Dungeons and Dragons Core Rulebook Gift Set, 4th Edition

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

Dungeons and Dragons Core Rulebook Gift Set, 4th Edition
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Book Summary Information

Author: Wizards RPG Team
Brand: Wizards of the Coast
Edition: Hardcover
Audio: English (Original Language); English (Unknown); English (Published)
Format: Box set
Published: 2008-06-06
ISBN: 0786950633
Number of pages: 832
Publisher: Wizards of the Coast

Book Reviews of Dungeons and Dragons Core Rulebook Gift Set, 4th Edition

Book Review: New Game, not new Edition
Summary: 3 Stars

There is much that I like about this new game. It is a very different system than "real" Dungeons and Dragons, but it is nice to have something new and different. I would rather see it called a different name than a higher number. With past new editions from the original to 3.5, I have only kept my old books for memorabilia. In actual play, the new always replaced the old. However, 4.0, I am keeping side-by-side with 3.5 as a different game for different groups on different days.

While I agree that 4.0 makes level progression simpler, playing an effective fighter, for example, in 4.0 is much more complex. In 3.5 and earlier the fighter continued the attack by just rolling a d20, then rolling the damage. In 4.0, a fighter who simply rolls and attack has the same chance of hitting and does the same damage as does a wizard! In 4.0, a fighter is only better at fighting than a wizard if the fighter CHOOSES to, for example, launch a dizzying barrage of thrusts at the enemy (a "Covering Arrack") or decides to strike at one foe and allow his or her momentum to carry forward into a second strike against a second foe ("Passing Attack), or to weave the weapon in a graceful figure-eight, and then to lash out with a sudden attack ("Dance of Steal Attack") or to focus all strength into a blow designed to break through the enemy's armor and deal a painful bleeding wound ("Crack the Shell Attack") or any one of many other options. In 3.5, players would often call out such descriptions, but mostly for effect. Occasionally the DM might find one idea particularly worthy and grant some bonus. However, it was "assumed" that higher level fighters were doing these things all the time and appropriately for the situation by AUTOMATICALLY granting the fighter a higher base attack, and more attacks per round.

Personally, I think a 4.0 fighter is much more fun to play than the old tank. I love calling out "Into the Fray Attack" or deciding that "Chains of Sorrow" is the better course. However, there is no place in 4.0 for the player who does not want to make many decisions during combat or who wants to keep his character sheet to a single page. In 4.0 games, I watch fighters and wizards alike franticly scanning their character pages during combat for the next best action and strategizing when to use this or that once-per-day super thing. This makes it much harder to mix players with different levels of game experience, different ages and different levels of player intelligence.

Contrariwise, playing a wizard has been greatly simplified with many less options. Players like me really miss this. Also, playing the highly planned, dual-class balance with the splash of something is just plain eliminated form 4.0. Some folks "humph" and "good riddens" and call this powergamming. I find the deep planning, balancing and the many mistakes to be great fun. 4.0 is a clear move toward video games such as World of Warcraft. Automated systems, however, need to have a built-in structure that enforces balance. In a human moderated game, if a simple fighter is getting left behind by the powergamer, then the moderator can just let the fighter find a +8 greatsword that does 3d6 points of fire damage and grants the wielder spell resistance of 32: simple fighter and powergamer are now toe-to-toe.

I like 4.0. I am going to have a lot of fun with it. I just hope the "real" Dungeons and Dragons is not killed by it.

Summary of Dungeons and Dragons Core Rulebook Gift Set, 4th Edition

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.

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