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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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10/17/2008:
For long time DnD fans a new edition can bring about strong emotions. 4th edtion is no exception. This edtion of DnD is the most radical change in the history of the game. It is more of a ground up rebuild than a refinement or update. Altough it sticks to the fundamentals of DnD, such as the classic six stats, level and class based play, and a d20 core mechanic, much is new, and much has changed. In my opinion, most of these changes are for the better.
A major goal of 4th edition was to adress balance issues between the classes, and I think for the most part it is a success in this area. All classes are usefull, all have something to contribute on a round to round basis during an encounter. Also, perhaps the biggest change from previous editions, all classes have powers. For the tradtional caster classes these are spells, but the melee classes have powers as well, based on special combat training and exploits. This makes sure the Rogue or Fighter has as many neat tricks as the Wizard, which is a change I greatly approve of.
Looking at the specific books included in the core rules, we have the traditional breakdown: Player's Handbook, Dungeon Master's Guide, Monster Manual.
The Player's Handbook includes all the basic rules for races and classes, character creation, combat, and now includes the magic item information, which in earlier version of the game was typcially included in the Dungeon Master's Guide. Read this first, and read it several times.
The 4th Edition Dungeon Master's Guide is perhaps the most useful version of the DMG that we have ever had. It contains much practical advice about running the game, and also excellent and easy to use rules for encounter and enemy design. Dungeon Master prep is vastly simpler compaired to the 3.x ed versions of the game.
The Monster Manual provides about 500 enemies of all power levels. Monster design has taked a major step forward in 4th edition. Even low level enemies are more dynamic and interesting than in pervious editions. Combats are, in general, more tactical and varied than pervious editions. This edtion is less about your character build and more about what you do with your build once you get to the table, another change I greatly approve.
My only real complaint about this edition is that the rules are silent on anything that doens't take place in the "dungeon", using that term in the broadest possible sense. The skill system is greatly simplified. In may ways, I like that change (did we really need seperate listen and spot skills?), but non-adventuring skills are abscent. If you want to model a character who is a expert crafter, or a skilled merchant, or for that matter anything other than a wandering tomb robber, your only tools are a handfull of very broadly defined social and knowledge skills. For a player who enjoys a more simulationist game, this is going to chafe.
In summary, 4th edition is an excellent game, focusing on cinimatic action and rules light role playing. Hard core simulationist players will likely find it lacking, but for those who enjoy an action oriented fantasy game this one is great fun once you actually get it over the table.
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09/11/2008: The more I read about this heated debate between the two camps of thought concerning the development and distribution of the latest rule set for the world?s most recognized pen-and-pencil role-playing game, the more I just wish the argument would come to a conclusion. On one hand, I don't blame 4th Edition critics for being upset with some of the changes made to their favorite tabletop RPG, but I still think their judgment of D&D?s latest incarnation is pretty harsh in certain respects. Then again, anyone who thinks of 3e (either 3.0 or 3.5) as ?the evil that killed Dungeons & Dragons? or otherwise outrageously inferior to this new rules system seriously needs to spare the rest of us their hatred and get over their apparent need to retaliate vehemently against 4e?s detractors. The way I see it, both sides of this story carry a grain of truth in them. On one hand, the mechanics in this edition are simpler so that newcomers and casual gamers alike can easily grasp them and feel more at ease playing the game. Likewise, 4e still uses a few features from 3e?s d20 system--saves, AC rules, character attributes, and the like--so as to make campaign conversions from 3e rules to 4e rules less of a hassle than most critics might otherwise think. However, while role-playing and character interaction IS possible in spite of 4e?s unmistakable preoccupation with combat, the depth of the former isn?t really covered all that much, and it?s up to the DM and his/her players to incorporate such substance into their own play sessions. Moreover, the ?Rituals? that wizards and clerics can cast come from the exact same list, which really prevents a lot of the versatility that made earlier editions of D&D so time-honored. Likewise, even though characters gaining At-Will, Encounter, and Daily Powers at the same select levels helps in a way to promote balance between the classes, it also homogenizes them and makes one class seem all too similar to another at times (e.g., the Warlock in respect to the Wizard or the Fighter in respect to the Paladin). On the whole, Dungeons & Dragons 4th Edition is still very much playable, but it nonetheless has enough flaws to bring about legitimate complaints. In short, I sincerely think there?s plenty of refinement needed before 4e can hope to attain even half the glory that earlier editions have received. On that note, let?s all give these newer rules a chance, and hopefully in the next couple of years, they?ll evolve into something really special. In the meantime, though, fellow gamers, no more bickering?please?