Dungeons Dragons Player's Handbook: Roleplaying Game Core Rules, 4th Edition | 
enlarge | Author: Wizards Rpg Team Brand: Wizards of the Coast Category: Book
List Price: $34.95 Buy New: $18.44 You Save: $16.51 (47%)
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Rating: 195 reviews Sales Rank: 3039
Media: Hardcover Edition: 4th Pages: 320 Number Of Items: 1 Shipping Weight (lbs): 2.4 Dimensions (in): 10.9 x 8.4 x 0.9
ISBN: 0786948671 Dewey Decimal Number: 793 EAN: 9780786948673 ASIN: 0786948671
Publication Date: June 6, 2008 Availability: Usually ships in 1-2 business days Shipping: Expedited shipping available Shipping: International shipping available Condition: Brand New! Save 30 - 50% off of retail prices on our wide selection of comic book graphic novels, manga and anime, role playing games, DVDS, Osprey military history books, and more!
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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 DD game, players create characters that band together to explore dungeons, slay monsters, and find treasure. The 4th Edition DD 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 DD characters worthy of song and legend: new character races, base classes, paragon paths, epic destinies, powers, magic items, weapons, armor, and much more.
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| Customer Reviews: Read 190 more reviews...
A terrible disappointment December 1, 2008 M. Caveney (Boston, MA) 2 out of 2 found this review helpful
This is a huge step backwards from DD 3.5. The classes all work the same way mechanically, giving the game a big homogenized feel. It's just too dumbed down. DD evolved from tactical wargaming, and anything that doesn't reflect that background doesn't feel like DD. Sure, combat can be quicker if you have a party that knows what they're doing, but that doesn't necessarily make the game better. It's just too geared towards powergaming, as opposed to roleplaying. A shame, since there's a lot of great fluff in the DMG, but the system doesn't lend itself to roleplaying. br / br /As far as technical aspects, Wizards messed up by binding these books very poorly, and leaving lots of things out of the first printing.
GOD I HOPE I CAN STILL RETURN THIS TO THE STORE!!! November 26, 2008 Sean Blackwell (Fort Worth, TX USA) 2 out of 2 found this review helpful
I don't have much to add to what everyone else has to say: I was weaned on second edition, recently made the switch to 3.5 after a college hiatus, then looked to fourth edition after listening to WOTC's incredibly misleading podcasts. They actually make you think that people are excited about this game - HA! - maybe if you didn't make it past elementary school or enjoy playing shallow, bland characters. This is corporate marketing at its worst (or finest)...the production quality is poor, the art is usually substandard, and the language is incredibly condescending. As a lover of wizards, I find the complete emasculation of that class revolting, to say the least! Also, I wonder why WOTC revamped the alignment system - the old nine-point system provided incredible diversity while the new build stifles moral and ethical possibilites for your characters - if you're good, you either like law/order or you don't; if you're evil, you either work with others and manipulate the system or lose yourself in the throes of chaos; or, you're just plain neutral and look out for your interests...boring. The content in ALL of the 4th edition books is minimalist, but even Miles Davis would be ashamed...less is NOT more in DD Core Books - 3.5 books abound with information while 4th edition throws detail by the wayside and creates a system of homogenous characters and easy adventures. It will be interesting to see if WOTC's stock slowly declines as players reject this new edition...
DD 4.0 is fun November 14, 2008 M. Mazzatenta (NJ, USA) 0 out of 2 found this review helpful
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. br /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. br /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. br /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. br /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) br /
Truly a wonderful rendition of a classic game November 10, 2008 Psychicbard (Seattle) 0 out of 2 found this review helpful
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 DD, 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, ADD, 3, 3.5, and 4 rule sets. I tell you this so maybe it will seem that I know what I'm talking about. br / 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... br / br /new book = new game br / br / 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! br / br / 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 DD 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. br / br / 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.
Awesome. November 3, 2008 N. Russell 0 out of 3 found this review helpful
Overall better than 3.5. It plays like a different game because you aren't spending as much time on mundane tasks.
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