4th Edition Errata


4th Edition


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I was thinking about running a game of 4th ed (probably some converted Paizo modules), but I've heard that there is a LOT of errata for the it. My question is, can the game be run with PHB 1, 2, 3 and MM 1 & 2 without any kind of subscription? I don't mind if small tweaks were made but I don't want to open up PHB 3 and realize a bunch of stuff doesn't make any sense because I didn't read the errata for PHB1. Any help is appreciated. Thanks!


Jam412 wrote:
I was thinking about running a game of 4th ed (probably some converted Paizo modules), but I've heard that there is a LOT of errata for the it. My question is, can the game be run with PHB 1, 2, 3 and MM 1 & 2 without any kind of subscription? I don't mind if small tweaks were made but I don't want to open up PHB 3 and realize a bunch of stuff doesn't make any sense because I didn't read the errata for PHB1. Any help is appreciated. Thanks!

The errata are mostly tweaks here and there. The biggest changes to PHB1 are noted in PHB2 (the Skill Challenge changes and the Stealth skill changes).

Also, the errata are available for anyone. right here. So yes, you can use those books without a subscription.

Dark Archive Bella Sara Charter Superscriber

If you haven't already bought the books, I'd recommend going with the subscription over purchasing the PHB II and III (and possibly the MMs). Those books are just compendiums of stats. If you get the subscription, you can print out the cards for the relevant abilities and then not have those books at the table, which saves space and reduces your reference time. Plus, you get access to the other content on the compendium with a subscription. The MMs have slightly more value because they include info that isn't available in the compendium (the knowledge checks for information about the creature, typical encounters, and the art), but I find the player oriented books (PHBII, PHBIII, X Power) to be a complete waste of money.

Personally, I can't imagine purchasing any of the player oriented books for 4e instead of getting a subscription. There really isn't enough value in them for me as the DM (or, for that matter, for my players, who typically use 3-5 feats/powers/etc. from such books, print them on cards, and don't reference those books again).

All that said though, the errata tweaks have been relatively light with the exception of the revisions to skill challenges. Those changes are pretty substantive and should probably be printed.


Jam412 wrote:
I was thinking about running a game of 4th ed (probably some converted Paizo modules), but I've heard that there is a LOT of errata for the it. My question is, can the game be run with PHB 1, 2, 3 and MM 1 & 2 without any kind of subscription? I don't mind if small tweaks were made but I don't want to open up PHB 3 and realize a bunch of stuff doesn't make any sense because I didn't read the errata for PHB1. Any help is appreciated. Thanks!

Yeah, it is pretty easy to run without any of the errata. Or to snag the errata (which is free on their website) and use it anyway. It might seem like a bunch of info, but it is mainly a bunch of small fixes. Maybe 1-2% of the PHB has been changed, and only a fraction of that in a truly substantial fashion. And even fewer changes in the other books.


Jam412 wrote:
I was thinking about running a game of 4th ed (probably some converted Paizo modules), but I've heard that there is a LOT of errata for the it. My question is, can the game be run with PHB 1, 2, 3 and MM 1 & 2 without any kind of subscription? I don't mind if small tweaks were made but I don't want to open up PHB 3 and realize a bunch of stuff doesn't make any sense because I didn't read the errata for PHB1. Any help is appreciated. Thanks!

I really, really encourage a subscription to D&D Insider before you start purchasing additional supplements. Subscribe, look it over, balance it against your needs as a DM, and if you still feel like you need the extra book supplements, then go out and buy them. A subscription is a smaller investment, contains almost all the info you'll need from those books, and has a ton of additional value in the form of magazine content, the compendium, character builder, monster builder, etc.

And, in case you were considering taking a look at my conversions, keep in mind that in order to run my AP conversions as written you will need access to D&D Insider.


I like a mix. DDI is great, I subscribe to it and it is something I really enjoy and would not want to do without.

But it has a *huge* weakness.

It lacks the fluff. Sometimes, that's really huge. Primal Power, for instance, is more useful for the fluff then the powers. It describes a lot about the Spirits that make it easier to RP Primal characters as well as run primal type adventures. For DM type books, the disparity is even greater.

DDI just gives crunch and while you can use it on it's own, IMO you lose a lot. The books give enough that I think that they are very worth buying, though YMMV.


The DDI is worth more than the books, especially if you split the cost with your group.

The errata is hit and miss. You could play for months without having any changes other than working. Or you could play a character for a few weeks and get hosed by the changes.

Spoiler:
My warforged battlerage vigor fighter, gets about 1/3 the temp hp the book says thanks to errata.


I tend to buy the PHBs (I'll be getting my PHB 3 on Saturday) but things like Martial Power 2 I'm not too keen on and have skipped. I do have a DDI subscription and don't feel my books are 'wastes'. The DMGs are invaluable and very few of the monsters in either MM have had errata. I love having the books handy to show off artwork or for the Lore sections of each (supposedly these are going to be expanded in future releases! yay!)


most of the changes in the eratta is just a word or two, sometimes as much as a full sentence. what makes the errata such a large document is that wotc has put in the entire power/what not with the change included. so you can see the whole entry. also, all the errata is in one document.

the ddi character builder and adventure tools are updated with the errata.

i have most of the books, i dont have dungeon delves, ebberon, or all the planes stuff, or phb3. i do have everything else.

ddi is something that is really nice to have. you also get access to all of the 4th edition dragon and dungeon magazines. the delve format makes it so easy to mine adventures for encounters.

get together, drink beer, role dice.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Thanks for the help and advise everyone. The errata really isn't as big as I thought.

I do already have the books that I listed in my original post. If I ever start to really get into 4th edition, I may consider insider, but the game that I am considering would be very casual and may not happen at all. So, a monthly commitment really isn't worth it right now.

I do have a couple questions about insider though. How much is it monthly? Are there a lot of good articles? Does it come with the Dungeon/ Dragon subscription still? The one thing that I am kind of disappointed by with the 4th ed books (at least the ones that I have) has been the lack of fluff. Do the articles in DDI make up for this?

I realize that I could go to their website to answer a lot of these questions, but I would rather hear it from customers and folks who use the product instead of people who want to sell it to me.

Thanks again.


the lack of fluff really revolves around the generic world that is being presented by the core product. the points of light world. there is no map, it really gives you a lot of freedom to make the fluff the way you want it to be.

ddi includes dragon and dungeon magazines. costs just under 10 dollars a month. (note that it is cheaper than subscriptions to the magazines when they were in print, and you get other things with it (character builder, adventure tools compendium, etc.)

i really like the magazines. they have split the content of the magazines, dragon is just player articles, and dungeon is just dungeon master articles.

dungeon has always been just dungeon masters, the main thing that changed with the move is that articles that were in dragon that were more dm type articles have been moved to dungeon.

this month dragon has articles on minotaurs, rituals, elves, wizards, sorcerer, dragonborn, assassins, channel divinity, devas, and shamen. every month, several races and several classes get some love, includes new powers, fluff, etc.

dungeon magazines new adventure path has been a reimigining of the keep of the boarderlands. i am very excited that on the 23rd the keep is being presented. there is an article on elemental motes, three adventures, adventure areas, and articles on skill challenges, forgotten realms and monsters.

last month there were 180 pages of content in the magazines. thats like a whole hardback of content each month.

get together, drink beer, role dice.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Wow, that is way more content than I thought. And way cheaper too.. If I were to subscribe, would I have access to the older material?


Jam412 wrote:
Wow, that is way more content than I thought. And way cheaper too.. If I were to subscribe, would I have access to the older material?

Yes, you would have access to all the materials.


Jam412 wrote:
Wow, that is way more content than I thought. And way cheaper too.. If I were to subscribe, would I have access to the older material?

Yep, as long as you are a subscriber, you have full access to all existing online issues. The Character Builder also includes the crunch from all existing products, in print and online, making it an excellent resource as well.

Note that if your subscription ends, you no longer have access to these archives - however, while a subscriber, you can certainly download copies of each issue in pdf for permanent storage. And, similarly, you retain all existing information in the Character Builder, you simply do not receive any future updates without resubscribing.

As for the amount of fluff... well, it depends. Some articles are just lists of feats or powers with only the loosest connection between them. But others are definitely fantastic pieces of work. Some excellent articles include features on various Domains of Dread, as well as the articles that detail the big Powers: the Demonomicon (Demon Princes), Codex of Betrayal (Lords of Hell), Channel Divinity (Deities), Lords of Chaos (Primordials), and the Court of Stars (Archfey).

This month has had a couple very awesome Dungeon adventures, which it is rare for me to notice (since I use mainly my own material when DMing.) But there is "Dead by Dawn", a level 2 classic zombie adventure, as well as "Cross-City Race", a brilliant low-level adventure that involves the PCs using every skill at their disposal to win a city-wide race!

In terms of fluff in the books, it is true that it is somewhat scattered in a lot of the player material. And while I like what is there - usually found in small side-bars or the like - I admit it isn't the same as having a really in-depth work in front of you. On the other hand, the setting books remain a great resource, and a lot of the DMs 'monster specialty' books as well - the Draconomicon, Open Grave, Manual of the Planes, etc. I've got an epic campaign that is involved in an immense planar war right now, and Manual of the Planes - along with "The Plane Below" on the Elemental Chaos - have been absolutely fantastic. Not just for occasional stats and skill challenges, but also for locations, ideas, and tons more.

So if you are really just looking for powers and character options, picking up DDI is probably a better deal than getting Martial Power, Arcane Power, Divine Power, etc. But if you are really wanting to hunt for fluff, Manual of the Planes and the other similar books might be what you are looking for.

Liberty's Edge

Jam412 wrote:
Wow, that is way more content than I thought. And way cheaper too.. If I were to subscribe, would I have access to the older material?

Do it. You will not regret it. The Monster Builder alone is worth my monthly fee. The Character Builder is amazing on so many levels. I can't wait to see the other Adventure Tools. If they are even half as good as what we have now, I won't have any proper words left to describe how awesome that will be.

And even beyond that you get access to some fantastic 4e material in Dungeon and Dragon magazines. As a DM, Dungeon is particularly handy when I need a map or an encounter to fill in a bare spot in my campaign. You can even use some short adventures wholesale. The Chaos Scar series of short adventures (usually just a few encounters) is a great source for that kind of material. They are generally self-contained, linked together in the same location (the Chaos Scar) in a fashion very similar to Keep on the Borderlands. In fact, this month's Dungeon will contain an article adapting the original keep to the Chaos Scar. But simply removing them from that frame and using them in another setting would require very little work on your part.

In any case, I think you are pretty convinced but I had to chime in. I cannot say enough good things about the DDI. I heartily recommend it.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

So I followed the advice of many of you and subscribed to a month of DDI. I've gotta say, I'm very impressed. Even though I don't have an active game, I'm having a lot of fun pouring over the Dungeon and Dragon articles and playing with the character builder.

Unfortunately I have no idea what I'm gonna do with all of this cool stuff, haha.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Okay, I've got another question, I figure I'll just keep using this thread. How difficult is it to have a game with only two players in 4th ed? I'm pretty comfortable running an NPC in PFRPG, but 4th seems more teamwork oriented. Seems like it might be a little weird being on both sides of the battle in this edition.


Jam412 wrote:
Okay, I've got another question, I figure I'll just keep using this thread. How difficult is it to have a game with only two players in 4th ed? I'm pretty comfortable running an NPC in PFRPG, but 4th seems more teamwork oriented. Seems like it might be a little weird being on both sides of the battle in this edition.

I've run a game with only 3 PCs, none of them

leaders or defenders, and it went off well.
The main thing to consider is you have to tailor
the encounters so that they would have a fair shot
at winning. Depending on what class your PCs pick,
you should build the encounters around that, so in my
campaign we had a ranger, sorceror, and monk; I ended
up having maybe an equal amount of standard monsters (3)
with the rest filled by minions, give or take a monster
or two. Since I tailored it towards their setup, the fights
were fun, fairly quick, and deadly for both sides. So I
do think it's possible, but not without some insight.


Jam412 wrote:
Okay, I've got another question, I figure I'll just keep using this thread. How difficult is it to have a game with only two players in 4th ed? I'm pretty comfortable running an NPC in PFRPG, but 4th seems more teamwork oriented. Seems like it might be a little weird being on both sides of the battle in this edition.

It's actually not too hard to do so - they give guidelines for running games with fewer PCs (and how to adjust the encounters, treasures, etc). You've got decent options for still having engaging fights - sure, an appropriate encounter for 2 PCs would be 2 monsters of their level, but you could instead use several lower level monsters, or a monster with some minions, or an elite - you've still got room to keep each encounter unique.

Now, the trickier part is no longer necessarily having the full 'balanced' party - you won't necessarily have a defender, a healer, etc. But while having some of those roles helps, you can definitely get by without it - every character has Second Wind for some in-combat healing, and can stock up on potions or the like. I've got a 6-player epic level game with no healer, and the group still manages to survive!

Amael's advice about tailoring encounters to your PCs is a good one. Note that there are some decent rules for including a companion character in the DMG2, which lets you add an NPC that isn't nearly as complex as a main character, and thus is much easier to run. (You might even let one of the players run it as a sidekick or so forth.)

It definitely requires a little more thought than a standard game, but is certainly doable!

RPG Superstar 2009 Top 32

Jam412 wrote:
How difficult is it to have a game with only two players in 4th ed?

The game works best with 4-5 characters. I suggest you let each player control two characters. This might not work if you've got players who are still learning the rules.

DMG2 has rules for creating "Companion characters" which are perfect for the situation you describe. Basically, the companions are followers, henchmen, animal companions, etc. They use similar rules to creating player characters, but are tweaked a bit to make them more streamlined. However, using those rules, you could easily add a couple more guys to the party.


Paul Worthen wrote:
Jam412 wrote:
How difficult is it to have a game with only two players in 4th ed?

The game works best with 4-5 characters. I suggest you let each player control two characters. This might not work if you've got players who are still learning the rules.

DMG2 has rules for creating "Companion characters" which are perfect for the situation you describe. Basically, the companions are followers, henchmen, animal companions, etc. They use similar rules to creating player characters, but are tweaked a bit to make them more streamlined. However, using those rules, you could easily add a couple more guys to the party.

I'm doing that currently with my f2f group. I play

the paladin and warlord of the party, while another friend
plays the ranger and rogue, while one more friend plays a
fighter. This can work well, but like Paul said if you're
still learning the rules it can be a bit tricky. From a rping
perspective, I hate it, since it seems one of the characters
you play always ends up disappearing into the background, or you
get all robin williams and end up having a multiple personality
disorder, trying to balance getting into each character in an instant.
I haven't tried using companions yet, but that could be good.
I guess it depends on how much rping you want to do, or if you don't
mind one character kind of in the background a lot.


One option is to make companion characters that aren't full blown personalities - a pet animal companion or a magical familiar, for example, could be statted out to provide decent assistance in battle without forcing your players to need to roleplay more than one character.


I play with two other people all the time, which makes total of three. The players have their own characters, and I run a simple fighter/cleric. Add a companion and make it 4. We also rotate DM duties.

The biggest problem with a smaller group, is burning through too many powers per encounter. You may have to expirement with lowering the challenge rating.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Uchawi wrote:

I play with two other people all the time, which makes total of three. The players have their own characters, and I run a simple fighter/cleric. Add a companion and make it 4. We also rotate DM duties.

The biggest problem with a smaller group, is burning through too many powers per encounter. You may have to expirement with lowering the challenge rating.

That's pretty interesting. Has anyone messed with the power system using less players, like maybe making encounter powers usable twice per encounter? Maybe extra action points?

Edit: BTW, i don't have the DMG2 yet, but more streamlined NPCs sound pretty ingenious.


Jam412 wrote:
Uchawi wrote:

I play with two other people all the time, which makes total of three. The players have their own characters, and I run a simple fighter/cleric. Add a companion and make it 4. We also rotate DM duties.

The biggest problem with a smaller group, is burning through too many powers per encounter. You may have to expirement with lowering the challenge rating.

That's pretty interesting. Has anyone messed with the power system using less players, like maybe making encounter powers usable twice per encounter? Maybe extra action points?

Also in the DMG2, I think they have some suggestions on including ways for PCs to recharge powers - there is some fantastic terrain (Energy Nodes) that PCs can tap into to do so, for example, or they suggest allowing important moments in a combat to have such an effect. (For example, when the PCs bloody the enemy leader, it is a moment of triumph, and might allow them to regain an encounter power and spend a healing surge!)

Things like that can certainly make for memorable encounters, so you can have features like that in really key battles... and in others, potentially just keep the fights easy enough that the PCs don't need any extra tricks.

RPG Superstar 2009 Top 32

Amael wrote:
From a rping perspective, I hate it, since it seems one of the characters you play always ends up disappearing into the background

Yeah, I'd suggest having the companions be henchmen or lesser followers. They can hold their own in combat, but they're clearly not the heroes of the story.


Paul Worthen wrote:
Amael wrote:
From a rping perspective, I hate it, since it seems one of the characters you play always ends up disappearing into the background
Yeah, I'd suggest having the companions be henchmen or lesser followers. They can hold their own in combat, but they're clearly not the heroes of the story.

Animals and friendly monsters like Unicorns make good choices in this regard. They help out - are often even really cool and fun to role play with but they don't drive the story.

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