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Others say...
"Convert? Maybe." I think it's important for any game reviewer to do the following:
1) Get the game on the table and play 2) Remember that any game, no matter what the system is, is only as good as its players and DM 3) If you've only played v3.*, remember that 1st and 2nd edition players felt the same way about "your game", so keep an open mind.
I'm an old school, Fighting Man, white box gamer from 1978 and have seen the cornerstone roleplaying game go through many developments. In many ways I felt the same way about v3.0 as I did about my first look at 4th. "This isn't AD&D! What are they doing?" Until I got v3.0 on the table and tested it. Then I was hooked. So many problems fixed and so much fuel for imagination. After a while I realized 3.0 was broken too, in its own ways; Rangers, Bards, Monks, Paladins all had their issues and Clerics are outrageous powerhouses, so house rules abounded, most of which showed up in v3.5.
I blustered at 4th edition for a lot of reasons, some really good reasons, even many of the reasons people in these reviews point out. Yet after reading through the core 4th rules several times and finally getting the game on the table, I'm finding myself in a similar position. I'm coming to love it. My opinion about the observation that now it's a Mini's game is, D&D was born a mini's game, and what made it into a roleplaying game was imagination.
What at first appears as limited combat options is clearly not. Where a fighter's options were limited to "swing your weapon (read: Longsword cause it was always the best choice) or come up with something unusual and have the DM make a rule", they now make incredibly balanced and effective combatants and protectors. Combats are clearly more dramatic and suspenseful, with teamwork being the main focus of any encounter.
Non-combat in any game is about roleplaying. Put the dice aside for a while and focus on the interactions. Non-combat is about heavy RP'ing punctuated by the occasional die roll. Combat is about tactics and dice rolling punctuated by the occasional flavor-text description of how you did what you did. Balancing deep, meaningful roleplaying with fast-paced dramatic teamwork-filled combats is what DnD (or I should say D&D) has always been about. 4th does that very well.
There are some broken rules (multiclassing needs some tweeking, but my light armor wearing, two weapon wielding, Fighter/Rogue is so much more effective in his role than he ever would have been in v3.*, and no one was more surprised than me to find that out), but they will be fixed over time, mostly and most immediately by house rules. And don't you tell me you don't love House Rules. That's what sets RPG's apart; making the game, the setting, the experience your own.
Clearly and unarguably, 4th and 3rd are as different as 3rd and 2nd. (Though at the time people believed 1st and 2nd were worlds apart, with hindsight we can see 2nd is more like v1.5 than not.) What 3rd did was fix the problems that couldn't be fixed by revamping the game from the ground up. 4th has done the same.
Of course there are a lot of things I wish they had done differently like add more flavor text and history to monsters, races, classes, etc. Putting in a real Index is also a must. I also wish they had put more emphasis on the idea that just because a power is described a certain way doesn't mean that's how YOUR character does it.
I encourage anyone to playtest the game with someone who has read the rules well. Not so that the rules are followed to the letter, but so that everyone knows how the rules play so you know what really works and what needs your imaginative flair and kit-bashing skills to make yours.
What I do have to say for 4th is this: get druids and monks back in the game quick. I miss them.
"Two months in and loving every session . . ." I will simply start by saying that D&D 4th Edition is an almost complete departure from previous iterations of the system... and in my gaming group's opinion, it is a great and refreshing thing. All of us have been playing since 2nd Edition and some of us since the original Chainmail. All of us have realized over the last several weeks just how annoying, version 3.5 really was. For all of those who question the amount of roleplaying associated with this edition, I would question you as to when a book ever truly provided roleplaying. It's always been my experience that the players do that, not the book or rules. As far as playability, 4th Edition is amazing. When I initially learned of the new healing system, I shook my head and said "NO!There is no way, it sounds ridiculous." Now that I have read and played... I have changed my tune. Also, for the first time in D&D (as far as I'm concerned), tactics have become a key component of every session. You will not survive many encounters if you do not quickly grasp the concept of teamwork (adding tons of roleplaying potential, in my opinion). Overall, I would recommend the D&D 4th Edition Player's Guide to every one who's wanted to play D&D and never has. As for all of the old-timers, I would tell you to at least give it a fair shake. Some of us get set in our ways and opinions as we age and therefore, may not give this edition the opportunity it deserves. I will tell you that I play with a skeptic and a cynic and they both, after some gameplay, love the game. I find myself counting the days to the next game and not wanting to pack up when its over. I would consider that the best endorsement I could possibly give.
"Squandered Potential" When I first heard about 4th edition I was quite excited. I couldn't wait to get my hands on all the brand new shiny rules. I read all the updates about the new races and classes from Wizards of the Coast online, and I thought "hmmm a little bit strange that they seem to be making so many changes, but they still sound like great ideas". When the books finally came out, I bought my copies right away, and read through them. At first I was confused by the fact that the new game was COMPLETELY new. There was basically nothing left of the old editions in 4th edition. It was a totally new game. Strange, I thought, but I ignored that little voice telling me to be wary and went ahead and started up a game with some of my friends, all D&D 3.5 players who had also been waiting for the new edition to come out... all except for one friend who refused to play because he hated the new changes. I tried to explain that they weren't changes as much as it was a whole new game, but he said that was even worse. I ignored his opinions, but now in hindsight, he was absolutely correct.
As we played the game, at first we thought the game was a blast. It was fun having special "powers" as a fighter, and being able to use spells over and over again, but as the weeks progressed we started to notice some things as we reached higher levels (I think that 12th was the highest level anyone in our group reached). We weren't really enjoying the game like we did the first few times when it was still new, and 2 players started making excuses not to show up at the game, and 1 other player though he came to the game every time, constantly expressed an interest in going back to 3.5 or playing a totally different system. Essentially everyone was bored with 4th, and after having only played for about a month and a half. We'd had 3.0 and 3.5 games that had lasted years without players leaving or expressing boredom. No one was looking forward to the next game session and no one really cared about their characters. We played a few more times, but then agreed to quit and started a new 3.5 game, but we decided to use only the 3 core books of 3.5 (PHB, DMG, and MM) to see if we became as bored with it as quickly as we did with 4th. Needless to say, that game is still going (but we did allow one player to use a prestige class from complete mage).
Overall, while 4th edition seemed fun at first, we quickly realized that character building choices, such as feats and powers mattered very little in the long run. It was almost impossible to build an interesting and unique character. Even the classes bled together, despite having different powers. The only element of the characters that seemed unique was the race, but still every character of the same race seemed the same, and if "you didn't play enough different characters to know if they can be unique or not" is your counter argument, then you would be wrong as far as I'm concerned. We played 2 times a week for almost 2 months, and with 3 complete parties wiped out by assorted "balanced encounters" each of us played at least 4 characters.
Which brings me to another point that I haven't seen many people mention; the increasesd lethality of this edition. Our DM started with a module (keep of the shadowfall or something like that) and we were killed (one person escaped) by a group of kobolds. We chalked it up to inexperience with the new system, and tried to use better tactics next time. We made it through to the end of the module but were almost wiped again by the final encounter (2 people out of 5 died, but only 1 person was left actually conscious when the bad guy died). We figured that maybe the module was just designed to be a meat-grinder style adventure so the DM started planning his own game with encounters balanced according to the DMG. Two games later our party was wiped out completely (no one escaped) by an elite solo monster that was supposedly a balanced "boss" encounter for our party level. After this another player wanted to DM for a while, so we started new characters but at the same levels as our last characters. It went pretty good for a while, but then one player stopped showing up to games, for various reasons, and then some number of games after that (i think it was about 2 levels since we started over, I can't really remember) our party was TPKed again. In between the start over and the TPK 2 people had died in isolated situations but those seemed normal at the time. Even though we were TPKed the DM said that we'd "been captured" and we had to fight our way out of prison, which was kind of fun, but it felt fake and undeserved.
When 4th edition info first started to appear on the internet, there was talk of characters being "pumped up" with hit points and that this would increase early level survivability. It turns out the opposite is actually true. The characters have more HP but so do the monsters; unbelievable numbers of HP in some cases. Fights seem to drag on and on as the players swing and do minor amounts of damage to the creatures massive HP scores which are in every case but "minions" equal to or greater than the players HP scores. Minions on the other hand may seem like a good idea; monsters that can be used as a howling horde of weaklings, but die quickly. However, in practice they take the fun out of the battle. When you hit a minion it feels like a "gimme", like patting a little kid on the head and saying "good job! you hit the ball!" (straight to the firstbaseman). They all have one hit point and die from a single hit, but they feel very gratuitous, almost pointless. Not only are they simply an annoyance, but they deprive the player the fun and excitement of scoring a critical hit for maximum damage, or even of rolling for damage at all. Very disappointing.
I could go on detailing other oddities of play experience that our group encountered, but other reviews listed here have pointed them out over and over, and in greater detail than I really care to, mainly because I simply don't care anymore. 4th edition was an opportunity for WotC to fix and update the previous edition, but instead, judging by the final product, the only thing they truly ever intended to update was the company's stock price (Oooh, he made a joke about Wizards only being out to make a profit! Get him! Nerd Rage!). They created a detailed but boring board game, from which I am sure they will make quite a bit of money off of those fooled by the brand label still attached to this unrecognizable edition. I plan to recoup some of what I gave to Wizards by selling my books back to the local game store, since in just a couple of months I've had my fill of 4th edition.
"This is not D&D" This is not D&D. This is a board game made to look like D&D. Requiring the use of miniatures alone ruins this for me. I understand some of the changes with characters' abilities, and that's fine. However, it seems the imagination is just lacking in this version. The feel of D&D is just not there. I was very excited about this, but I am truly disappointed.
"this will do to D&D what the Christian Coalition could never achieve" To say I'm against this new version of D&D is like saying I'm against racism or genocide. Did the Christian Coalition create this new version or is WOTC trying to destroy its cash cow in hopes of gaining enlightenment through poverty. The very least WOTC could have done was not put Dungeons and Dragons across the cover of this book. Just call it something else and leave the greatness of D&D untarnished. This book is like a serial killer, it looks all nice on the surface, but there's a whole world of horror waiting inside. This handbook has obliterated the problem of meta gamers by removing player's ability to create their own characters. Now you get a couple of similar cookie cutter choices, cut and past, and you're ready to play the exact same elven wizard that 20 other kids in your neighborhood just wrote up. Excited, you should be, whether you play a fighter or a wizard you will have exactly the same ability to have exactly the same effect on the outcome of each and every battle scenario. What about how the characters will be different for other situations? There aren't any, the new character classes are designed so that everything you do should be combat orientated. What else is there to role playing except beating up the bad guys and collecting goodies for your efforts? Nothing, if you are playing an online RPG, and that's exactly what this book has been written to emulate. So if you are not satisfied with this 4th edition, check out Pathfinder Beta, you can down load a copy for free on line, play it with your friends, and tell Pathfinder what you like and don't like about the game so that the company can make the proper changes before they release the completed version. Pathfinder is trying to put out an improved version of 3.5 D&D, which is a really good idea that WOTC should have been the first to have. I won't be playing this monstrosity nor supporting the new rehashed line of WOTC products that I already own in a 3.5 version. Thanks for trying to empty my wallet without giving me anything of value in return. I hope other people read this and avoid buying this product without reading the book first.
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Dungeons & Dragons Player's Handbook: Roleplaying Game Core Rules, 4th Edition
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What our customer's say!
"Part innovation, part oversimplification, part scam.", The 4th edition of D&D isn't the game you've been waiting for--unless you've been waiting for a compromise between earlier D&D and the eighties arcade game GAUNTLET. 4E has admirably simplified a number of mechanics that ate up too much game time in editions past, but 4E works too hard to please an audience that that wants its wish fulfillment fantasies now, and can't be bothered to wait.
Take the new edition's default treatment of magic items. The PLAYER'S HANDBOOK now contains detailed descriptions of magic items (so players can start pestering the DM with a "wish list"). When player characters find a magic item, they know what it does, regardless of their class, level, whatever--no longer do they need a wizard to Identify the magic loot to determine what it does. Only rarer stuff, like "cursed or nonstandard items" might prompt the DM to "ask for an Arcana check to determine their properties" (223). So telling a Staff of Storms from a Staff of Winter is as simple as reading the staff's implied label. However, the same character lost in the woods will still have to make Nature skill checks in order to identify edible plants.
Yet 4E turbo-charges first-level characters, giving them hit point totals and combat powers that a 3E or 3.5E character wouldn't have until 5th level or so. Weak foes like hoodlums or skeletons ("minions") will have 3 hit points, yet your first level fighter could easily have 33, and have nine 8-hit-point "healing surges" to use that day. (And if that fighter is a dragonborn, he or she can also breathe fire.) Thus a huge gulf separates even beginning player characters from "normal" people in this world.
These two features of the game betray its indebtedness not to the fantasy fiction that inspired the first two editions of D&D, but to video and computer games, where all the player has to do is choose what to stab, or which line of dialogue to click on. (4E is full of quoted cliches that players can use to "role-play" their characters: "Feel the might of Bahamut!" (24).) I could pardon Wizards of the Coast for playing to the peanut gallery if the PLAYER'S HANDBOOK were actually complete, but it leaves out the bard, druid, barbarian, and monk classes--you'll have to buy a forthcoming hardcover book for them. Despite what some defenders have said, the PLAYER'S HANDBOOK is not "everything you need to play the game"--even if you're willing to play this attention-deficit-superhero version of D&D.
"Critical Miss = Dungeons & Dragons 4th edition", I've been playing D&D now for over 30 years now, grew-up in a time before the internet and video games, when you pretty much used a pen, some paper and your imagination to have fun. Well I was sad to see TSR go(the end of an era), I had hoped that Wizards Of The Coast would keep producing products along the same lines that TSR did, and for awhile it seemed like it, but then Hasbro swooped in and bought the company. Hasbro of course wanting to make $$ decided to total change the game, that way forcing players to go out and buy all new books, there first attempt 3.0 which didn't last that long. Then 3.5 and now 4.0. "video games on paper" their way of trying to get the kids to buy. Give it two or three years and there will be a 4.5 edition. Good going Hasbro! You took a game that generations grew up playing and TOTALLY SCREWED IT UP!!!
"A great edition to suplement ver3.5", After reading customer reviews and all three 4th edition core books I've come to a great solution. Take everything from the 4th ed books and inject it into your old 3.5 game. I was surprised myself to find that some of my favorite classes and races where not carried over, but I did like the new races and classes, and just the thought of having a Dragonborn Barbarian sounds great. Also I like the fact that the level cap got moved to 30, that means more character development and customization. Just because times and versions change doesn't mean that the older versions that we are all used to have to be out on the back burner.
"mediocre edition mediocre play", I am currently playing in a 4th edition game. This book is a boring read in comparison to older edition works. At least 50% of this volume is comprised of "powers" for the classes. Heavy emphasis on streamlining every single class to operate like the next one. While combat runs pretty slick the character of the game leaves me uninspired.
"When you organize by committee...", When I pick up a book, there is an expectation that reading it cover to cover will result in some form of understanding concerning the system. This is not the case with D&D 4e. The index is pretty useless, when something that hasn't been explained yet is mentioned it isn't always in the glossary or index. There isn't anything 'wrong' with the system, but they introduced alot of unnecessary confusion when they let a committee instead of an individual organize the players handbook...
You might need this... Dungeons & Dragons Dungeon Master's Guide: Roleplaying Game Core Rules, 4th Edition details..
|  Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition details..
|  Keep on the Shadowfell (Dungeons & Dragons, Adventure H1) details..
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 Dungeons and Dragons Core Rulebook Gift Set, 4th Edition details..
|  Adventurer's Vault: A 4th Edition D&D Supplement details..
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Read this reviews before You buy...
"Excellent game. Makes a great Board game", The book came super fast and was a great price new, better than in the stores. I've tried 4ed at a convention and with my friends. We still aren't sold on it as a whole. It is WAY too similar to World of Warcraft.
However, it makes for a fun, Heroquest elite like board game. The book is full of errors and errata has been added on wizard's website, but that is to be expected for a first printing. Mostly just clarifications.
Enjoy everyone, it's worth giving a chance and I like that it's a chance to start over without feeling like a powergamer with 2000 books to choose from.
"Great for 3rd edition House Rules, but not as it's own game.", Been a player of D&D since the good ol' boxed sets and the flavor and system of this new version just seems off to me. I havn't bought it but borrowed it from and read through friends versions enough to know that I won't be picking it up. Making Dragonborn and Tieflings "Core" races is simply the most blantant example what 4th edition is really about, and that is selling "Dungeons and Dragons" to the MMO generation not making it a better game!
"An Extremely Disappointing Revision", Dungeons and Dragons 4th Edition seems to be an attempt to both streamline and modularize the iconic game system. The problem is, the streamlining and modularization has turned the game into something that is definitely NOT Dungeons and Dragons. A few words and names remain the same, but the game no longer plays or feels like previous editions. As others have put it, the heart and soul of the experience has been ripped out and replaced with working - but artificial - mechanisms.
"Powers" represent the biggest change to the rules. Every class has the same number of base powers per level, but the powers must be chosen from their specific class's list. Powers also fit into different categories - At Will, Encounter, Daily, and Utility. Their name implies how often they can be used ("At Will" can be used over and over again, Daily can only be used once a day, etc..). Due to the extremely limited maximum number of powers a character can know (and the fact that the character gains access to new powers after a few levels), players will find their characters losing access to old powers in order to gain new ones - a mechanism that can destroy the "feel" of the character (especially in the case of Wizards, a class used to having a diverse selection of spells to memorize). There also isn't a solid in-game reason as to why certain powers work the way they do, other than the powers were shoe-horned into the current system in an attempt at modularization (EX: the rogue can only use a Knockout strike once a day; a wizard can cast magic missile constantly).
The Player's Handbook itself is not an easy book to read. Entries and explanations are scattered throughout the text, so those attempting to learn the game system will find themselves constantly skipping back and forth in order to figure out what is going on. What would pass for a glossary in most books is split up and inserted into multiple chapters, and the index is much too incomplete to be very useful. The style of the artwork has also changed again, and will leave those that loved the more realistic paintings of second edition screaming in agony and those that enjoyed the more fanciful creations of third edition with a bad taste in their mouth.
I can not recommend buying this book to anyone, nor can I recommend this edition of the Dungeons and Dragons game. If anyone is interested in learning D&D, I suggest buying a copy of the second or third edition rules and starting from there.
"Not the D&D we remember",
What a strange beast this new game is.
Hasbro has changed Dungeons and Dragons so radically as to make it unrecognizable from the D&D so many of us grew up with. Gone are the endless ways to customize a character- the proficiencies, the spell lists, the multitude of races and classes to draw on- that were the hallmark of the sometimes unwieldy AD&D of years past. Instead, Hasbro has scaled the races and classes back to an odd handful of old and new (dwarves, elves and... dragonborn?) that are primarily cosmetic, and replaced the proficiency lists and spellbooks with endless combat feats and combat powers, combat exploits and combat spells, combat, combat, combat. Yes, combat, always a major part of any D&D session, has now taken not just center stage but the whole damn opera, and once and for all overwhelmed all other aspects of the game.
This is simply too bad. Although the old system had many, many flaws, its heart was always in the right place. It was a *role-playing* system, designed to allow its players to create nearly any kind of character from their imaginations, and to lay out traits and abilities that made that character play unlike any other. In 4th Edition, players design characters that are all too similar to each other (the combat powers for each class, despite all the pages devoted to them, are actually quite limited and homogeneous), and put them through the paces of combat after combat that play out in far too similar a way. True, a bare handful of skills provide evidence that the designers at least considered the possibility of RP outside of battle, but it is clear that their inclusion was little more than an afterthought.
If the new rules were introduced as their own miniatures game without the baggage of the D&D name, this review would be more favorable. After all, the new combat system is solid, and battles play out in a generally dynamic, engaging fashion, at least for an encounter or two. But by using the Dungeons and Dragons brand, and worse, discontinuing 3.5, Hasbro forces the comparison to older incarnations. Simply put, there is far too much missing from 4th Edition for it to seem like anything other than a shadow of its former selves.
"Pathetic.", I realize this isn't a helpful review, but the word "pathetic" is so prevalent in my mind it's taking all of my effort not to just type that word over and over and over. This is a video game on paper. Unless you are aged 8-12, avoid this product.
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