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Dungeons and Dragons 4th Edition 4e D&d Player's Handbook

About this product

Product Identifiers

BrandWizards of the Coast
MPNWTC21736
eBay Product ID (ePID)1621040611

Product Key Features

Age Level17 Years & Up
Year2008

Ratings and reviews

4.7
3 product ratings
  • 2 users rated this 5 out of 5 stars
  • 1 users rated this 4 out of 5 stars
  • 0 users rated this 3 out of 5 stars
  • 0 users rated this 2 out of 5 stars
  • 0 users rated this 1 out of 5 stars

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Would recommend

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Most relevant reviews

  • This game is great!

    Many people criticize this game, in relation to earlier editions. Most of those criticisms are objectively wrong, even while being used to bolster their subjective opinions. If you like D&D as a game mat-based strategic combat game, you'll enjoy the strategy focus, as opposed to the 3.0/3.5/Pathfinder focus on resource management. For instance, Wizards no longer face the uselessness of running out of spells. Instead, it's more like an MMORPG, where you've used your most powerful spell, and it goes on cooldown. What some don't like is that all of the classes work this way: each class has a class type (Defender, Leader, Striker, Controller); 2 At-Will attacks or spells (attacks that let each class make an attack with an effect relevant to their class type each and every turn); one or more Encounter Attacks (a stronger attack that can be used once per encounter); one or more Daily Attacks (an attack so powerful, it requires a night of rest to refresh it); and several Utility Powers (powers that can be of any type of cool-down, and grants bonuses in combat, but are generally not attacks). The classes have different powers and functions, but all work in a very similar way. Defenders are tanks, adept at pulling enemies off allies and taking their punishment with heavy armor (Fighters, Paladins). Leaders give healing and combat bonuses to allies (Clerics, Warlords; NOTE: The name is NOT meant to imply actual leadership in the group dynamic, which is, of course, decided by roleploying and story elements, and not rules). Controllers lay out areas of damage, move allies and opponent, and generally control the field of battle (Wizard). Strikers hand out loads of damage, either in melee or at range (Warlock, Ranger, Rogue). Each class has abilities beyond their powers that allow them to most effectively perform their role. Many think this turns D&D into an MMORPG. But really, it just gives a streamlined effect to what was already there. It balances classes, making them all viable, where previous versions had fighters and rogues "letting" the wizard rest, as he is worthless when his combat spells are gone. This edition lets wizards stay viable from fight to fight, and limits the most powerful attacks of the martial classes. It's important to keep in mind that none of this hurts the role-playing aspects of the game. A common argument is that, because the rules streamline combat, they turn the game into little more than a combat simulator. Stories and roleplay are still the province of the players and the DM. I recommend this game, as the systems and the world add a great deal of fun.

    Verified purchase: YesCondition: Pre-owned

  • Good Book

    In good condition, and an interesting read-through of a product that I skipped over at the time.

    Verified purchase: YesCondition: Pre-owned

  • Dungeons and dragons

    Verified purchase: YesCondition: Pre-owned

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