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Dungeons and Dragons Core Rulebook Gift Set, 4th Edition

Wizards RPG Team

Dungeons and Dragons Core Rulebook Gift Set, 4th Edition Wizards RPG Team Amazon Price: $66.12
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Customer Reviews:
Total reviews: 142 Average rating: 3.5 of 5

Absolutely Awful 1 out of 5 stars.
1 of 5 people found this review helpful.

I was a huge fan of 3.5 and looking forward to the release of 4.0. The changes they made in 4.0 were terrible. This version is a huge step backwards (unless your 9 years old). I'm probably going to send them back because I know I will never use them. If you haven't bought them yet, don't. If you have and you agree I suggest signing the online petition asking WOTC to continue to support 3.5: http://www.petitiononline.com/DND4E/petition.html

I'd rather they had a petition to recall 4E though.

Editorial Review:

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 features a handsome slipcase containing all three of the 4th Edition D&D Roleplaying Game core rulebooks: the Players Handbook rulebook (320 pages), the Monster Manual rulebook (288 pages), and the Dungeon Masters Guide rulebook (224 pages).

Forgotten Realms Campaign Guide, 4th Edition

Bruce R. Cordell, Ed Greenwood, Chris Sims, Philip Athans

Forgotten Realms Campaign Guide, 4th Edition Bruce R. Cordell, Ed Greenwood, Chris Sims, Philip Athans Amazon Price: $25.44
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Customer Reviews:
Total reviews: 3 Average rating: 2.5 of 5

The Forgotten Realms lie in ruins 2 out of 5 stars.
5 of 6 people found this review helpful.

Having received and read the 4th edition rules recently, I was anxious to see how Wizards would treat my favorite setting, the Forgotten Realms. The Forgotten Realms (FR) have allways been a fairly standard campaign world, and I have considered that the main strength of the setting. It was a setting in which wizards, dragons, heroes and villains prospered, but none dominated. No huge cataclysms or specific perks were entered into the FR setting. It was just a plain fantasy setting. With it's huge history and detail, any adventurer placed in the FR felt like a guest in the Realms, a small part of it's huge story and background. That all has changed. The new fourth edition Forgotten Realms campaign focusses on the heroes instead of the campaign setting itself.

Although this at first would look like a very good thing, it essentially means the Realms lack depth. The same depth that made the Realms the most popular D&D setting in the first place. The 4th edition campaign setting is placed 100-odd years later than the 3rd edition. This is perhaps unsurprisingly, because of the many, many changes the 4th edition rules have made compared to the third edition. Whereas the 3rd and 2nd edition of the core D&D rules were generally using the same system, the fourth is different. And it shows in the Realms, and feels rather forced-upon the setting. The thing that strikes me most, and which I thoroughly dislike about this book, is that no particular attention is dealt to the events between the third edition and this new, revised edition. The rich history of Faerun, which has always driven the campaign, is now gone. In the fourth edition campaign setting, a total of 2 (two) pages is spent on Faerun's history - the equivalent of: "and there was light". Recent eventes are covered by two lines at most, from which we must deduct the state of the Realms. Hints are given as to what has happened to our favorite nations, heroes and even gods, but no where is to be read what exactly happened.

The book subsequently concentrates on describing locales and a few protagonists. Considering Faerun has changed tremendously, describing the reasons for those changes would have made for a far more involving campaign setting. Additionally, the many characters and orders of the FR campaign setting, like Elminster, Khelben, the Harpers and so on, are all suspiciously missing in this edition, with only a side-remark spent at best.

Now on the book itself: I really don't know who has editted this book, as well as the Player's Handbook, but it's disastrous. The PHB already left me mind-boggling when reading it, refering to abilities and systems unknown to the reader when reading from front-to-back. The Forgotten Realms Setting is doing the same, starting with a little adventure and subsequently turning to two pages of history and then... magical items and treasure! Just as in the PHB powers were described before the combat sequence, in the FRCS, magical items are deemed more important than the Realms itself. This is not just a fluke - the next chapter is on the Realms of the Gods (Cosmology) while the Gods itself, frequently referenced to, are not introduced until a chapter later! Had I not known most of the gods from previous editions, I would have been puzzled. The artwork itself is nice and frequent, but lacks the detail of previous editions, as well as a short undersign about what exactly is depicted. The artwork is fitting, but seems hurried.

The core part of the book covers the geography of Toril, as it should. This part concentrates primarily on why adventurers should be in that part of Toril and what they can experience in that particular region. Again, a focus on the adventurer instead of the setting, with only little history and main players (NPC's). The book concludes with a decent description of protagonists, however it's too focussed on encounters to my liking, instead of the underlying motives of these protagonists.

Concluding, I am very disappointed in this edition of the Forgotten Realms Campaign Setting. All the flavour that made the Realms my favorite campaign setting is gone. Or is it? Given the frequent hints about recent history as well as characters, I can't help but wonder whether Wizards won't disclose this information in another supplement. Even if it were to be covered in another supplement, it should not be. The Realms is more than just geography, it is being part of a huge detailed history and playing with notorious non-player-characters like Elminster, Khelben, Drizzt and Manshoon. That is what made the Realms the most popular role-playing setting. For me, it no longer is.

I suggest adapting the third edition FR setting for the new fourth edition rules, if you are inclined to use these rules. This campaign book could have offered so much - but provides so little.

Editorial Review:

Dark perils and great deeds await!

Welcome to Faerûn, a land of amazing magic, terrifying monsters, ancient ruins, and hidden wonders. The world has changed since the Spellplague, and from this arcane crucible have emerged shining kingdoms, tyrannical empires, mighty heroes, and monster-infested dungeons. The Forgotten Realms Campaign Guide presents a world of untold adventure; a land of a thousand stories shaped by the deeds of adventurers the likes of which Faerûn has never seen before.

This book includes everything a Dungeon Master needs to run a D&D campaign in the Forgotten Realms setting, as well as elements that DMs can incorporate into their own D&D campaigns. The book provides background information on the lands of Faerûn, a fully detailed town in which to start a campaign, adventure seeds, new monsters, ready-to-play non-player characters, and a full-color poster map of Faerûn.

Dungeons & Dragons Dungeon Master's Screen

Dungeons & Dragons Dungeon Master's Screen Amazon Price: $9.95
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Customer Reviews:
Total reviews: 2 Average rating: 4.5 of 5

Grade A for Wizards 5 out of 5 stars.
0 of 0 people found this review helpful.

This Dungeon Masters Screen is by far the best DM/GM Screen I have ever seen or used. The Screen folds out landscape style creating a larger hidden area. The information posted on the DM's side is not only useful, but all the information has book and page numbers listed for more detailed information. To top it all off the art work on the players side of the screen is top notch. I recommend this screen to anyone wanting to play, and for only 9.99 its a steal.

Sturdy and useful, grab the errata online 4 out of 5 stars.
0 of 0 people found this review helpful.

One thing I didn't realize until I got this screen is how thick it is. I'm used to heavy cardstock screens, but this one is built like the cover to a hardback book. Imagine a landscape (wide) oriented 4-panel screen built like the cover to your Player's Handbook and you're be spot on. It's even glossy.

On the downside, one of the panels is mostly wasted on things like XP charts which I'm unlikely to need in the middle of a game. I'd have preferred to see that panel used perhaps for summaries of area attack types (bursts, blasts, zones, etc.) Additionally, the default DC (Difficulty Class) for tasks in D&D4 has changed since publication, and this change didn't make it to the DM's screen. On the plus side, the errata is a nice printable .PDF you can cut out and paste on your screen. Won't be the first time I've had to do this (looking at my Call of Cthulhu Keeper's Screen.)

Editorial Review:

Official Dungeon Master's screen for the 4th Edition Dungeons & Dragons® Roleplaying Game

This four-panel cardstock screen features new full-color artwork and allows Dungeon Masters to keep their campaign notes and die rolls private, without blocking their view of the game table. Easy-to-reference rules and tables appear on the inside panels of the screen; these are designed for the Dungeon Master's eyes only and comply with the rules in the 4th Edition Dungeons & Dragons core rulebooks.

Dungeons & Dragons Player's Handbook: Roleplaying Game Core Rules, 4th Edition

Wizards RPG Team

Dungeons & Dragons Player's Handbook: Roleplaying Game Core Rules, 4th Edition Wizards RPG Team Amazon Price: $23.07
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Customer Reviews:
Total reviews: 166 Average rating: 3.0 of 5

A nice first-person miniatures wargame that is unfortunately labeled 'Dungeons and Dragons' 2 out of 5 stars.
5 of 5 people found this review helpful.

In 3.5, we had the Complete series of books that expanded your character options beyond what the PHB had to offer. These books were the most common optional books at my table. WotC would be remiss in not creating a similar set of books for 4e, and sure enough, the concept is being recycled for the new edition in the form of Power books.

What does this have to do with the 4e PHB? A lot. Without any books from the Complete series, you could make a unique character in 3.5. Especially if you were a caster. The options in the 3.5 PHB were broad enough that it never felt to me like I had to have the optional books. Yes, the Complete books added to my possibilities, but they never felt as if they were required to play. Character options in the 4e PHB; however, feel so limited that they almost scream "if you want an interesting and unique character, please preorder the Martial, Arcane and Devine Power books that are just around the corner."

Never until now have I read a rule book where it felt like options were being left out on purpose. Want more than a handful of available spells? Buy `Arcane Power'. Want more than a handful of magic items? Buy `Adventurer's Vault'. Want the rest of 3.5's core classes back? Buy `Players Handbook II'.

This is where my major disappointment with the 4e experience lies. Not with what they put in, but with what they left out.

My feelings about the rules themselves are mixed. Role Play has always been up to the player in my mind. I don't really need rules governing how my character should behave in a given situation. 4e doesn't step on that. And that's a good thing to me.

What we're left with is examining how the 4e rules deal with things outside of role play. It's a mixed bag. The at-will/encounter/daily power system is an interesting change. A 1st level Wizard is no longer required to be meek, weak and cautious. And unlike previous editions, Martial classes don't take a backseat at higher levels. Class balance in combat seems to have been addressed. The notion that an adventuring party is a team that needs a balanced group of Strikers, Defenders, Leaders and Controllers to survive is nice.

But therein lays one of the problems for me. It feels like almost everything in the new rules revolves around defeating your enemies on a battle-mat. When a combat encounter starts, 4e becomes a first-person miniatures wargame. Without figures and a grid, combat is almost incomprehensible. With so many powers focused on pushing foes around the battlefield to gain advantage for your other party members, and everything measured in squares, a mat is pretty much a must.

Now I know that Original D&D was pretty much a miniatures wargame. It says as much on the box. And there are plenty of people who have said that 4e returns the game to these roots. But aside from needing a ruler for measuring distance, line of sight and area of effect, combat in OD&D was pretty abstract. Cinematic action concepts were nowhere to be found. Combat didn't take 30 pages of rules to explain. On the plus side, 4e does have more races and classes than OD&D. Too bad 4e has the 3.5 PHB to stand up to.

Also, a big focus in OD&D was reaching a high enough level of power and wealth to build a stronghold/wizard tower/temple and hire men-at-arms to go fight larger scale battles with. I don't see any rules for that in 4e.

Now D&D 4e isn't all bad. As a first-person miniatures wargame, it does pretty well. Once you get the hang of it, combat can be fun. If all 4e was selling itself as was this, I'd say WotC did a pretty decent job. Even more so if the game had a name other than 'Dungeons and Dragons' on the cover.

Unfortunately, `Dungeons and Dragons' is printed on the cover. And with that title comes 34 years of history, both good and bad, that 4e must be held up against. And against that history, core 4e feels lacking. From OD&D up to 3.5, we had a game that evolved and expanded beyond the edition that came before. 4e feels like a step in the opposite direction to me. But that step back is more of a marketing move than anything else. The complexity of choice that players of previous editions enjoyed will be back. Just look at the products coming down the pipeline. But some of what's in that pipe is material that 3.5 had in its core PHB. In 4e, you'll have to pay extra for it. And that's a shame.

Editorial Review:

The first of three core rulebooks for the 4th Edition Dungeons & Dragons Roleplaying Game. 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. The Players Handbook presents the official Dungeons & Dragons Roleplaying Game rules as well as everything a player needs to create D&D characters worthy of song and legend: new character races, base classes, paragon paths, epic destinies, powers, magic items, weapons, armor, and much more.

Adventurer's Vault: A 4th Edition D&D Supplement

Logan Bonner, Eytan Bernstein, Kolja Raven Liquette, Owen K.C. Stephens

Adventurer's Vault: A 4th Edition D&D Supplement Logan Bonner, Eytan Bernstein, Kolja Raven Liquette, Owen K.C. Stephens Amazon Price: $19.77
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Editorial Review:

Hundreds of new weapons, tools, and magic items for your D&D character.

This supplement for the Dungeons & Dragons game presents hundreds of magic items, weapons, tools, and other useful items for your D&D character. Whether you're a player looking for a new piece of equipment or a Dungeon Master stocking a dragon's hoard, this book has exactly what you need.

The book features a mix of classic items updated to the 4th Edition rules and brand-new items never before seen in D&D.

Forgotten Realms Player's Guide: A 4th Edition D&D Supplement (Forgotten Realms Supplement)

Wizards RPG Team

Forgotten Realms Player's Guide: A 4th Edition D&D Supplement (Forgotten Realms Supplement) Wizards RPG Team Amazon Price: $19.77
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Editorial Review:

The complete guide for building Forgotten Realms characters!

Welcome to Faerûn, a land of amazing magic, terrifying monsters, ancient ruins, and hidden wonders. The world has changed since the Spellplague, and from this arcane crucible have emerged shining kingdoms, tyrannical empires, mighty heroes, and monster-infested dungeons.

The Forgotten Realms Player's Guide presents this changed world from the point of view of the adventurers exploring it. This product includes everything a player needs to create his character for a D&D campaign in the Forgotten Realms setting, including new feats, new character powers, new paragon paths and epic destinies, and even a brand-new character class never before seen in D&D: the swordmage!

Knights of the Old Republic Campaign Guide (Star Wars Roleplaying Game)

Rodney Thompson, Sterling Hershey, Abel Peña, John Jackson Miller

Knights of the Old Republic Campaign Guide (Star Wars Roleplaying Game) Rodney Thompson, Sterling Hershey, Abel Peña, John Jackson Miller Amazon Price: $23.97
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Customer Reviews:
Total reviews: 1 Average rating: 5.0 of 5

Editorial Review:

A Star WarsTM Roleplaying Game campaign set during the dawn of the Old Republic...

Make the jump to lightspeed 4,000 years before the Battle of Yavin to a time when Jedi Knights and Sith Lords clashed in galactic conflict. This campaign guide offers both players and Gamemasters a wide array of new options that can be used to craft a unique roleplaying game experience. As the galaxy plunges into one war after another, the forces of the Republic, along with their Jedi allies, struggle to protect themselves from hordes of invading Mandalorians, tyrannical Sith lords, and traitorous allies on every front.

Featuring new game material drawn from a variety of sources, and including characters, weapons, vehicles, and droids, this book presents an entire campaign during the violent days of the Old Republic. This book also contains new Force powers, Force techniques, and Force secrets for Jedi and Sith characters, as well as new options for characters of all classes. Players can take advantage of new talents, feats, and other options to play a Mandalorian neo-crusader, a Republic soldier battling against the forces of Darth Revan and Darth Malak, or a Jedi in exile on the run from the Sith.

Thunderspire Labyrinth (Dungeons & Dragons, Adventure H2)

Richard Baker, Mike Mearls

Thunderspire Labyrinth (Dungeons & Dragons, Adventure H2) Richard Baker, Mike Mearls Amazon Price: $16.47
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Customer Reviews:
Total reviews: 9 Average rating: 4.0 of 5

Editorial Review:

A 4th Edition D&D® adventure for characters of levels 4-6

Beneath Thunderspire Mountain lies a sprawling network of mazes, tombs, and caverns collectively known as the Labyrinth of Lost Souls. In recent years, this vast labyrinth has become a living dungeon where trade between the surface and subterranean worlds is possible. However, beyond the well-lit halls where prospectors, merchants, and traders convene lies a darker world where adventurers battle monsters and fiendish beings perform secret rituals for their dark masters. . .

H2 Thunderspire Labyrinth is a D&D adventure designed for heroic-tier characters of levels 4-6.

This product includes an adventure booklet for the Dungeon Master, a player's booklet containing new character options and campaign information, and a full-color poster map, all contained in a handy folder.

H2 Thunderspire Labyrinth is the second adventure in a three-part series that began with H1 Keep on the Shadowfell and concludes with H3 Pyramid of Shadows. It can also be played as a stand-alone adventure.

Pyramid of Shadows (Dungeons & Dragons, Adventure H3)

Mike Mearls, James Wyatt

Pyramid of Shadows (Dungeons & Dragons, Adventure H3) Mike Mearls, James Wyatt Amazon Price: $16.47
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Editorial Review:

A D&D® adventure for characters of levels 7-10

The ancient trees of the Shadowsong Forest have borne witness to the passing of epochs, and hidden beneath their dark canopy are the remains of empires long departed. Few souls brave enough to explore the primeval forest ever return, for countless horrors haunt the crumbled ruins. When a band of evil criminals seeks refuge within the darkest reaches of the forest, brave adventurers are needed to root them out. The trail leads to the heart of the woods, wherein looms the greatest secret of all -- the Pyramid of Shadows.

H3 Pyramid of Shadows is a D&D adventure designed for heroic-tier characters of levels 7-10. It can be played as a stand-alone adventure or as the final part of a three-part series.

This product includes an adventure booklet for the Dungeon Master, a player's booklet containing new character options and campaign information, player handouts, and a full-color poster map, all contained in a handy folder.

Keep on the Shadowfell (Dungeons & Dragons, Adventure H1)

Bruce Cordell, Mike Mearls

Keep on the Shadowfell (Dungeons & Dragons, Adventure H1) Bruce Cordell, Mike Mearls Amazon Price: $19.77
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Customer Reviews:
Total reviews: 54 Average rating: 3.5 of 5

Keep on the Shadowfell is an ok starter adventure 3 out of 5 stars.
0 of 0 people found this review helpful.

First off let me say that keep on the shadowfell is not without flaws. It has plenty of them but is still a good introductory adventure for those who want to play a premade 4th edition campaign. Let me seperate this review into two sections...the good and the bad. Ill start off with the bad.

SPOILERS BELOW

CONS:
The paper material is low grade in quality.
The quickstart rules are incomplete and hard to play a complete game with (no prices for loot and other small details that would have been easy to include)
The premades are nothing special but should do the trick for the first time player.
Mistakes abound throughout the adventure book.
Starts out with an ambush...(the new inn starting spot...cliche)
Campaign hooks are weak and have to be changed and are barely adequate for new players.
Mage trying to open a portal. (Seems every campaign is about this now days)
NPC's are bland and have to be livened up.
Not for the season vet but too much work for the beginner
Need dungeon tiles for the dungeon battles (but thats standard now days, most newbie players and dms dont own these)

Pros
Fun encounters (even the kobold battles)
Some tough encounters early on...some may see this as a con but ups the intensity early.
Winterhaven is a good starter type town that can be fully fleshed out by an experienced dm to make it an interesting and fun place.
The second half of the adventure is a standard dungeon crawl that new players can enjoy(but tough for a new dm.)
cool maps for most outside encounters and big end battles(some are reprinted from other wotc products)

Spoilers end

In closing if you are an experienced dm with new players then Keep on the shadowfell is great but if your players are experienced rpgers they may find it a bit underwhelming. They will still probably have fun but a lot of work needs to be done in order to make Kots a great play experience for anyone other than new players. However, for all of its faults there is a lot here to build on. Lame campaign hooks and quality of paper aside I still feel that its worth the 20.00 price tag but 30.00 for it is just too much.

Editorial Review:

An introductory 4th Edition D&D adventure for characters of levels 1-3. The town of Winterhaven stands watch over a ruined keep that was once a bastion of good in the realm. This keep overlooks the Shadow Rift, a dark scar in the world that was once a gateway to the Shadowfell but has been dormant for many years. Now, an evil cleric of Orcus, Demon Lord of the Undead, seeks to re-open the gate, and the only thing standing in his way is a small yet determined band of heroes. Keep on the Shadowfell is an exciting Dungeons & Dragons adventure designed for characters of levels 1-3. It includes three double-sided poster maps suitable for use with D&D Miniatures.

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