Player's Handbook I: A 4th Edition Core Rulebook (D&D Core Rulebook)
by Wizards RPG Team, Matthew Sernett (Goodreads author)book data
96 ratings,
3.84
average rating, 25 reviews
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published
June 6th 2008
by Wizards of the Coast
binding
Hardcover, 288 pages
isbn
0786948671
(isbn13: 9780786948673)
description
The first of three core rulebooks for the 4th Edition Dungeons & Dragons® Roleplaying Game.
The Dungeons & Dragons Roleplaying Game has defined the me...more
The Dungeons & Dragons Roleplaying Game has defined the me...more
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other reviews (showing 1-20 of 139)
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avg 3.84
editions: all | this edition
editions: all | this edition
05/27/09
D_Davis
is currently reading it
Kicking off our campaign today. First time DMing a D&D game, and the first time we've ever played 4ed. Should be interesting.
I've got my soundtrack prepared for the game session today. I put together a mix of songs from Diablo 2, and some tracks from Duet for Theremin and Lap Steel Guitar, The Tear Garden, Thom Brennen, and Diatonis, and each encounter has its own theme.
Should be pretty cool. I love incorporating music and stuff into my campaign - it really adds to th...more
I've got my soundtrack prepared for the game session today. I put together a mix of songs from Diablo 2, and some tracks from Duet for Theremin and Lap Steel Guitar, The Tear Garden, Thom Brennen, and Diatonis, and each encounter has its own theme.
Should be pretty cool. I love incorporating music and stuff into my campaign - it really adds to th...more
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Monte Cook really described well what is wrong with forth edition D&D. He said that when 3ed edition came around, D&D was out of print and people were rather unhappy with the system. Here comes 4th edition and everyone is still pretty happy with 3ed edition. So what did 4th change? Well, it turned AD&D into a video game on paper. Much like playing an MMORPG that has been super tweaked and balanced into a table top miniatures game. In fact is it less like Dungeons and Dragons and more like ...more
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2 comments
Like most relatively satisfied 3.5 players, I was somewhat skeptical of 4th edition. But the more I heard about it, the more I liked, and now that I've started GMing the game, I would never go back. Running a 4th Edition game is *so* much more fun and tons easier as a GM.
The adaptation of every class to an identical "power" system of at-will, daily and encounter is a good way to standardize learning the rules and applying them in play, but at the same time, there's a ton of...more
The adaptation of every class to an identical "power" system of at-will, daily and encounter is a good way to standardize learning the rules and applying them in play, but at the same time, there's a ton of...more
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If I had known I could review gaming rulebooks on this site... woah boy...
To my friends and those few people following my reviews, sorry for the nerdy segue... which, as I wrote it, turned into a one-sided conversation for some reason.
Ok, I gave this book 5 stars because...
Yeah, 5.
No, stop that, I've heard all the arguments.
Yes, I loved 3.5 too.
No, I don't think they made all the classes feel the same with the new power syst...more
To my friends and those few people following my reviews, sorry for the nerdy segue... which, as I wrote it, turned into a one-sided conversation for some reason.
Ok, I gave this book 5 stars because...
Yeah, 5.
No, stop that, I've heard all the arguments.
Yes, I loved 3.5 too.
No, I don't think they made all the classes feel the same with the new power syst...more
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Read in January, 2009
The new 4E Player's Handbook is a mixed bag. Parts of it are great and parts are disappointing. The descriptions and pictures are all great. Unfortunately, the organization is less than ideal. As a reference manual, the organization is acceptable. However, a first-time reader may find parts confusing. For example, rituals are mentioned in many of the classes, but aren't actually addressed until the last chapter of the entire book. Actions and movement are discussed frequently, but the details ar...more
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Read in October, 2008
I liked it, sometimes even against my own will. I like the game that's in these pages, and I'm excited to play it. Whether it is/isn't D&D I'll leave for later; I'll take this game for what it is and enjoy it as such.
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9 comments
Of all the editions that have come since the original Advanced D&D, I think that this is the closest to the original in flavor (if not in rules). The classes are distinct, the rules have been pared down to only those that are necessary to run the game, and the game is more about having fun and doing cool stuff again (rather than about enhancing your mathematics skills through min-maxing your character).
I personally like the layout of the book. I think that it's very intuitive and I...more
I personally like the layout of the book. I think that it's very intuitive and I...more
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Dungeon and Dragons released its 4th edition this summer, and it is a change from the other editions in a number of ways.
Some of the changes from 3.5 to 4.0 include different starting player races and classes, the change from feats and class powers to at-will, encounter, and daily powers, a smaller and streamlined skill list, new magic item system, rituals for more power spells.
The book itself is 330 pages and longer than the Dungeon Master's guide (DMG). In the past, ...more
Some of the changes from 3.5 to 4.0 include different starting player races and classes, the change from feats and class powers to at-will, encounter, and daily powers, a smaller and streamlined skill list, new magic item system, rituals for more power spells.
The book itself is 330 pages and longer than the Dungeon Master's guide (DMG). In the past, ...more
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I am completely pleased with the changes made to the Dungeons and Dragons game with this new installment. I have played several games, and read through the Handbook several times already, and I can't find any portion that does not make sense, streamline the game, or enhance the level of fun I am having with it.
Character generation is far easier than its ever been. The game can still cater to all kinds of players, from those who like to role play for most of the session to those who ...more
Character generation is far easier than its ever been. The game can still cater to all kinds of players, from those who like to role play for most of the session to those who ...more
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Read in January, 2009
i like:
- the rolls are arranged vs. defenses.
- the powers (giving players more options is good.)
- that rogues are more powerful
- some of the simplifications of movement
- the reset button hit on some of the racial stuff.
- the layout of the powers is helpful for a player.
i don't like:
- #1 problem: healing is thoroughly broken. this makes the game nearly unplayable.
- spells were destroyed essentially. that sucks. that added...more
- the rolls are arranged vs. defenses.
- the powers (giving players more options is good.)
- that rogues are more powerful
- some of the simplifications of movement
- the reset button hit on some of the racial stuff.
- the layout of the powers is helpful for a player.
i don't like:
- #1 problem: healing is thoroughly broken. this makes the game nearly unplayable.
- spells were destroyed essentially. that sucks. that added...more
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It's difficult to say whether I think this is an improvement on 3.5 or not. The big differences are simply that many of the classes have been homogenized with one another and that the freedom to choose the manner in which your character develops has been curtailed in favor of pre-packaged "paths" that classes may follow. The biggest difference now between a fighter and a wizard is that while a wizard casts "fireball," a fighter can use a martial power for nearly identical eff...more
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Read in June, 2008
It's hard to accurately review a rulebook like this having only read it, and not actually played a game using said rules yet, so this review is subject to later amendment.
The changes from the previous edition are overall positive seeming changes. It seems as if the designers took a conscious choice to make the game a bit more like a tactical computer game, and this is ultimately positive... even the last edition seems a bit clunky, and it was a huge improvement over previous version...more
The changes from the previous edition are overall positive seeming changes. It seems as if the designers took a conscious choice to make the game a bit more like a tactical computer game, and this is ultimately positive... even the last edition seems a bit clunky, and it was a huge improvement over previous version...more
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Read in January, 2009
Interesting... adding half dragon and half demonic races; but with all the math and modifiers, if this had been the book I found over 20 years ago, I'd never have played the game... and never met my better half!
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Read in July, 2008
recommends it for:
D&D Players
Not bad. It does seem to change the game considerably which is going to rub some people the wrong way. The emphasis seems to be much more on combat than other aspects, but the rules are much cleaner and the content that used to be in the DMG (magic items) are finally moved to the PHB where they belong. A player can now get away with owning the PHB without constantly needing to look in the DMG.
I'd give it 5 stars, but honestly, the writing is weaker (okay, weird thing to complain a...more
I'd give it 5 stars, but honestly, the writing is weaker (okay, weird thing to complain a...more
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and why would i, a geek(shut up, you know who i'm talking about), rate this badly?
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I have to admit, there are some changes from 3.5 to 4.0 that I like, but, overall, I am not very impressed with the new game. It seems like almost all flexibility has gone out of character creation, and, except for a token feat, multi-classing has gone out the window. Any class or ability with non-combat utility has been either minimized or removed. Overall, the game is fun for the occasional dungeon crawl or hack-and-slash scene, but I would not recommend it at all to anyone for an extended ...more
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Read in July, 2008
I knew I'd never have enough time to devote to understanding this recreation of the core rules but since I was stuck on a cross-Atlantic flight, I was able to get through it.
It's... different. It's like reading the instructions to a video game. But it has more graspable ideas for new players. I don't love the artwork. I don't love the pages and pages and pages of tables of powers.
Once I start play-testing it... it will make sense and may even be fun. Reading through the rules at least ...more
It's... different. It's like reading the instructions to a video game. But it has more graspable ideas for new players. I don't love the artwork. I don't love the pages and pages and pages of tables of powers.
Once I start play-testing it... it will make sense and may even be fun. Reading through the rules at least ...more
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Read in May, 2009
Looks like an interesting update (though I can't really compare it to the latest versions, I haven't played or read anything since 2ed). Seems like martial classes might not get useless at higher levels like they once did. Seems like casters are probably more useful below 10th level than they once were. Looks like higher level play is probably more interesting overall.
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Read in June, 2008
recommended to furious by:
gary gygaxrecommends it for: nerds, fanboys, hobbits, satanists & other gaming subcultures
from this book i have learned that my inner nerd is less resilient to the ongoing marketing efforts of Wizards of the Coast than i would have hoped. i railed against a 4th edition forever, i protested against the forced system change & the necessity of learning a whole new set of rules YET AGAIN. nevertheless, there i was at midnight on release day, standing in line on the streets of Berkeley with a crew of my fellow nerds, looking to avoid the delays of the Amazon pre-order. damn you, gygax's g...more
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