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Dungeons & Dragons Player's Handbook: Roleplaying Game Core Rules, 4th Edition Books
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Binding: Hardcover
Brand: Wizards of the Coast
Dewey Decimal Number: 793
EAN: 9780786948673
Edition: 4th
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
Studio: Wizards of the Coast






Editorial Review:

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: 2 out of 5 stars - Part innovation, part oversimplification, part scam.
The 4th edition of D&D isn't the game you've been waiting for--unless you've been waiting for a compromise between earlier D&D and the eighties arcade game GAUNTLET. 4E has admirably simplified a number of mechanics that ate up too much game time in editions past, but 4E works too hard to please an audience that that wants its wish fulfillment fantasies now, and can't be bothered to wait.

Take the new edition's default treatment of magic items. The PLAYER'S HANDBOOK now contains detailed ... Read More



Rating: 1 out of 5 stars - Critical Miss = Dungeons & Dragons 4th edition
I've been playing D&D now for over 30 years now, grew-up in a time before the internet and video games, when you pretty much used a pen, some paper and your imagination to have fun. Well I was sad to see TSR go(the end of an era), I had hoped that Wizards Of The Coast would keep producing products along the same lines that TSR did, and for awhile it seemed like it, but then Hasbro swooped in and bought the company. Hasbro of course wanting to make $$ decided to total change the game, that way forcing ... Read More



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 ... Read More



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...





 

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