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enlarge | Author: Wizards Rpg Team Brand: Wizards of the Coast Category: Book
List Price: $104.95 Buy New: $60.74 You Save: $44.21 (42%)
New (36) Used (11) from $56.99
Rating: 182 reviews Sales Rank: 1265
Format: Box Set Media: Hardcover Edition: 4th Pages: 832 Number Of Items: 1 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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Showing reviews 6-10 of 182
D&D Rulebook Gift Set 4.0 November 1, 2008 Don P. (Hartford Area, CT USA) 1 out of 4 found this review helpful
how can you go wrong with everything right at your fingertips? you can't. rules, weapons, characters, and monsters. also, it saves you a bit of money because its all together.
Run away from this edition of D&D! October 27, 2008 Oland Whitecotton (Texas) 4 out of 6 found this review helpful
I'll be brief in my reveiw because most honest reviews have already pointed out the dire deficiencies in this edition of D&D. Most of the people who left glowing feedback for this game are obviously employees of Wizards of the Coast, trying to prop up the dismal ratings left by real purchasers and players. Much of this game may as well have been a cut-and-paste of the code used for online games such as World of Warcraft. The rules even list a laptop as suggested optional equipment. You'll need it... I'll echo the comments of other reviewers who've said "This is not D&D." It doesn't even remotely resemble the 1st edition of AD&D. Gary Gygax is rolling in his grave at this abomination with the D&D name on it. Read the other reviews! If you buy this game anyway, be prepared to sell it on Amazon or Ebay at a loss, once you've attempted to muddle through the manuals. This edition just came out - yet the books/manuals are available USED in huge quantities on Amazon and Ebay. It doesn't take a magic-user with an 18 intelligence to figure out why! Please, I'm begging you, don't do what I did. Don't buy this edition of D&D!
This isn't D&D October 26, 2008 Ms. V. E. Painting (England) 3 out of 5 found this review helpful
I've been playing D&D/AD&D for over 25 years. I can't describe how disappointed I was with the 4th edition. But for the sake of potential buyers, I'll try. - The rules for just about everything are overly complicated. There was a time when you could play with your children under 12. You'd be lucky if a highschool senior from your trig class could play this edition. - Gone are the days of playing with just one or two players and a DM. WOTC has designed this edition with four absurd mandatory roles for a minimum of four PC's such as "striker" and "controller." This was obviously a marketing ploy by WOTC to force additional sales of their PHB, via recruitment of people to play with you. You can play with fewer than 5 players (4 PC's +DM), but it's not going to be easy. - Fewer spells. - More complicated combat resolution (wow, and complicated everything). Add this to half of this to this, plus this, but not this, or that... - Foreordained hit points. No more rolling your hit points for each level. A "warlock" now gets 5 hp per level, and a figher gets 6. No more fun rolling a 1d10, etc. Two 20th-level fighters will have pretty much the same hit points (the only variation will be 1st level when you get to add a constitution bonus). WOTC may as well email everyone their characters and say "Here, this is what you must use." - And geeze I could go on and on about the shortcomings of this game, but I don't have all night. - There is one redeeming feature about the handbooks/manuals. That is the artwork, which is super. Wow, with that being said, I suppose if I wanted artwork I could've bought a couple of art books by Jeff Easley and Larry Elmore.
It's a different, good game. But it's D&D in title only. October 26, 2008 GB Guitars (Colfax, Ca United States) 6 out of 6 found this review helpful
I think that what it all boils down to is this: Folks like me who have been playing D&D since the Blue Box days and have played through the various editions seem to hate 4th edition. Players who are new to the genre seem to like it. So what is it that's upsetting the older, more experienced players? While listening to the Wizards of the Coast podcast on the differences to 4e they often mentioned wanting to remove the "15 minute adventure day." This is the aspect of D&D where you go in, you fight hard, take damage, and then have to go rest for a day or more to heal up. It's very true that this can be typical of a D&D adventure, especially lower level adventures where the spell casters are very weak. But by changing the rules to eliminate that aspect they profoundly changed the feel of the game. In 4e each player has a set of "healing surges". They can use these throughout the day to heal 1/4 of their hit points. At first glance this may sound like a good idea. But what ends up happening is that a character can be beaten and bloodied (or even unconscious and just moments from death) and use a healing surge to bounce back up to full strength in no time. In fact, if they're unconscious and dying but make their saving throw against death the character can bounce back from near death to 1/4 of his total hit points in 2 combat rounds (12 seconds). If you roll a natural 20 you "wake up" with zero hit points and immediately get a free healing surge. So with the proper roll you can go from dead to fighting in 6 seconds of game time. That seems a bit unrealistic, even for a world full of goblins and dragons. One of the other aspects of D&D is that spell casters are very weak at lower levels. In 4e the spell casters can blast away even at first level. In fact, they have "per encounter" spells that they can cast once per encounter no matter how many encounters they have that day. In every edition before 4e the Wizard or Sorcerer's spell casting would drain them mentally and they'd have to recover from the exertion of calling in powers from other magical planes of existence. The feeling that it's hard work to cast a spell seems to be missing from 4e. This is the kind of thing that the detractors are talking about when they say that 4e is a "dumbed down" version of D&D. On The Other Hand: There are really 2 parts to a D&D game. The combat part, and the non-combat part (the role playing part). The role playing part of the game is still up to the DM and the players. It would take a huge change in the rules to destroy the role playing portion of the game experience. But because the risk of death is lessened, the power of spell casters is increased, and the bounce back healing surges exist I think that the new rules may, in fact, be a big enough change to effect the role playing experience. Players can put themselves into situations that they wouldn't in edition 3.5 because they know they can bounce back and keep going. The strength of the magic users and the power of clerics to heal change the dynamic of the game enough that the role playing part is effected. There's one last thing to consider as well. Did edition 3.5 need to be updated? There may be small things about 3.5 that could be tweaked, and the Pathfinder RPG has done a wonderful job of that. Pathfinder Roleplaying Game Beta (Pathfinder) But did 3.5 really need to be gutted and changed? I don't think so. It seems to me that Wizards really needed to produce a new product line to continue to build sales and 4e was that new product line. But the decision seems to have come from a marketing and sales point of view rather than from the point of view of "what's best for the RPG gamer". Pathfinder, on the other hand, seems to be written from the point of view of "What's the best way to continue the arc of the 3.5 story line? How can we give the players more within the 3.5 edition and the open gaming license." I think they succeeded. At this point in the D&D world we have a split. The new players will probably enjoy 4th edition. But the experienced players will most likely stick with 3.5 and use Pathfinder. My prediction is that within the hard core gamer circles Pathfinder will replace D&D entirely. And in a way, that's too bad. There's a feeling of history with D&D. The older players remember the Gary Gygax days. We remember playing in a game where Mordenkainen and Leomund (Gygax's personal characters) existed and influenced our world. We remember grinding out adventure after adventure as a spell caster just waiting to become so powerful that we can change reality with a wave of our hand. There was a certain feel to the older versions of the game that's profoundly different in 4e. And that's what we miss. That's what makes 4e not feel like it's Dungeons and Dragons any more. 4th edition is a great, well designed RPG. It's just not D&D any more.
Good Stuff October 15, 2008 D. Zimmer (Southern New Jersey) 1 out of 3 found this review helpful
I love 4th Edition. These books are a necessity. There is much left out but it will come with later releases.
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