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Dungeons & Dragons Player's Handbook

Dungeons & Dragons Player's Handbook
MSRP: $34.95
Your Price: $23.07
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Manufacturer: Wizards of the Coast
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Dungeons & Dragons Player's Handbook Features

ISBN13: 9780786948673
Condition: NEW
Notes: Brand New from Publisher. No Remainder Mark.
 

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Additional Dungeons & Dragons Player's Handbook Information

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.

 

What Customers Say About Dungeons & Dragons Player's Handbook:

If you are a fan of spending 15 minutes and a graphic calculator to resolve each turn you might not like this game. I played the first and second edition, but stopped at 3rd. 4e is a great edition. If you want to play D&D and actually finish an encounter before you hit 80 you will like this game. 3rd was a game for people who like minutia, and love to do calculus at the gaming table, and had 12 spare hours to spend on one fight. This edition makes the game accessible flexible, and makes it fun with out all of the monotony for 3 and 3.5e. If you are in love with 3.5 edition and think this game is going to be exactly like it get real. If it were not going to change drastically they wouldn't have come out with a new edition.T.

If you're willing to get past any preconceived notions you may have, you will discover a fun and fast-paced game.My only complaint is, well, we don't need three different kinds of elves as base races. Regardless of this, this is a very solid, very fun game.if you like moving miniatures around a battle map. Whatever continuity TSR and Wizards had in previous iterations of D&D have been lost here. Half-elf, Elf, Eladrin. There is NO WAY to play this game without minifigs and maps, so be prepared. If you want a continuation of D&D 3.5, check out Pathfinder by Paizo Publishing (playfully referred to by many gamers as "D&D 3.75"). Seriously. You pushed gnome back to PHB2 for this.

I choose this company for gaming books over their competitors because they didn't charge me seperate shipping for each item I ordered, but allowed entire order to be shipped together during ordering. I will order again from this business

Even having potions suck, besides there are only a handful of potions you can purchase and none are very good, especially at higher levels.I literally spend 75% of my character creation/leveling trying to find a magical item in my price range or level range that has an actual benefit aside from giving me a +1 to hit/dmg or increasing my AC by 1.3) Role playing. After after 3 campaigns ranging from level 1 - 15, there are some VERY big issues with 4th edition.You can read about all the improvements that have been made, like class balance and streamlined system. Drow dual wielding rangers, Undead ArchMages that rule entire nations, a cleric who refuses to shed blood, or even a mage that specializes in Illusions or Summoning, just about all such iconic characters can no longer be built. But that's all shine on the new system. This makes magic items. The concept of wizards having spells vs Warriors having abilities is moot. Wands of Magic Missile, Staff of Power, Sword of Wishes all add wonder to the game.

It boils down to dailys, encounters, at-wills powers. Each has basically the same number of encounters, dailys etc. And the damage die is basically the same (give or take). I simply do not see a reason for.Many might disagree with me but the more 4th Edition you play, the more obvious its flaws become.

I bought the books when they were first released. Now even if your DM gave you an artifact at level 1, trust me when I say that you will NOT be impressed. At level 1-10 you can only use a magic item once a day (or per extended rest). not very magical. The awe of seeing a dual wielding ranger with Scimitars does not exist in 4th edition.2) Magic Items are a huge joke. Mage #1 took Magic Missiles as his At-will, Mage #2 took Ray of Frost - difference is minimal.Those are my pet peeves about 4th edition, there are certainly more faults for example rituals/Scrolls which. There are huge fundamental flaws with 4h edition.1) After playing a while, it makes no difference if you play a Wizard or a Barbarian or whatever class. Not with the new 4th edition system.

The "wonder" of casting a fireball into a room, or casting Prismatic Spray is gone. Buying a book on magical items used to be a treat where players could drool over items they hoped their characters would eventually purchase. After a few campaigns, all of them start to look just like the previous character class you picked. Especially with regards to Magic and Spellcasting.

I bought this book right when the game came out, right away it struck me not as a rpg product but as a guide to a video game. It is designed not to be a role-playing game but a table top version of a online RPG MMO such as Warcraft. That said, this isn't Dungeons and Dragons, it is a totally new system. DO NOT BUY THIS BOOK, especially if you've never played D&D before. And if you didn't like it, you weren't going to like another addition. Buy that book and books from that edition, not this book.

For example this is the first edition of the game that has stat bonuses for Half-Elves, they have a bonus of +2 to CON. One of the major deferences I didn't like was the races, first they took away the penalties to stats and gave them all bonuses, but the bonuses just seem to be made for making them idea for certain classes. Half-Elves are from human and Elven stock, Elves are a less sturdy race and have in all pervious editions had penalties to con but somehow in this edition Half-Elves are more sturdy than most other races. It just doesn't make sense, bonuses need to be based on the theme of the race not just making them ideal for certain classes. I've played D&D since the 80s and played every edition of the game. Changes such as having to roll to hit with a magic missle just sit wrong with me as it changes the game in ways that make it different. D&D didn't need to be made different, it is a great game.

I was hoping for a new and better set of rules, that's what every edition prior had been. AD&D was better than D&D from the original box set, AD&D 2nd was better than AD&D, D&D 3rd was better than AD&D 2nd and D&D 3.5 was better than 3rd, so I was really looking forward to them somehow making another better edition. Another problem is porting in a pc from an earlier edition is the hardest here than in any other edition. This system of rules makes for a quicker job of GMing; however, in doing so it makes for a poorer game with a lack of detail. I have never been so disappointed in a purchase.

So the game fails here, badly. It is much easier to bring in a basic charcter from the original D&D to 3.5 than a 3.5, or any other edition, character to 4th. If you've never bought D&D books, go to the Player's Handbook 3.5, they still sell them on here and will likely sell them on here used for years to come. All the other editions are better than this.

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