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Dungeons & Dragons—4th Edition Core Rulebook Collection
Wizards of the Coast
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$104.95
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Our
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$94.46
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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 Player's Handbook rulebook (320 pages), the Monster Manual rulebook (288 pages), and the Dungeon Master's Guide rulebook (224 pages).
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Product Reviews
Average product rating:
   
(2.5)
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review.
This edition of the game basically gave up on the idea of being the archetypal fantasy role-playing game. Instead, it defines very tightly what its designers think is "fun" (tm), and it sticks with it.
In other words, this is a tactical miniatures game with role-playing options included for good measure (i.e. skill challenges). You sure can get a good role-playing experience out of it with a good DM, but we all know it: a good DM can run a good session with any piece of crap of a game out there.
The tactical rules themselves are excellent, and though the powers look very similar to each other as you read through the books, the true value of the game's design can only be appreciated via actual play. And there, it shines, when you like such things.
The Monster Manual describes monsters as completely different rules constructs than players' characters. In other words, PCs are different from anything else in the game world. They evolve according to a separate, different logic than the rest of the people and creatures around them. This is supposed to make the game easier to manage on the DM's side of the screen. Some people will appreciate, others will not.
The Dungeon Master's Guide is an abysmal failure of a guide. Its advice is ridiculously one-dimensional, stereotypical, concentrating on what the game designer thinks is "Fun" (tm) while everything else has, obviously, to be "Unfun" (tm). Some pieces of advice are so stupid... it's actually shocking, in a "did this guy actually run a game, ever?" kind-of way. The worse of the three books, by far.
To conclude: if this game hadn't been called "D&D", but still a "role-playing game", I would have given it 3 stars. If it had been called something else, and branded a "tactical role-playing game" or some such, I would have given it a 4 stars. Maybe. But this is called "Dungeons & Dragons", and as such, it is supposed to be "the" Flagship of the Role-playing game hobby. And there, it fails miserably.
This is a tactical game, using "powers" copied on the design of Magic: the Gathering game cards, with the aesthetics of World of Warcraft, with some interesting emergent complexity uncovered when actually playing it, but this is definitely NOT what I would call "Dungeons & Dragons".
For these reasons, I have to fail this game. 1 star. Try again.
First I'll say something nice.
The layout is excellent, very user friendly and easy to read for the most part. I prefer the Paizo art direction a hundred fold though, with few exceptions.
Ruleswise however, I'm unimpressed. There are a few interesting ideas and good decisions, skill challenges and the like, but overall the rule system leaves a lot to be desired.
Gripes:
- Failure to include more than half of the iconic classes and concepts. {druids, barbarians, gnomes, ect ect.}
- It really kills just about every sacred cow there is left. The only issue that really bothered me was the complete do over of the Planes. Planescape was one of the strongest elements of 2nd edition and I was glad it carried over mostly intact into 3rd, but 4th basically morphs it beyond recognition.
- The powers all feel the same, regardless of class.
3rd edition really set a new bar, and 4th regressed where it should have progressed. If a simplified 3rd edition was the goal, they should have paid more attention to the designers working in their own company : Star Wars Saga Edition.
I feel that Star Wars Saga edition is a better achievement of the same concept, with the per encounter powers. You can generate far more customizable and unique, whereas despite several attempts at this system everything really feels the same at low levels {only using the corebooks}.
Stick with 3rd edition, try Star Wars Saga or go Pathfinder, Avoid 4E.
Because I thought I'd hate 3rd edition but played it and loved it, I wanted to give 4th Edition a chance.
But It's HORRIBLE!!!
Nothing about the combat seemed quick, NOTHING about Character Creation seems to meet the promises of possibility and "customizing" that 2nd Edition tried and 3rd Edition made possible. It felt nothing like previous editions of D&D at all. Maybe because I was playing with a group of "veteran" gamers, but I doubt it---THAT should have made it easier for us to imagine, create, and enjoy. Not the case at all.
Save your money! save your time! Buy into the Pathfinder RPG instead. Hazbro has created an empty abomination of a game that was growing and prospering again. Too bad their greed had to go and mess it up!
If this wasn't called D&D I might like it more; it lacks the soul of D&D.
Can I give it a zero? After several playing session our weekly group finally had enough of this edition and went back to the 3.5 rules. The game plays like a MMO and it clearly is set up for a computer or online play more then a table top game. If you have not wasted you money on it yet - don't.
I wanted to try 4e out before I made any sort of judgment on the game. Unfortunatly I did. The mechanics of the game feel like a video game and the "quick and simple" battles that were promised evidentially didn't take in the factor of bad dice rolls. Some of the ideas are cool (rituals are interesting) but not enough to get me to switch to playing 4e. They seem to stress playing heroes in the PHB and frown on you playing evil. Sad, because the player should have every option available to him/her and not get pigeon-holed into a role they don't want.
OK....... I really REALLY REALLY wanted to love this game. To be honest I've been a sucker for every incarnation of DnD that's come out. I liked all of em in their own way. I prebought this one and every 'pre-book' they've put out... We were all so eager for this new incarnation. It read so well. I can't believe this, but this game has actually managed to depress me!! I HAVE played it. Just spent three hours playing, in fact.
When we finished the party reported that they had the distinct feeling that we had just played a board game version of WOW. Now we all LOVE WOW in our gaming group.. but that's NOT what we sat down to play around a table. We saw nothing 'quick' or 'streamlined' about the gaming experience. We moved pieces around a board adhereing to movement rules and 'squares' for this and that in a fashion that reminded me way too much of the old 'Heroes Quest', albeit a complicated version! Were the game mechanics good? Yes. Why did I give it a 'one star'? Because whilst the game is a good miniature warfare game it seemed to rob the flavor of DnD. The character creation was extrememly confined and the selections were limited. Gone was the ability to customize your character to the point that you actually felt like you had something unique. You will feel as if WOC is controlling the direction your character takes. The game DEMANDED a board and game pieces.. I've always felt that DnD's flavor relied on the 'minds eye', which is so much more colorful in my head than staring at plastic pieces on a piece of cardboard. I do realize that the 'original' DnD was just that, a wargame with a fantasy element. But I feel it evolved into so much more... I guess we've 'returned to our roots'... so why do I feel like we climbed back into the primordial ooze?!
The three core rule books for the new edition are in many ways a step in the right direction for me and my players.
The quick combat, the array of options available (I will admit this feels limited, only if you compare this edition to the last one.), and the over all feel make this a wonderful edition for borh players and dm's alike.
It reminds me heavily of my time spent in earlier editions but has its own unique flavor. It was easy to learn for me, and in turn teach to my players. We have now gone through 3 sessions and about 6 combats aside from our skirmishes and roleplaying.
The edition has it all, in a different way, that may or may not suit you. I am looking forward to guidelines for powers, and how to create your own.
There is a minor number of flaws with this product (such as editing espeically in the players handbook) but mosto f that has already been correct via pdf on the website. That is actually my biggest annoyance about this new edition.
So my opinion is that you try this edition twice with an open mind, and see if you like it.
I love it. I can understand that some people may find things they don't like in it, but it's one of the best High fantasy RPG ever written. I hate 3rd edition (even if I love lots of D20 books published elsewhere). I will love to run gamemastery modules and Pathfinder AP in DD4. It's so easy to do it that I'm eager to begin!
Ok, it sucks.
I mean come on, this looks like poor mmorpg rules.
this really looks like basics set for video games. I think that wizards wanted to screw their traditionnal customers, and try to bring along the mmorpg generation.
the only problem I forsee is the fact that mmorpg fan, and young players, would rather play a video game than this. I am a mmorpg player, and a dnd player, and I don't see myself loose my time on this.
Too bad really, but not so surprising.
Product Discussion
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See all discussion for this product.
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So I see this set on Amazon for 105 bucks (MSRP). Seperatly on Amazon there 23 (3x23=69 dollars). Paizo has them for 95.50 (10% off MSRP) some other site has them for 75 for the set. OMG where is the consistancy? Honestly a few bucks doesnt make a real difference to me, but the 35 dollar difference is enough for a whole other book. For the most part whoever can get the books to me the fastest will prolly get my money. If I can overnight them from Amazon faster then my FLGS then thats how it will have to be.
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That must be one handsome slipcase.
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SterlingEdge wrote:
OMG where is the consistancy?
I can't speak for other vendors, but we're consistently 10% off of the suggested retail price.
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Vic Wertz wrote:
I can't speak for other vendors, but we're consistently 10% off of the suggested retail price.
The other venders are the ones I'm peturbed aboubt. Unfortunatly I know my FLGS and BandNs will have them at the full 105.00, the Fly by Night online store with them at 75.00 has a shady site and I dont know there delivery patterns, if they take 2 weeks to ship my stuff I might as well pay the extra $ at my FLGS. The real fix action for me would be to get them from Paizo with the PDF :) No waiting on those.
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zacharythefirst wrote:
That must be one handsome slipcase.
For that price I would want the DM screen and the Character record sheets, and a set of Dice.
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