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Dungeons & Dragons Player's Handbook: Roleplaying Game Core Rules, 4th Edition
Dungeons & Dragons Player's Handbook: Roleplaying Game Core Rules, 4th Edition

List Price: $34.95
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Publisher: Wizards of the Coast
Author(s): Wizards RPG Team

Average Customer Rating: Average rating of 3.0/5Average rating of 3.0/5Average rating of 3.0/5Average rating of 3.0/5Average rating of 3.0/5 (based on 193 reviews)

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Product Description:
Binding: Hardcover
Brand: Wizards of the Coast
Dewey Decimal Number: 793
EAN: 9780786948673
Edition: 4th
ISBN: 0786948671
Label: Wizards of the Coast
Languages: Array
Manufacturer: Wizards of the Coast
Number Of Items: 1
Number Of Pages: 320
Publication Date: 2008-06-06
Publisher: Wizards of the Coast
Release Date: 2008-06-06
Studio: Wizards of the Coast
Editorial Review:
The first of three core rulebooks for the 4th Edition Dungeons & Dragons® Roleplaying Game.

The Dungeons & Dragons Roleplaying Game has defined the medieval fantasy genre and the tabletop RPG industry for more than 30 years. In the D&D game, players create characters that band together to explore dungeons, slay monsters, and find treasure. The 4th Edition D&D rules offer the best possible play experience by presenting exciting character options, an elegant and robust rules system, and handy storytelling tools for the Dungeon Master.

The Player's Handbook presents the official Dungeons & Dragons Roleplaying Game rules as well as everything a player needs to create D&D characters worthy of song and legend: new character races, base classes, paragon paths, epic destinies, powers, more magic items, weapons, armor, and much more.
Customer Reviews:
Customer Rating: Average rating of 5/5Average rating of 5/5Average rating of 5/5Average rating of 5/5Average rating of 5/5
Summary: D&D 4.0 is fun
Comment: As someone who was very skeptical about the 4th edition I can say confidently that it is better than 3.5 edition. It turns out, it is incredibly fun to play and the way everything functions is actually very fluid. For one, I can make a character in roughly 10 minutes(if I don't worry about creating a backstory). One thing that is the cause of this drastic reduction in time over the other systems is that they combined many different skills into a broader category. Also one huge bonus for me is that all of your skills increase as you level, which makes more sense really. 1/2 you level is added onto all skill checks. This means that your adventurer improves in general with experience, not just in specific ways that you choose arbitrarily. You still do pick skills to train but it is a lot simplier and intuitive.
A few other great things are At will, encounter, daily, and utility powers. Rather than just doing the same basic attack over and over with martial characters, you constantly are given a choice. The same goes with all other characters. For one thing, wizards never run out of spells, which is a vast improvement, I mean wizards are such a cool class but when they ran out of spells they used to be useless, now they still have spells they can use at will ones as much as they want.
As for the way this system works while actually playing it, it is great and immersive. When as a fighter you can fight and push an enemy into a trap using certain maneuvers, it becomes a bit more fun to be one. Or as an ranger-archer style when you can fire 2 arrows at once, or cripple an attacker by attacking their feet. In short the game becomes more strategic and fun as you are given more options.
Races are a lot more important in this system. Each race has bonuses and skills that can completely change the way your character plays. For instance the dragonborn characters can breath fire, the eladrin can magically teleport, elves can reroll an attack every encounter, and Halflings can force an enemy to reroll an attack that hits, or for instance a critical hit. These differences can dramatically change the way your character plays.
Anyway from my experience with the game, the game becomes a lot simpler in a very good way. It is fun, dynamic, strategic, and you always feel you are playing a vital role with every character. Anyway the system is an improvement if you give it an honest chance and you are sure to enjoy this book as it provides you nearly every thing you need to play the game(if you have a DM, who has the dungeons masters guide)


Customer Rating: Average rating of 4/5Average rating of 4/5Average rating of 4/5Average rating of 4/5Average rating of 4/5
Summary: Truly a wonderful rendition of a classic game
Comment: First off, I feel that I must make a disclaimer as to my RPG experience. I was born in 1984, so I really didn't have a chance to play the original D&D, but from the time I was about 10 years old to the time I wrote that review of the 4th edition PHB Dungeons and Dragons has been a huge part of my life. I have participated both as a player and a Dungeon Master under the 2, AD&D, 3, 3.5, and 4 rule sets. I tell you this so maybe it will seem that I know what I'm talking about.
The 4.0 rules are great. Nowhere in the book does it say "...and you are now forbidden to play under any of the old rule sets!" This is important in light of the number of complaints coming from gamers who went out to buy the book and were surprised that the game had changed...

new book = new game

If you are a gamer who is happy with the rules that you play under and would not like to see them completely overhauled, then don't buy it. If you are a gamer that would like to see a fresh and innovative approach to a much beloved game, then by all means, GET THIS BOOK!

The new rules are perfect for people that are new to gamer culture, or perhaps people that are used to things like board or card games and would like to see what D&D is all about. The 4th edition strips away a lot of the micromanagement that was largely responsible in the earlier versions for keeping the game mechanics out of reach to all but the most devoted fans. By taking away these clumsy specifics, not only does the 4th edition become available to new audiences, it encourages players to use their imagination and ingenuity rather than their knowledge of book supplements and arcane rules.

All in all, an excellent book and a fascinating re-working of a superb game. My only gripe is mentioned in another review, and that is the VERY lacking glossary, which makes it almost necessary to use a bunch of self-labled sticky notes for easy reference.

Customer Rating: Average rating of 5/5Average rating of 5/5Average rating of 5/5Average rating of 5/5Average rating of 5/5
Summary: Awesome.
Comment: Overall better than 3.5. It plays like a different game because you aren't spending as much time on mundane tasks.

Customer Rating: Average rating of 3/5Average rating of 3/5Average rating of 3/5Average rating of 3/5Average rating of 3/5
Summary: Eh
Comment: I can't say that I'm a huge fan of 4e. It seems a bit more of a board or CC game. The depth of the game feels less to me. On the upside, my friend who has struggled with 3e for years is having an easier time with 4e.

Customer Rating: Average rating of 1/5Average rating of 1/5Average rating of 1/5Average rating of 1/5Average rating of 1/5
Summary: Don't waste your money!
Comment: If you like WOW, keep playing online.
If you like D&D: 3.5 -

This isn't D&D, it's a WOW Miniatures Offline Card Game.



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