Dungeons and Dragons Core Rulebook Gift Set, 4th Edition by Wizards RPG Team (PDF)

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    Ebook Info

    • Published: 2008
    • Number of pages: 832 pages
    • Format: PDF
    • File Size: 7.85 MB
    • Authors: Wizards RPG Team

    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 provides all three 4th Edition Dungeons & Dragons core rulebooks (Player’s Handbook, Dungeon Master’s Guide, and Monster Manual) in a handsome slipcase that looks great on any bookshelf.

    User’s Reviews

    Reviews from Amazon users which were colected at the time this book was published on the website:

    ⭐So this review comes a LONG time after the game has been published and Wizards of the Coast has moved onto 5th Edition (which is also fun). But I have to say that 4e still provides some of the most fun experiences in D&D that I’ve had. Character creations is a LOT of fun with about a million ways to customize your character and most of the time you don’t have to put THAT much effort to be effective at the table. Also while balance is never going to be 100% perfect I feel 4e comes the closest to maintaining a good balance of classes/races across all 30 levels of game play. There’s no more curve where spellcasters stink in the 1st few levels and then overly reign supreme after 7th. The AEDU system helps streamline each class so that there’s less confusion when it comes to picking what you want to play, instead of reading 15 pages of some supplement that completely changes the class structure to just be different (not necessarily better).As for DM’ing 4e it is probably the easiest to run right out of the gate, save maybe 5e. The monsters and their abilities are all clearly marked and don’t force you to delve into other books or supplements to get what a spell does, if it requires a save, or have feats from XYZ book that you’ve never seen. Sure the Monster Manual 1 math is WAAY off, so it’s not perfect by any means, but there are easy ways to figure out the best AC/HP discrepancy to make the encounters your PCs face more interesting and less grinding.

    ⭐The books were well made. Content was more limited than hoped for. 4th edition is fun for beginners and those with limited time to prep but lacks the depth that other editions have. There are many other game systems that offer a similar experience, often at a lower price per player.

    ⭐I have been playing 4th edition since 2008, but I’ve never personally owned any of the books. Finding this set of the three essentials for such a low price was perfect for me, as I’m in college and wanting to teach the game to some new friends.ONTO THE PRODUCT! Packaging was pretty good. The books were very secure in their case, wrapped in plastic, inside a perfect sized box. No complaints there.The outer sleeve of the set was pretty smashed in the corners, but it’s a used product so I was expecting a bit of wear. I took off a star for that.Other than that smashed sleeve, the books themselves were in beautiful condition. No writing or highlighting that I’ve spotted yet, and a very crisp spine.All in all, I couldn’t be happier! 🙂

    ⭐THE GOOD: While many will lampoon WotC’s efforts as an attempt to mimic MMORPGs, if you keep an open mind it is probably the best balanced version of D&D ever made… and with some in-house tweaking, the funnest. Things that always annoyed me (like how a fighter’s AC never improved as his level went up unless his gear improved) have been mostly addressed in a rather concise fashion and the game is clearly designed so that combat is faster-paced and everyone has a distinct combat style. The hit/miss resolution for skills and attacks is better than previous versions IMHO. Just about all skills/powers have an entry that says something like Dexterity vs. AC or Constitution vs. Will…THE BAD: For those that were used to the customizability of your character in 3E, a lot of it is gone. For example, you can’t attack with 2 weapons unless you have a skill/feat that allows you to. There are many compromises like that where rules are simpler to make the game easier on DMs and more fast-paced. The biggest thing that annoys me is the power-tier system. Powers fall into 3 categories: at-will, encounter, and daily. At-will can generally be used every round. Encounter can be used once per encounter and daily is used roughly once or twice per day. Most of the skills you acquire will fall into daily or encounter (at level 18, your AT-WILL/ENCOUNTER/DAILY powers learned is 2/4/3). But some battles last a pretty long time. For example, a level 18 mordrant hydra has 880hp according to the 4th edition MM. While it’s certainly probable that a balanced party of 5 lvl18 characters will defeat it if it’s alone, it could easily be 2 dozen rounds before that thing goes down. So that’s 1 round you use your encounter power, 1 for your daily (if you have it) and then you spam one of 2 at-will powers for the remainder of the battle. Granted, back in the old days, most classes except the mage and cleric only had one option each round anyway but why penalize the casters to balance the non-casters? (There are utility powers and rituals as well and they don’t typically count against those quotas.) That was fairly easy to fix. Also, unless I read the rules wrong, only high crit weapons got to roll extra dice for natural 20s. Everyone else simply maxed out the damage they could normally roll. Changed that, too.THE UGLY: The “healing surge” rules took some getting used to. Once you understand that healing scales very well in this version (a level 20 fighter gets SUBSTANTIALLY more HP from being the recipient of “Lay On Hands” than a level 2 fighter – even from the same paladin) and that without a hard limit on healing most characters would be unstoppable if a healing spell happened to be an AtWill power, it starts to make sense. The combat is much more tactical and even semi-large battles are not easy to play without a graphical representation. Especially when you have a half-dozen armored types knocking each other around. You don’t necessarily need miniatures; coins, tokens and grid paper should be enough.BOTTOM LINE: Aside from long battles where you might be using 1 at-will power ad nauseum and critical hits not scaling for weapons that weren’t “High crit”, I thought it was a pretty solid edition. A couple “house rules” to patch up the deficiencies and you should have a blast.

    ⭐Got this set for 50 plus shipping. Go used especially if you are just starting out with 4th edition. Got each book for about 16.67 each instead of the new price of 35.00 each.Good buy, lot of fun thumbing through these hard bound books full of anyone needs to start some D&D except dice, get some dice and nerd on! 3.5 guy going to 4.0 it’s not bad some major changes to make it easier if you haven’t D&D in a long while. Also D&D next or 5 or something is about to come out you can playtest for free on Wizards website. Do that and if you don’t like it you won’t like 4th edition.

    ⭐I have played this game since 1975, Original, Advanced, 2.0, 3.0, 3.5 and now 4.0. 4.0 is best for groups that favorite part of the game is combat. Each character has a role in combat whose abilities can aid the other players. 3.5 is for those groups that want to build ubercharacters of multiple classes, much like Pathfinder. We have limited sessions so the combat system is what attracted us. After the initial grumblings everyone has said they absolutely love the mechanics of the game.

    ⭐I wanted the three core books and this was actually slighter cheaper than buying them separately.The only reason I don’t give 5 stars is because of the number of errata than Wizards of the Coast have made since the release. The more recent “Essentials” series has the updates and it might be worth considering getting those either in addition or instead of the core rule books.Check out

    ⭐Rules Compendium: An Essential Dungeons & Dragons Compendium (4th Edition D&d)

    ⭐and

    ⭐Dungeon Master’s Kit: An Essential 4th Edtion D&d Kit (4th Edition D&d) (Dungeons & Dragons)

    ⭐Although I have the same complaints about 4th Edition as most 3.5e veterans, the new system is better for pickup games and for bringing new players who aren’t familiar with their race or class. The ability-card system can be handy, but to make the most of it you need a color printer and some castoff commons from a TCG. The wizard class is still complicated — you have encounter and daily spells that you swap out on your daily recharge, and scrolls are gone. I also dislike how you can never craft an item that’s at the same level as what your teammates have been looting, unless the DM agrees to generate treasure from your shopping lists (which doesn’t make much sense plot-wise, unless all your quest hooks are about items you’re searching for).

    ⭐I am not a D&D player. My son and his friends are wild about this latest edition of the D&D Rulebooks and had to have it. In the past his book collection was pieced together. I hesitated, but went ahead and splurged and spent the extra 10 bucks or so to get the Gift Set. Wow! He was thrilled. It really makes for a nice presentation and I know he is so proud when he pulls out his “boxed set” when friends are over. I believe it is no different than the individually sold hard backs, but he likes it because it sets his apart from the rest. Pretty cool.

    ⭐I purchased this product as a present for my boyfriend a while ago, but have only just remembered to write the review.I was very pleased with the delivery of the product, which arrived on the first day of the estimated delivery time period. The products were in perfect condition and my boyfriend was extremely pleased with the gift. Well worth the money and with no problems at all! 🙂

    ⭐Do not be fooled by the presentation – this game is easy to learn and play. While it is true that there are a good deal of powers for each and every class, in truth, you only need to know the ones you’re using.Also, everything of import is explained and detailed when you need to use it.If you’re a DM coming from 3rd edition, you will revel in the ease of prep – especially if you compare the time required to acquire system mastery !

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