group using characters built from the Essentials rules over a group using characters from existing sources will finish an encounter quicker. This is because the options have been pared down. In the case of the Fighter you aren’t debating what power to use, you know what power you’re going to use. You are going to swing your sword, everything else is window dressing.
If you’ve read this far it’s apparent that I’m a fan of what I’ve read in Heroes of the Fallen Lands. Other than the Convention Delve at GenCon I haven’t seen any of the new Essentials builds in action. The current season of Encounters should give both experienced and new players alike a better sense how good or bad these builds are.
Have you picked up any of the new Essentials products? How do you feel they measure up compared to other D&D 4e releases?
View Comments (21)
I know you are upset that a lot of the art is reused but it is one of the most expensive parts of the production. I had no desire to buy these books because the info would be in character builder, eventho I love to have real paper to flip through. (There are so many good things in this hobby to spend your money on. Back to my point.) The price point on these books are absolutely perfect for new players and even skeptics would pick them up. I am going to get them for my collection.
i like the rules compendium but as for the new classes, i think you said it best here
'... the options have been pared down. In the case of the Fighter you aren’t debating what power to use, you know what power you’re going to use. You are going to swing your sword, everything else is window dressing.'
thats exactly why i hate it in a nutshell
@ Ragnarok
I have no doubt the art is one of most expensive elements, it needs to be or we will loose the hugh quality art we are accustomed too. I agree that the price point is perfect.
@ J
This is what I like best about the new fighter builds. The stances make more sense to me and still provide plenty of options.
I agree with you, that if Essentials were the first 4e release instead of the existing PHB, the transition from 3.5 would have been smoother and would have ruffled fewer feathers. While I wouldn't want to play a lot of these builds - like the Slayer or Warpriest - I'm very happy they *exist*. I don't expect everything in 4e to be to my tastes; I'm thrilled that the 4e tent is expanding, and that my players of varying skill levels can choose easier or harder classes to play.
My Dark Sun game, which started last week, has almost a 50-50 mix of Standard and Essentials classes. It went smoothly and seamlessly; there's no issue or confusion with mixing and matching the two.
I do think the Mage is a power-up, relative to the original Wizard, but at the same time, I think it needed it. I much prefer the school specialization to implement mastery. Although, I have to note, the party's tiefling enchanter completely destroyed my entire field with Beguiling Strands and an action point. Bye-bye, 10 minions! See you later, wasteland raiders! That's the new champion of the Wizard At-Wills, IMO.
I'm surprised you didn't spend more time on the feats. If anything will affect existing 4e games, it's these. They're generally more potent, available earlier, and just plain cooler than the originals. 2/3 of my players picked one up. I'm also pretty pleased that Weapon Focus and Implement Focus have been segregated, although I wish they provided a band-aid for weapliment users like the Swordmage.
While I agree with a lot said in this article I feel I have to disagree with the "the classes feel as they should", at least in terms of fun. While the Warpriest and the Mage stick to the 'traditional' 4e system of powers (more or less), the Martial characters lose out on daily and encounter /attack/ powers, instead getting stances (fighter) or tricks (rogue). I like the Rogue's tricks - basically alternate move actions that grant them new ways of getting combat advantage for their basic attack power.
The Fighter's stances are equally interesting, if not appealing to me personally - they're minor actions that add effects to basic attacks, like turning all basic attacks into 'cleave'.
My beef is with the fact that over a Fighter's career (level 1-30) they never get to choose from any more than the original 6 stances they could choose from at level one. They gain utility powers like any other class (and they're cool utilities) and some neat class features, but they never grow out of this limited pool of stances.
Another feature of the new Fighter builds is the 'power strike' encounter power, which basically lets the Fighter add 1[W] to any attack they make that hits. As they level they gain additional uses of this power.
These features add a degree of flexibility to the Fighter - they can adjust their basic attacks to do /exactly/ what they want through stances, etc. but I feel it could have been developed further.
To conclude - everything in Essentials feels balanced with other 4e products, but the martial characters seem to get a (very slightly) shorter end of the stick.
@ obryn
I had originally intended to write more on feats, but as the article started pushing 2500 words I decided to keep this section brief. To be sure there are some interesting new feats. Cold & heat adaptation are going to start appearing on a lot of character sheets over the next few weeks. I'm actually working on an article on feats in general and the new options in the Essentials line will be discussed there.
@ Phillip J. King
I'll agree that it seems the martial characters get the short end with Essentials in terms of options. It appears as though the designers were attempting to line up class balance the way it appeared on older editions, where Wizards had all sorts of spells and Fighters just swung their sword. While the Essentials builds aren't that draconian, they do have that feel.
I bought the Red Box because, well, just because.
I also picked up the Compendium and HotFL. I have to say, I'm pretty pleased. I played on D&D game day a couple of weeks ago as a Slayer pregen and absolutely loved it. The stances work really well. I love the idea that with the use of a minor action, you can basically go into "hit" mode, "damage" mode or "defense" mode, while still being a major threat on the battlefield. This is exactly as a fighter should be IMO. Thats what I took you to mean when you say "the fighter feels right". I totally agree. Don't get me wrong, I enjoy the original incarnation of the fighter, but applying the 4E power system to the fighter class always seemed like a bit of a stretch, an effort to fit every class into the same power curve even though it didn't make thematic sense to do so. Now I feel like they've fixed it. The other thing was that fighters we squeezed into the defender role. For some fighter builds, that makes sense, but also IMO, fighters should be massive damage dealers as well. To not have amazing striker built fighters in 4E seemed an oversight at best, a massive design flaw at worst. I realize there are some high damage capabilities of the 4E fighter. I get it. I just like the idea of the classes being balanced, without being homogenized and with Essentials builds, thats exactly what we get.
I don't see boredom as a real issue with any of these new builds. Mostly, because if you don't like them, you shouldn't play them.
Having said all that, I would like to make a quick comment on all the internet rage of the Essentials products. I find it simply astounding, and, quite frankly, embarrassing for the hobby. I've been following a now 600+ comment thread on the wizards forums. It's completely out of control. Some are saying Essentials literally "ruins" D&D. Others like myself like the options presented. I just don't understand internet rage and where it comes from. If you don't like the new options, you can simply ignore them. 4E is a very robust system and can easily handle these types of mechanical expansions. I think wizards has done a great job building a base system for which expansion can happen without breaking anything.
Essentials has me very much excited for 4e right now, much more than when it first came out.
After PHB3, I sort of tuned out a bit. I felt all those classes and races that were introduced weren't my cup of tea, but with Essentials I'm getting a vibe of "this should have been the presentation from the beginning".
Right now my plan is to run an all Essentials game in the near future, so we'll see what happens. :)
I'll agree with newbie.
I'd like to add one thing that excites me about essentials I forgot to mention.
One of my main gripes about 4E was that the way the powers were designed, it was nearly impossible to run combat with a grid and minis/tokens. With the new simplified/iconic Essentials builds, I think it may again be possible to make battlegrids/dungeon tiles optional. I like to have the tactial options of tiles and minis, but I don't like that it's pretty much mandatory with most 4E powers in effect. I can forsee a future where basic and random encounters are run the old way, with no minis or grids and then for the big set piece battles, you roll out the battle mat and go to town. Combat on the mat just takes too long, even to resolve smaller battles. If your group is heavily into tactics, this is probably not a problem but when you run a heavily RP game that is only punctuated by thematic conflicts, the battle mat/minis can be somewhat jarring of a transition.
Short version: I'm an oldschool 1E kind of guy and I'd like to run combats as RP based on mechanics, rather than tactical combats.
@ mbeacom
I'm a big fan of the stances fighters receive and I'm looking forward to an opportunity to test them out in the future.
@ NEWBIEDM
I agree 100%, the Essentials products are what 4e should have been at release.