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Dungeons and Dragons Core Rulebook Gift Set, 4th Edition

Dungeons and Dragons Core Rulebook Gift Set, 4th Edition

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Author: Wizards Rpg Team
Brand: Wizards of the Coast
Category: Book

List Price: $104.95
Buy New: $56.39
You Save: $48.56 (46%)



New (37) Used (9) from $56.39

Avg. Customer Rating: 3.5 out of 5 stars 184 reviews
Sales Rank: 1208

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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Editorial Reviews:

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).


Customer Reviews:   Read 179 more reviews...

5 out of 5 stars A Fantastic New Edition   November 29, 2008
 1 out of 3 found this review helpful

I enjoyed reading the books for the 3rd edition of Dungeons & Dragons, but I never felt the need to play a game with the 3rd edition of Dungeons & Dragons. Time past, and I heard mutterings of a 4th edition, and I thought to myself, "Why so soon?" Wasn't their 3rd edition good enough?

As it turns out, their 3rd edition wasn't good enough, because where that edition had me reading the core books and supplements out of idle interest, the 4th edition sprang from the page and insisted to be purchased. The ability to pick feats based on race or class made those selections have a little more of an impact on the final product i.e. your character. Also their new power system, which rewards a player like me that enjoyed getting new spells for my wizard in games like Baldur's Gate except that every class gets cool new things on pretty much every level.

Add to that the strong visual representation of the game in action (i.e. a bit more of a board representation for the battle and dungeon system) and the Tables to help make your own content fit more comfortably in a game of this system, and you have a wonderful game system that mixes the openness of a pen and paper system, the nigh-instant gratification of a role-playing video game and the visual representation of a board game that tie everything together so well. Anyone who is skeptical or "old school" should at least give it a try, and anyone reading this as a means of considering a purchase should ask themselves this: do you like role-playing video games? Board games? Were you the kid making sticks and pinecones into swords and grenades when you played outside? Did you use your nerf toys to "hunt" the other "team"? In short, did you love to use your imagination? Do you still like to use your imagination? If so, then buy this, find some friends, and don't let the possible stigma of geek deter you. This is fun, contained simply and efficiently in three unassuming books.



1 out of 5 stars Complete lack of imagination. A power gamer's system.   November 29, 2008
 3 out of 3 found this review helpful

This system is terrible. Wizards of the Coast has made a system modeled after an MMO gaming experience, built for MMO gamers. The Players Handbook should be called the "How to Fight in 4th Edition Handbook." I would be very generous to say that there is two pages total that mention role playing at all.

You start out the game as a hero. You can do GREAT things right off them bat. There is no room for emotional and mental growth in this system. Only your guns get bigger, because you are "told" by the books how awesome you are even when you are just starting out.

The computer aspect of the game is horrid. It will fail, and will waste your time and money. It also restricts you to a poorly animated piece on a even more poorly put together virtual "game board" that takes away any shred of imagination you put into the action your party is going through.

My three gaming groups, as well as myself, absolutely detest this product. And that is exactly what it is, a product, a way to make more money.



1 out of 5 stars 4th edition is inferior to all previous editions   November 20, 2008
 6 out of 6 found this review helpful

Let me start out by saying that if I could have given 4th edition D&D zero stars I would have. They took a vibrant system with depth and turned it into a cookie cutter game that only appeals to teenagers (no offense.)
I have been an avid gamer for many years now, not just D&D but White Wolf, LARPs and other gaming systems and yet D&D is still our weekly game. It provides a wonderful system for creating amazing and fun adventures and one of the best things about it is that it is so customizable.
So with 4th edition they took that freedom and adaptability and threw it out and instead created a table top version of a MMORPG. Strangely enough I like playing the cleric (I know it's hard to believe) and in 4th edition what does the cleric do? He hits people. Just like every other class. Oh, sometimes other things happen in addition to him hitting people, but really that seems to be his main purpose. Especially since everyone can just heal themselves.
What happened to defense and support? All of a sudden everything is about doing damage. The support and defensive abilities have been nerfed and every single character class is now about dishing out as much damage as possible. If that was what I wanted to do I would simply play a fighter or offensive mage in every campaign. Or I would play WOW.
I realize that some people really like 4th edition, but my collection of 3rd edition books aren't going to be collecting dust any time soon.



5 out of 5 stars D&D   November 14, 2008
 0 out of 2 found this review helpful

The new d&d is great,mine don't yet it arrived but already read of my friends. Sensational.
Ps: sorry my english.



4 out of 5 stars D&D, edition 4. New and improved, or just new?   November 10, 2008
 1 out of 3 found this review helpful

I've been a fan of Dungeons and Dragons since the early 1980's. I was in on the first wave of publications that TSR Hobbies created back then (still have a few of them, too).
I liked the base of information that the first set of printed material established, but quite often felt frustrated when a completely unexpected set of circumstances cropped up during the game that wasn't covered by the information in the material and couldn't be entirely fixed by pure imagination. I ended up inventing or helping invent many guidelines and rules for my play group to resolve these issues.
Edition four happily addresses many of those issues. The best new addition is the codification of procedures for characters that are dying. Before, they just died. Very "unrealistically" in many cases. Now, a more sensible system has been created to allow those favorite characters to be saved using "real-life" techniques that make the game play more enjoyable. Wizards of the Coast has included many other clarifications to the older systems as well. Many of them are welcome additions to the game system.
My only criticisms or concerns are about the tendency to over-codify the game. Much of the enjoyment of the original game came from the combination of guidelines from the book and the story-telling ability of the players. While appreciative of the clarifications the new edition has added that smooth over problems that caused play delay, I worry that a tendency is developing for the creation of too much game "legislation". Even though the publishers repeatedly tell the reader to only use the pieces that fit their game, my advice is to stop adding new rules whenever possible before the system becomes too confusing and cumbersome.
On a scale of 1 to 10, where 1 means STINK-O, RUN AWAY and 10 means PLAY NON-STOP FOR THREE DAYS STRAIGHT, I give the newest additions to the Dungeons and Dragons product line an 8. Play On, fellow D&Ders!


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