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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: $61.95 You Save: $43.00 (41%)
New (34) Used (9) from $55.39
Avg. Customer Rating: 171 reviews Sales Rank: 787
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 Condition: Brand new Item. CD, DVD, Book, VHS more than 400 000 titles to choose from. ALL days Low Price !
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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 166 more reviews...
A radical change of pace June 6, 2008 269 out of 306 found this review helpful
The meteoric rise of Massively Multiplayer RPGs has created a unprecedentedly-large case study about what works for class advancement and balance. When I was first looking through the promotional material I noticed concepts from the MMO space cropping up: defender(tank), striker(dps), controller, and leader(support). I was initially disappointed by this, but the more I thought about it the more the idea began to grow on me. Every class now has a role within the group so there's no question about what each character should be doing.
The options for character advancement are fewer than previous versions. Whereas 3.x gave you the tools to create just about any type of character, that's not so much the case in 4. For the advanced players who enjoyed making odd concept characters, this is going to be their primary gripe with the system. I'm talking, frothing-at-the-mouth, storm-the-Bastille forum fanboy crazy.
For the rest of the players, who just want to _play_, it's going to be great. You don't have to worry about some powergamer creating a monstrosity of character that starts an arms race with the DM. Even if you don't have a powergamer around, there's very little chance of a player accidentally creating a character that's isn't effective in the group.
What excites me as a player is the fact that you get something cool at every level. It was always kind of boring as a fighter in 3.x: "Another feat. Yawn. This'll be interesting in another dozen levels when my build finally comes together". In 4e, I get something new to play with each time.
What excites me as a DM is that my life got easier. There aren't any "Attack of opportunity" or "grapple" nightmare rules like before. There's less opportunity for rule-lawyering and general powergaming. The various social skills have been streamlined, giving the DM the chance to RP with interested players, while disinterested players can just roll their way through it.
What doesn't excite me is the online component. From what I've seen I don't think WotC has the staff necessary to put out quality software. Anyone remember the e-tools they touted in 2000. No? There's a reason you don't. They got delayed for _years_, and when they finally came out they were terrible, unusable even. Software development at that scale is hard and it's even harder if you're not a software development house and aren't used to managing the projects.
Some people will complain that the new rules are too much like an MMO. It's their choice as to whether that's something they'll enjoy. One thing to keep in mind is this: It doesn't matter if you've been DMing for 30 years, any given MMO sees their rules exercised more in a single weekend that you've done in your career. A MMO is a crucible for finding rules that require a _minimum of human intervention_.
It boils down to this: if you enjoy the act of playing with your group and the rules are an accessory, then you'll love 4e. If you enjoy playing with the rules and your group is an accessory, then you'll hate 4e.
The MM is what you would expect: 150 or so monsters for heroes to fight. There's not much info that would be useful to the player. To help the DM, most monster entries (maybe all?) have an "Encounter Group", which is gives a list of creatures that, together with the current one, would make an appropriate encounter for a group of PCs and that makes sense in the D&D universe. The encounter group gives the recommended level and resulting XP. (Unlike 3.x, XP rewards don't scale based on the PC's level compared to the Challenge Rating. It's like 2E, where each monster has a set XP reward)
If you read the DMG2 for 3.x, the 4e DMG will be quite familiar. Most of the rules have been moved to the PHB, leaving MUCH more space available for giving advice to the DM on how to run a successful game. (If you DM 3.x and haven't read the DMG2, it's worth taking a look at, even if you don't choose to move up to 4e).
The DMG takes a back seat at the table. This is a benefit for both players and DMs. Players don't need to buy it for the magic items(which are now in the PHB) and well-prepared DM could get away with leaving the book at home.
Good, but loses that D&D flavor June 6, 2008 236 out of 325 found this review helpful
Since Amazon.com ate a rather longish review I wrote, here's a much shorter one in a nutshell: 1) Loses a lot of iconic D&D flavor. Dwarves can no longer see in the dark, Liches can no longer paralyze with a touch (and don't really cast spells), Lycanthropes no longer spread lycanthropy via bites (instead they spread a different and even less balanced disease), Magic Missiles can miss, Vampires are no longer affected by sunlight (they just lose regeneration), Angels are no longer good, Devils and Demons are totally different (and even more confusing to tell apart than ever before), Eladrins are elementals, they messed up a lot of D&D's background -- Pelor is now the God of Agriculture and no longer accepts Lawful Good clerics, there's no more Bytopia or the other cool planes to visit, and elves are now faeries.
2) Simplified - but oversimplified. They thought that having 9 alignments was too complicated. So what did they do? Kept the law/chaos good/evil system, but just disallowed certain combinations. You can play a LawfulGood Paladin (or a Chaotic Evil one now, for that matter), but not a Chaotic Neutral, Lawful Neutral or Lawful Evil character. In my opinion, the alignments they disallowed were the most interesting to roleplay. Ask yourself -- is it really simpler to keep a system and then cut holes in it that you can't play? Likewise, they simplified the skill system (by and large in a good way), but added a penalty to all physical skills if you're wearing armor. This is all well and good, except the system is so oversimplified now, it means that if you're wearing full plate and get bitten by a wererat, you now take a penalty on your "saving throw" against disease, because the "save" is a Constitution based skill.
Simplification = good. Oversimplification = bad.
3) WOTC makes characters now, not you. The best advance from 2ed to 3ed D&D was that people could now build their own characters. No longer were you bound to play a kit or class that WOTC made, players could make their own: you could make a Fighter 1 / Rogue 1 / Wizard 18 if you felt like it. It was a powerful system, and one which WOTC believes was too "scary" for people, so they reverted back to the pre-2ed days. Essentially, they pre-roll some classes for you, and then you get to pick from a limited menu of options at each level. Even still, if you're a "fighter" at 1st level, you're a fighter at 30th, with the "paragon paths" and "epic destinies" providing a certain amount of additional customization.
4) Multiclassing is non-existent. Multiclassing was another area that WOTC felt was too "scary" for players, so they removed it. The 4ed system for multiclassing instead more closely resembles the Arcane Disciple feat from 3ed -- it allows classes to gain a certain number of spells and powers from other classes. However, you never actually can become a member of the other class. When I tried making three character concepts in 4ed D&D I was thrown up against this wall in two of them -- the system just isn't powerful enough to carry out the builds I wanted.
5) 4ed has three elf races but no half-orcs. With only eight core races, did we really need three options for playing elves?
5) Mistakes. 4ed needed more work before publishing. The multiclassing rules allow PCs to take class-specific feats from the class they "multiclass" into. However, if you read through the 20 or so class-specific feats in the PHB, only *two* of them can actually be taken by multiclass players, because the feats nearly all require class abilities from the class which *you can't get -- ever -- from multiclassing*.
From a balance perspective, people have already broken 4ed with Cascade of Blades and Seal of Binding. (The other comment on here is wrong -- they really are that broken.) With either of these abilities, you can essentially kill anything in 4ed D&D. A 30th level 4ed character, using nothing but the PHB can perfectly solo Orcus 1) Without taking a single point of damage, and 2) Kill him dead on the first round of combat. Read WOTC's boards if you want the details, but the point is, 4ed is in many ways less balanced than even the wild-and-wooly 3ed. 3ed's version of Cascade of Blades, Avalanche of Blades, was more balanced and couldn't do that trick.
4ed isn't all bad. The skills and rituals are pretty good, and the system should be fun to play overall. The reason I'm giving it 2 stars is not because it's a bad roleplaying system, but because they're calling this new roleplaying system D&D, when they've 1) Regressed a lot from 3ed, choosing simplicity over the ability for players to have fun making their characters and 2) They've taken out a huge number of the tropes that made D&D D&D. Vampire lords running around in daylight shooting magic missiles that miss at Dwarves who don't mine any more since they can't see in the dark just doesn't seem very D&Dish to me.
A new generation of a classic game June 6, 2008 138 out of 183 found this review helpful
At first I was a bit skeptical about this new edition after reading a lot of the material coming from the forums and seasoned veterans of table top RPGs, but when I picked it up and tried it out for myself, I was pleasantly surprised. A lot of the fears people had about the game being over the top action is somewhat unfounded, if anything its quite the opposite.
I whipped up a quick adventure about a mind flayer controlling town politics and went at it. The first thing I noticed was that the players spent much less time looking up modifiers and rolling dice then they did interacting with the game world. With the skills being simplified a bit, it made the game so much easier to get to the bottom of things and actually, dare I say it, role-play. I threw in a complex skill challenge and was impressed out how smooth and excited the players were just interacting with the local thieves guild, which is something I havent seen in awhile.
Eventually the players were forced in combat. I remember in 3.x there seemed to be a formula for combat depending on the type of enemy involved. That exists to a degree, but combat is so much smoother than it used to be. The abilities that the classes get really mesh well and the new system is so much easier. Instead of 4 steps for a grapple its one! The players acted much more tactically and really got into the nitty gritty only relying on the dice when it was completely necessary. Throw in a few action phrases and its a much more focused game play experience.
The dungeon masters guide and monster manual feel like theyve been designed for ease of use as well. Some people will say the game has been dumbed down, and I know what they mean. I felt that way until I saw the game in action and realized the new strategic depth that was never there before. I can already see a strategy guide coming out for battle strategy. Overall I would recommend this product to both veterans and new people to the hobby-both for its new ease of use and re-imagining of a classic hobby.
Worst Edition of the Game To Date June 10, 2008 54 out of 91 found this review helpful
If you're a longtime fan of Dungeons & Dragons, this isn't the game for you.
Much of the game's rich history and iconic elements have been sacrificed in an effort to simplify the game to attract new gamers. The game is far less flexible than 3rd Edition.
Character classes are loaded with gonzo powers and forced into tighter niches than ever before. Multiclassing is nearly non-existant. Classic races that have been with the game from the beginning have been jettisoned to make room for bland, flavorless new ones like the dragonborn.
Many of the iconic monsters have been drastically altered to fit into a new, unnecessary cosmology and core setting. Succubi are now devils, despite always being demons, and demons as a whole are now related to elementals. Angels are no longer exemplars of good. This is just the tip of the iceberg.
Most of the iconic monsters have had their abilities stripped down to just a handful of powers, and nearly all non-combat abilities are gone.
The names of many of the new creatures and variants are bland. The flavor text is nearly nonexistant.
Monsters can only improve in a few cookie-cutter roles, such as "skirmisher", rather than truly advanced to become better at what makes them unique.
Worst of all, many iconic monsters (for example, frost giants) have been left out of the first Monster Manual and reserved for later books.
With all the focus on per-encounter abilities, bosses and minions, and "marking" opponents, it feels more like an MMORPG like World of Warcraft than a good ol' pen-and-paper RPG.
If you're a fan of the past editions of the game, save your money and wait until next year for Paizo's Pathfinder RPG, which looks more like the heir apparent to the D&D throne.
A Step Backwards June 6, 2008 53 out of 156 found this review helpful
not exactly the next step in the evolution of the game. touted as a "steamlined" and "improved" re-imagining of the classic game that has been around in several incarnations over the past 30-some-odd-years; what it truly amounts to is an advanced tactical board game.
much of what made the game great is stripped away in an effort to emulate mmo (massive multiplayer online) games like world of warcraft; intentionally dumbing down the game in an effort to market it to a wider demographic. elements of game play that focused on actual role-play and story telling are minimized in favor of combat.
instead of taking what was good in both types of games and creating a higher, more elegant game that becomes greater than the sum of its parts, it instead is a souped up throwback to the chainmal days of d&d with mmo hidebound adhearance to mmo sensabilities.
while i can appreciate that hasbro may have had the best of intentions in crafting this version of the game, it fails in the eyes of this and many other fans who have played for so many years. it plays more like other sword & sorcery genre board games (descent, runebound, world of warcraft), and may in fact be the best and finest board game in the genre. but, sadly, it is no true rpg and those who seek that out in this game will be sorely disatisfied.
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