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 Location:  Home » Books » Entertainment: Puzzles & Games: General » Dungeons and Dragons Core Rulebook Gift Set, 4th EditionJuly 6, 2008  
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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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List Price: $104.95
Buy New: $62.97
You Save: $41.98 (40%)
Buy In Marketplace from $62.97

Avg. Customer Rating: 3.5 out of 5 stars(based on 93 reviews)
Sales Rank: 79
Category: Book

Author: Wizards Rpg Team
Publisher: Wizards of the Coast
Studio: Wizards of the Coast
Brand: Wizards of the Coast
Label: Wizards of the Coast
Format: Box Set
Media: Hardcover
Edition: 4th
Number Of Items: 1
Pages: 832
Shipping Weight (lbs): 6.9
Dimensions (in): 11.7 x 8.7 x 2.3

ISBN: 0786950633
Dewey Decimal Number: 793
EAN: 9780786950638
ASIN: 0786950633

Publication Date: June 6, 2008  (New: Last 30 Days)
Release Date: June 6, 2008  (New: Last 30 Days)
Shipping: Eligible for Super Saver Shipping

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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 88 more reviews...

4 out of 5 stars Simpler and Easier to Play but...   July 6, 2008
Having played several sessions using the 4.0 rules system, there are several noteworthy steps forward in the new structure. It is a simpler, more streamlined system to play than the 3.5 and 3.0 editions, and certainly will be easier to run for a novice Dungeon Master. Unlike the earlier systems (even the much older Advanced Dungeons and Dragons rules) sessions don't seem to be dominated by rulebook dives for exceptions and loopholes in the rules. The at-will, encounter, and daily powers given to each character class make each class more distinctive than earlier editions, as everyone now has something "special" to bring to the table (even a basic fighter). In addition, first level characters are now more capable and have a lot more hit points (they seem about equal to 3rd or 4th level characters of earlier editions) so more interesting things can be done earlier in a character's career.
There are a few negatives though. One immediately notices that the races aren't well balanced- dragonborn and eladrin seem much more capable than others, and dwarves and halflings slightly less capable. Skills are much more generic and less important than earlier editions, resulting in less character choice. These are fairly minor complaints however.
The biggest likely problem doesn't exist yet, but may eventually overwhelm the system's straightforwardness and ease of play. I understand there are already three more expansion books in the works with more character classes, play options, and rules modifications. This is the same route that earlier rules systems from TSR/WOTC took, and this threatens the major virtue the system has- its streamlined ease of play. This will be lost if players have to look through 11 different books to check multiple rules exceptions for 16 races and 37 character classes. Invariably the new classes are more powerful and flashier to play, so they become the stars and those who play a "basic" class are reduced to supporting roles, rewarding those who have spent lots more money on books and have the time to master many, many more pages of rules. It would be far better to keep the system simple, but the desire to sell more books (and make more money) makes this highly unlikely. I would recommend buying the basic books and having fun with them before the system gets too weighty for its own good.



3 out of 5 stars The Gist   July 5, 2008
Here's the gist:

***If you have experienced, fair-minded players & a good GM & like role-playing over roll-playing, skip 4e. 3.5 offers many more options & you'll be able to pick up the HUGE library cheap on eBay, Amazon, etc.***

***If you're a newbie, or your GM is a newbie, or you're forced to play with powergaming munchkins, or you enjoy miniatures-based wargaming more than role-playing, snap up 4e.***


Note: I'm not slagging 4e here... much. There are a lot of people in the second category who will be well-served by the new system.



5 out of 5 stars great edition   July 5, 2008
they really did 4th edition right. Everything is organized, great rules, it really plays well if you enjoy storyteller style gaming.


4 out of 5 stars Great Deal   July 5, 2008
Good price, great product. However, shipped about a week later than I expected it to. Still good buy.


3 out of 5 stars Made for the next generation of gamers   July 5, 2008
I have been playing Dungeons & Dragons for longer than I care to say. I have been there through the advent of all the differnt versions and editions. From chainmail, to the rex box basic set, Advanced Dungeons & Dragons, to Wizards incarnations of the game. We now have come to Wizards fourth atempt at selling Dungeons and Dragons to the next generation. How do they do this? They do this by trying to make a classic RPG more like the MMORPGs that so many of people are playing these days. Giving characters "special moves" and "power attacks" to smite their enemy and dazzle their friends. This is all well and good but without the video screen to go along with this you sitll have to imagine your character doing all this right? Wait they are going to let you play D&D online now on D&D insider on their website for a price... So maybe you get so see all this stuff... As for me I will stick to my good old classic first edition books... where we still have half-orcs, monks, assassins, and druids still suck.

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