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Player's Handbook: A 4th Edition Core Rulebook: 1 (D&d Core Rulebook) (Dungeons & Dragons)
 
 
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Player's Handbook: A 4th Edition Core Rulebook: 1 (D&d Core Rulebook) (Dungeons & Dragons) [Hardcover]

Wizards RPG Team
3.5 out of 5 stars  See all reviews (53 customer reviews)
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Frequently Bought Together

Player's Handbook: A 4th Edition Core Rulebook: 1 (D&d Core Rulebook) (Dungeons & Dragons) + Dungeon Master's Guide: A 4th Edition Core Rulebook (D&d Core Rulebook) (Dungeons & Dragons) + Monster Manual: A 4th Edition Core Rulebook (D&d Core Rulebook) (Dungeons & Dragons)
Price For All Three: £47.97

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Product details

  • Hardcover: 320 pages
  • Publisher: Wizards of the Coast; 4 edition (6 Jun 2008)
  • Language English
  • ISBN-10: 0786948671
  • ISBN-13: 978-0786948673
  • Product Dimensions: 28.3 x 21.5 x 2 cm
  • Average Customer Review: 3.5 out of 5 stars  See all reviews (53 customer reviews)
  • Amazon Bestsellers Rank: 11,941 in Books (See Top 100 in Books)

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Rob Heinsoo
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Product Description

Product Description

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, magic items, weapons, armor, and much more. Core Rulebook: The Player s Handbook is the first of three core rulebooks required to play the 4th Edition Dungeons & Dragons Roleplaying Game. Quick and easy play: The improved page layout and presentation enables new and established players to understand and learn the 4th Edition D&D rules quickly. D&D Insider: The Player s Handbook will receive enhanced online support at www.dndinsider.com.

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Customer Reviews

Most Helpful Customer Reviews
43 of 50 people found the following review helpful
Format:Hardcover
As predictably as you like, the 4e backlash has began. People have picked their sides and the haters hate it and the lovers love it. Personally I think its a cracking bit of game design even if I don't agree with many of the design decisions.

When I picked this up I had no idea what to expect, I don't read spoilers for new games and prefer to be surprised with the outcome. As a result I knew nothing of just how much this Players Handbook was a departure for previous editions. Firstly this is only part of the story as the character classes featured in here cross three "power sources"- Martial, Arcane, and Divine. This rules out some well known classes (such as the Druid or Barbarian) who are expected to fit one of the Power Sources that will feature in a future Players Handbook. Its safe to say that this element was one of the ones that had me nearly hysterical when I started flicking through my new purchase.

As I began to read the "purist" in me began to rail against much of what I was taking in and its taken me a week to step back far enough from my initial shock factor to really begin to appreciate what the game is trying to do. Each class and race is balanced thoroughly against every other one and, although I'm not a fan of that sort of forced balance, its an impressive feat of game design. The one dimensionality of some other elements of the game system (particularly skill bonuses) rankled me somewhat but I've come to be a bit more relaxed about that.

What Wizards have done with 4e is to return it to its roots. As a game with a fantastic number of tactical combat options it excels, but it doesn't overwhelm. D&D is the biggest selling RPG in the world and as such should operate as an entry level game for new players, a feat the more complex 3e couldn't ever manage. By sacrificing a degree of realism and, yes, making the game somewhat reminiscent of MMORPG computer games they have made this Players Handbook a highly accessible game engine. In terms of cruch there are hundreds of items of equipment and magic items (scaled for use across multiple levels of play)and a new and different magic system split between the class powers of magic users and a new feature called Rituals (a great idea, but possibly a bit expensive to use in play). Creating characters is simple, flows, and is clear within the game rules. Options that are plainly not working may be traded in at a later time providing players an extra level of control over their characters and how they turn out.

This is not the D&D we grew up playing (but then for many of us neither was the 3rd Edition). So many Sacred Cows have been slaughtered in the making of this book that it will be a rare experienced player not caught by surprise by much of it. Complaints that it is simpler are absolutely on the nose, and I'm sure Wizards of the Coast's design team are happy that people are pointing that out. It may frustrate some longer term gamers, but as someone that has been playing and running games for over 20 years I feel that this game could bring back friends that have been turning their noses up at D&D for 15 of those years. I don't recommend this without reservations, but it's still worth buying the book, strapping on your +2 chainmail and cloak of resistance, and then playing a game that's fun to be part of.
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24 of 28 people found the following review helpful
Format:Hardcover
Dungeons and Dragons 4th Edition

They arrived the other day. With tense anticipation I stripped the cellophane and read the core books from cover to cover.

Now as a Big fan of the whole DnD world, and roleplaying in general, I was apprehensive about this new edition - after how Wizards of the Coast continued to rip off it's customers with the every changing editions of the Star Wars RPG (including its latest incarnation), I felt this would be something similar - another marketing ploy to resell, with minor omissions and additions, it's vast back catalogue of material.

Yet I am pleasantly surprised.

I think a lot of people are making snap reactions to how radically different the game looks and feels compared to the steady medium that the 3rd (and 3.5) edition d20 rules have provided for so long. It's interesting to note that the 3rd edition garnered similar criticisms upon its release.

Okay 4th edition is very different. It has most definitely been tempered by a need to balance the classes, to rectify and simplify some of the more hazy rules, and speed up the entire process of playing.

For example, each class now gains more feats and abilities that scale pretty much identically to everyone else. These abilities are called Powers. Players can select from a vast library of these powers, allowing them to tailor their characters to fit more specific roles. Take clerics - they can select powers which can concentrate on dealing damage via spells or weapons, or they can simply be configured to be the best healers. Fighters can be damage dealers or guardians of other players. One wonder's if the variability offered in character creation and direction by games such as World of Warcraft have coloured these new rules.

However, herein lies my objection. Dungeons and Dragon's 4th edition is being pushed (by its rules) as an adventure game, whereas 3rd edition was much more of a roleplaying game. These new rules glosses over the whole magic that creating and sustaining a new world offered in the old rules, in favour of a swift and malleable system of combat mechanics. It's all about encounters and dungeon crawling now - it has literally become Diablo.

But it does make a great adventure game. And I'm sure the more seasoned roleplay veterans will need little help adding their own flavour to it. But for younger, less experienced or new players, the entire joy of roleplaying will be watered down to a game akin to the old Advanced Hero Quest, which is a big shame.

As an adventure game, 4 out of 5 stars.
As a roleplaying game 2 out of 5 stars.
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2 of 2 people found the following review helpful
Too streamlined... 17 Jun 2011
Format:Hardcover
First of all, I like the physical presence of the book: it's big, the binding is excellent, it has nice illustrations, and the layout is mostly excellent with a font that is easy to read. I like that Wizards of the Coast have tried to simplify the rules. For example, the use of Powers that are either At-Will, Encounter or Daily. It's easy to learn and remember. I also like the fact, that Magic Items are a part of the book. You won't need the DMG for that.

What I don't like is, that Characters have become too balanced, too streamlined. There is not much that separates the Fighter, Clearic, Rogue and Wizard from each other. They all have powers that do more or less the same thing. I miss the old spell system!

Overall, 4th Edtion PHB is an impressive rethinking of the old D&D concept, but it suffers from being too streamlined. That's just my opnion.
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Most Recent Customer Reviews
Also D & D
I was right.
My son is impressed with this as well. So much so that four console games remained unopened for three days over Xmas - even after I let the console be taken in to... Read more
Published 5 months ago by I. GRAINGER-ALLEN
Excellent Impressions
For a long time I didn't want to switch to 4e cause of the talk about it being worse than 3.5, but after all I'm very happy I did. For those who are happy with the 3. Read more
Published 5 months ago by Raiden3788
Wait for 5th Edition
Seriously, I love the whole D&D thing, but the rumours in the RPG industry is that WoTC have 're-employed' Monte Cook, who helped write 3rd edition to work on the 5th Edition. Read more
Published 6 months ago by Shopaholic
Clear and exciting to read
This is the first D+D product I've ever bought and I'm happy to say it's definitely been worth the money and spurred me on to buy the Dungeon Master's Guide and Monster... Read more
Published 8 months ago by Alexander J. Dunn
Please read
If there is anyone out there who hasn't researched this yet, and is even remotely condidering the purchase of this edition of the D&D game, please stop. Read more
Published 12 months ago by Thermadore
Engaging
I bought the AD&D 2nd edition more than 20 years ago. I used to play wonderful games with it along with my buds. Read more
Published 15 months ago by Ramon Maria
Really getting into it
I see there are a lot of D&D old timers complaining on these reviews but as a new player to D&D (4th edition is my first experience with it) I'm loving it. Read more
Published 16 months ago by Matthew D. Hayward
if your thinking of buying it, wait just one second
I love this book, i really do but before you buy it i would recommend you take a look at the 4th Edition Core Rulebook Gift Set (Dungeons & Dragons Core Rulebooks), all right it's... Read more
Published 17 months ago by DMguy
confusing
I bought the 4th edition handbook thinking it would be an easy way to get myself into the game after reading reviews saying that it had been dumbed down and was easier to learn,... Read more
Published 18 months ago by sebastian
Just horrible
A genuine horror of a game (it doesn't deserve the title of roleplaying game as you will be doing precious little actual roleplaying if you play this. Read more
Published 21 months ago by FallofCamelot
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