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Dungeons and Dragons Core Rulebook Gift Set, 4th Edition | 
enlarge | Author: Wizards Rpg Team Brand: Wizards of the Coast Category: Book
List Price: $104.95 Buy New: $55.52 You Save: $49.43 (47%)
New (25) Used (9) from $55.49
Avg. Customer Rating: 156 reviews Sales Rank: 361
Format: Box Set Media: Hardcover Edition: 4th Number Of Items: 1 Pages: 832 Shipping Weight (lbs): 6.9 Dimensions (in): 11.6 x 8.7 x 2.4
ISBN: 0786950633 Dewey Decimal Number: 793 EAN: 9780786950638 ASIN: 0786950633
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 All three 4th Edition core rulebooks in one handsome slipcase. 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.This gift set features a handsome slipcase containing all three of the 4th Edition D&D Roleplaying Game core rulebooks: the Players Handbook rulebook (320 pages), the Monster Manual rulebook (288 pages), and the Dungeon Masters Guide rulebook (224 pages).
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| Customer Reviews: Read 151 more reviews...
Long time, no see September 7, 2008 I haven't played D&D since AD&D 2nd edition, and it's interesting to see the direction the game has taken over all these years. The game mechanics seem very much more streamlined and tight, with real emphasis on the PC's as heroic figures. Some topics in the PHB are introduced before the governing rules are fully explained (notably powers), which can be a bit confusing. The MM is very interesting, although most monsters' backgrounds lack depth; there's unique artwork for every critter, but not a lot of information about it. The DMG does a good job of explaining the role of the DM as storyteller and referee, but seems a bit bland. The artwork in the books is excellent for the most part, though what happened to Larry Elmore? Miniatures play has apparently become a requirement, but I'm not familiar with WOTC's pre-paintined figures. Ultimately I bought this out of curiousity, but not a serious intent to pick up the game again. It makes for a good read, and sparked enough interest to want to play.
"If you want to stop a stagecoach, shoot the horses." - Arneson
D&D meets Windows VISTA September 7, 2008 I wast real happy with 4th edition and im glas i still i have my 3.5 books. my biggest complaint is that they took away my character, i play a half-orc barbarian when im not DMing, but neither that race or that class are currently in 4th edition. and i probably wont play any more 4th Edition games until WOTC corrects the "bugs" in the new system
Why change something virtually perfect? September 6, 2008 I have played all of the versions of D&D. When Wizards of the Coast came out with the third edition it revolutioned pen and paper gaming. The new d20 system is close to perfection. What WOTC didn't think of, a good GM could. So why a 4th edition?? I bought the 4th edition with some hesitation. I was right to be hesitant. Yes, it is a new system. But it is as confusing as 3rd edition wasn't. I think WOTC put out this newest edition to line their pockets, not for the fans of the genre.
I have trouble dealing with personal favorites being excluded from the Players Handbook. No more bards, barbarians, or sorcerors. Yes there are new things to write up but the complicated manner in which to write up a new charater is quite the pain.
I DON'T recommend this series.
Great improvements September 5, 2008 Wow! D&D finally won me back. The latest version has been slimmed down and made into something better than it has been in the last 2 incarnations. The motto K.I.S.S. (Keep It Simple Stupid) leaves more room for storytelling and playing as opposed to worrying about 9/10 cover or other minutia.
This set is beautiful. Why not buy all three at once and save a little money, not to mention get a sturdy cover for all three.
Good deal, but the rules are hit and miss September 2, 2008 3 out of 4 found this review helpful
I started a 4e campaign several weeks ago as a GM with four first-level players. We used this set to get the ball rolling.
First, a note of caution. Unlike the 2nd and 3rd edition books, the ink does come off the pages of these books and onto your fingers. This doesn't happen with short contact, but using your fingers as place-markers is a big no-no. Use an eraser or something.
Now to the rules themselves... well, to sum it up, our group decided to abandon 4e after the 2nd session. The reasons were:
All characters get better at using weapons at the same rate, whether a wizard or a warrior. All skills, attacks, and... well, everything, are tied directly into a "1/2 your level" equation which advances everyone in every class at the same rate. This left a bitter taste in the mouth of those that chose to be fighting classes. The powers offered them did not help enough to make them much more powerful than a wizard with a sword.
The lack of multiple attacks in a round left a sour taste in our figher's mouths as well, and noting that this would never be corrected was a problem.
A wizard is... well, both made more powerful and rather seriously crippled. His options are greatly diminished (most spells have disappeared), but he can do the same small set of things all day long (magic missile at will).
Rogues didn't get their impressive bastion of skills to draw upon from 3e.
The lack of dice rolling in character level-ups makes for cookie-cutter perfect characters that all do exactly the same things. The lack of the element of chance to shape a character tends to push everyone to do the same things, rather than attempting to overcome a weak die roll or gliding through a fortunate die roll.
Beyond that, the idea of "powers" in these classes would be a good idea as a "supplement" to the earlier rules, not a "replacement".
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