Books : Dungeons & Dragons Player's Handbook: Roleplaying Game Core Rules, 4th Edition
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 : Dungeons & Dragons Player's Handbook: Roleplaying Game Core Rules, 4th Edition
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Dungeons & Dragons Player's Handbook: Roleplaying Game Core Rules, 4th Edition
by: Wizards RPG Team

List Price: $34.95
Amazon.com's Price: $23.07
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Availability: Usually ships in 24 hours
Binding: Hardcover
Brand: Wizards of the Coast
Dewey Decimal Number: 793
EAN: 9780786948673
ISBN: 0786948671
Label: Wizards of the Coast
Manufacturer: Wizards of the Coast
Number Of Items: 1
Number Of Pages: 320
Publication Date: June 06, 2008
Publisher: Wizards of the Coast
Release Date: June 06, 2008
Sales Rank: 1317
Studio: Wizards of the Coast




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Product Description:
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 Players 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, magic items, weapons, armor, and much more.



Customer Reviews
Average Rating:  out of 5 stars

Rating: 5 out of 5 stars - A great edition to suplement ver3.5
After reading customer reviews and all three 4th edition core books I've come to a great solution. Take everything from the 4th ed books and inject it into your old 3.5 game. I was surprised myself to find that some of my favorite classes and races where not carried over, but I did like the new races and classes, and just the thought of having a Dragonborn Barbarian sounds great. Also I like the fact that the level cap got moved to 30, that means more character development and customization. Just because times and versions change doesn't mean that the older versions that we are all used to have to be out on the back burner.



Rating: 3 out of 5 stars - mediocre edition mediocre play
I am currently playing in a 4th edition game. This book is a boring read in comparison to older edition works. At least 50% of this volume is comprised of "powers" for the classes. Heavy emphasis on streamlining every single class to operate like the next one. While combat runs pretty slick the character of the game leaves me uninspired.



Rating: 3 out of 5 stars - When you organize by committee...
When I pick up a book, there is an expectation that reading it cover to cover will result in some form of understanding concerning the system. This is not the case with D&D 4e. The index is pretty useless, when something that hasn't been explained yet is mentioned it isn't always in the glossary or index. There isn't anything 'wrong' with the system, but they introduced alot of unnecessary confusion when they let a committee instead of an individual organize the players handbook...



Rating: 4 out of 5 stars - Convert? Maybe.
I think it's important for any game reviewer to do the following:

1) Get the game on the table and play
2) Remember that any game, no matter what the system is, is only as good as its players and DM
3) If you've only played v3.*, remember that 1st and 2nd edition players felt the same way about "your game", so keep an open mind.

I'm an old school, Fighting Man, white box gamer from 1978 and have seen the cornerstone roleplaying game go through many developments. In many ways I felt the same way about v3.0 as I did about my first look at 4th. "This isn't AD&D! What are they doing?" Until I got v3.0 on the table and tested it. Then I was hooked. So many problems fixed and so much fuel for imagination. After a while I realized 3.0 was broken too, in its own ways; Rangers, Bards, Monks, Paladins all had their issues and Clerics are outrageous powerhouses, so house rules ... Read More




 

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