Dungeons & Dragons Player's Handbook: Roleplaying Game Core Rules, 4th Edition | Wizards RPG Team | Not the D&D we remember
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Dungeons & Dragons Player's Handbook: Roleplaying Game Core Rules, 4th Edition
Wizards RPG Team
Wizards of the Coast
, 2008 - 320 pages
average customer review:
based on 178 reviews
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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,
player
s 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.
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Excellent game. Makes a great Board game
The book came super fast and was a great price new, better than in the stores. I've tried 4ed at a convention and with my friends. We still aren't sold on it as a whole. It is WAY too similar to World of Warcraft.
However, it makes for a fun, Heroquest elite like board
game
. The book is full of errors and errata has been added on wizard's website, but that is to be expected for a first printing. Mostly just clarifications.
Enjoy everyone, it's worth giving a chance and I like that it's a chance to start over without feeling like a powergamer with 2000 books to choose from.
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Not the D&D we remember
What a strange beast this new
game
is.
Hasbro has changed
Dungeons
and
Dragons
so radically as to make it unrecognizable from the D&D so many of us grew up with. Gone are the endless ways to customize a character- the proficiencies, the spell lists, the multitude of races and classes to draw on- that were the hallmark of the sometimes unwieldy AD&D of years past. Instead, Hasbro has scaled the races and classes back to an odd handful of old and new (dwarves, elves and... dragonborn?) that are primarily cosmetic, and replaced the proficiency lists and spellbooks with endless combat feats and combat powers, combat exploits and combat spells, combat, combat, combat. Yes, combat, always a major part of any D&D session, has now taken not just center stage but the whole damn opera, and once and for all overwhelmed all other aspects of the game.
This is simply too bad. Although the old system had many, many flaws, its heart was always in the right place. It was a *role-playing* system, designed to allow its
player
s to create nearly any kind of character from their imaginations, and to lay out traits and abilities that made that character play unlike any other. In
4th
Edition
, players design characters that are all too similar to each other (the combat powers for each class, despite all the pages devoted to them, are actually quite limited and homogeneous), and put them through the paces of combat after combat that play out in far too similar a way. True, a bare handful of skills provide evidence that the designers at least considered the possibility of RP outside of battle, but it is clear that their inclusion was little more than an afterthought.
If the new
rules
were introduced as their own miniatures game without the baggage of the D&D name, this review would be more favorable. After all, the new combat system is solid, and battles play out in a generally dynamic, engaging fashion, at least for an encounter or two. But by using the Dungeons and Dragons brand, and worse, discontinuing 3.5, Hasbro forces the comparison to older incarnations. Simply put, there is far too much missing from 4th Edition for it to seem like anything other than a shadow of its former selves.
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