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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: 144 Average rating: 3.5 of 5

Where have all the roleplayers gone? long time passing! 1 out of 5 stars.
2 of 2 people found this review helpful.

i'm an old gygaxian player. Wet my sword on 1st edition. was battle hardened in second, and mastered the art of RP in 3rd and 3.5

i've played my share of other systems an always had a love hate relationship with D&D the game that birthed my love of story and fantasy. i've rolled with steve jackson, had coffee with several of the illustrators from 1st to 3rd editon, and even worked for my share of gaming companies.

and i say to Wizards of the coast, for shame!

i will put is simply thus. with every edition they have releases, WotC has improved upon the balance and simplicity. they have made this game much more accessible, and much easier to play. i almost never hear groans from players complaining about balance and starting food fights.

but i also don't see people applauding their fellow gamers. i don't see brilliant used of powers or exceptional character builds anymore.

with every system we get more balance, and loose more creativity. we gain security and loose our freedom. and we have long since passed any happy medium. RPGs are simply that, role playing games. they are about story, and adventure. if i wanted to go play a video game, where everything is limited and i have only seven options, i'd go play D&D online... which is exactly that.

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: $26.37
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Customer Reviews:
Total reviews: 9 Average rating: 3.0 of 5

Very little to offer. 1 out of 5 stars.
4 of 5 people found this review helpful.

Everything is cursory. Doesn't detail the time gap of 100 years. Questionable changes to the setting. Change for change's sake I'd say. Don't forget, no character descriptions unlike other campaign guides. That's boring. Who runs Silverymoon? Doesn't say. Amazing.

The whole thing seems like a very mechanical tool for an RPG session. It's just descriptions you read if characters make their lore roles. Luskan, History DC 20. Made roll, read 4 paragraphs to player. whoopee...

I bought this hoping to know a lot about the realms and who is in it. For a $40 retail book is that too much to ask?

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: 4 Average rating: 5.0 of 5

Sturdy and useful, grab the errata online 4 out of 5 stars.
1 of 1 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: 167 Average rating: 3.0 of 5

A nice first-person miniatures wargame that is unfortunately labeled 'Dungeons and Dragons' 2 out of 5 stars.
6 of 6 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.

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.

Player's Handbook: Core Rulebook I (Dungeons & Dragons, Edition 3.5)

Player's Handbook: Core Rulebook I (Dungeons & Dragons, Edition 3.5) Amazon Price: $19.77
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Customer Reviews:
Total reviews: 124 Average rating: 3.5 of 5

Editorial Review:

This Revised Edition (also called 3.5) of one-third of the Dungeons & Dragons trinity of core rulebooks (the other two being The Dungeon Master's Guide and The Monster Manual) contains errata, rules updates, and outright changes to the already-published Third Edition rules. The majority of changes are made in a quest for the holy grail of game rules: balance. To prevent boredom and enable creative choices, no single ability, spell, character class, or weapon should have an overwhelming advantage over another. So what has changed?
  • The spells Harm, Heal, and Haste have been toned down. Other spells have been adjusted or renamed.
  • Weapons are classified by the Size of the intended wielder, not the size of the individual weapons. A noteworthy effect of this new weapon size system is that Small characters can wield small-size greatswords, longswords, longspears (with reach), and other two-handed weapons.
  • Classes have been tweaked. Bards and rangers received the most changes.
  • New feats have been added (some original, some from the builder books), and some feats have been altered (a Power Attack now gives double benefit for two-handed weapons).
  • Redundant skills have been rolled into one (such as sense motive and read lips) while others have been renamed (such as "wilderness lore" becoming "survival"). Skill synergies have been expanded and knowledge skills now include appropriate monster lore.

In addition to outright rules changes and tweaks, much of the core rule content has been clarified and updated with 3E errata. The combat section, in particular, is organized much better. Even the dreaded grapple rules are now relatively clear. A much-appreciated import from the D&D Miniatures game are new and simple rules for cover and line of sight, as well as clear photographic illustrations of the concepts of facing, attacks of opportunity, and reach.

All in all, 3.5 is a welcome update. The typographical errors are forgivable, given the extent of the update. The new options available to players (in the form of new class features and feats) make the play experience more fun. Veterans will enjoy re-learning the game they love and exploring all the new character possibilities. Perhaps more importantly, they'll find that introducing new gamers to the admittedly formidable D&D ruleset is easier with 3.5 than it was with 3E--call it a +2 circumstance bonus. --Mike Fehlauer

Dungeons & Dragons Dungeon Master's Guide: Roleplaying Game Core Rules, 4th Edition

Wizards RPG Team

Dungeons & Dragons Dungeon Master's Guide: Roleplaying Game Core Rules, 4th Edition Wizards RPG Team Amazon Price: $23.07
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Customer Reviews:
Total reviews: 49 Average rating: 3.0 of 5

Best DMG yet...even if you hate 4th edition 5 out of 5 stars.
1 of 3 people found this review helpful.

Even if you aren't sold on 4th edition D&D yet, this book is worth considering--it's actually the best DMG ever published.

I know that's a big claim--and nothing will ever match the joy of reading the 1st edition DMG, learning about surprise rounds, experience points, campaign building and the myriad magical items available to me (including intelligent swords and the Hand of Vecna.)

But gaming has evolved over the years, and companies have learned that the core rules should be in a player's guide, and that only the behind-the-scenes tools for running a game should be in the gamemaster's guide.

This means that the DMG exists to:
- Teach new gamers how to run a game
- Provide insights for using the game system to tell stories
- Provide the "inside information" into the game.

The risk of this, of course, is that gamemaster's guides can be (and often are) dry and/or useless. The 4th edition DMG, however, handles all these elements extremely well, and is fun to read.


The rest of this review addresses how the 4th edition DMG handles these points, in detail:

*** Teach new gamers how to run the game:
The new DMG is obviously written to show MMORPG players how to run a pen-and-paper game. At times, this becomes a bit much, such as the "tip" that index cards should be given out that help players keep track of their list of quests. (But to their credit, they didn't suggest that ?'s and !'s over the heads of NPC's be used to show players who to talk to.)

But that obvious issue aside, the book provides solid insights. There is a section on different player archetypes, how they tend to interact with (and get enjoyment from) the game, and how you can set things up to engage them. There are comments on what makes good adventures, and how to build them from the blocks provided by 4th edition. There are sections that deal with GM fairness, problems that arise, and how best to solve them. These are all invaluable to a new GM, and frankly, a worthy read to veterans.


*** Provide Insights for using the game sytem:
This is where this book absolutely shines, and why any GM (4th edition or not) should buy and read the book.

There are chapters on creating campaigns, explaining the different ways you can create long or short stories that bring a sense of accomplishment to the table. They explain pros and cons of the multi-year monstrosity, and the short single-purpose campaign, and several other types. They show how campaigns can be lengthened, or shortened by XP mods, with some guides on how long a campaign will take. (They specifically show how to get campaigns to fit in a school year, which was a good touch.)

There is a section on creating adventures: in dungeons, in cities, in the wilderness--and they provide insights in how to make each work, and how to walk the line between keeping the game moving and giving the players free choice.

There are numerous ways it covers the creation of encounters, which were my favorite part of the book. Non combat encounters, building up fair encounters, the use of monster roles, space and terrain, creating new monster types and modifying existing monsters to up/down scale them. These were all exceptionally well done, and have frankly modified my 3rd edition GM style.

*** Provide the "inside information" into the game:
This is a fun, though light, piece of this book. Artifacts and relics are covered, of course--though more as how they operate in 4th edition, rather than long lists of them. There is also coverage of poisons and diseases--which are more interesting than in any previous edition. And there are sections on the economy of D&D, which is more specific that I'd like, but does allow game economies scale from 1st through 30th level without bogging down the players. And of course, there is solid coverage of the planes, including what they represent as game elements, and who they are appropriate for.

Of course, there is the "fluff"...the stuff publishers put into GM guides to fill them out. In this case, even the fluff is well done. The dungeon at the end of the book was clearly fluff, and I almost skipped over it. But then I went back and read it...figuring that at the very least, I couldn't comment on it in my review if I hadn't read it. As it turns out, it really isn't fluff, so much as a recap--pulling everything the book has tried to show you into a 4-encounter case study.


In summary...I repeat: Best DMG ever published, and well worth consideration even if you don't play (or can't stand) 4th edition D&D.

Editorial Review:

The second 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 Dungeon Masters Guide gives the Dungeon Master helpful tools to build exciting encounters, adventures, and campaigns for the 4th Edition Dungeons & Dragons Roleplaying Game, as well as advice for running great game sessions, ready-to-use traps and non-player characters, and more. In addition, it presents a fully detailed town that can serve as a starting point for any D&D game.

Halls of the Giant Kings: DU1 - Dungeon Tiles (D&D Accessory)

Halls of the Giant Kings: DU1 - Dungeon Tiles (D&D Accessory) Amazon Price: $9.95
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Customer Reviews:
Total reviews: 5 Average rating: 4.0 of 5

Great Introductory Set of Tiles 5 out of 5 stars.
4 of 5 people found this review helpful.

While there are a few large-sized pieces in this set, the title is a bit misleading. This tile set is more of an introductory set of tiles that can be used to create some really nice looking dungeons and is completely compatible will all the other tile sets that have been released.

Since the first set of basic tiles was released about two years ago (and is now out of print) these new tiles are the ones to buy if you want to get started. The tiles in this set are just as durable as the ones you'll find in any of the other sets that have been released. Buying two sets of these is probably the way to go if you want to get maximum use out of them... the tiles have images on both sides (for example, on one 20 x 20 foot piece of tile there's a large table but if you flip it over, it can be used for making generic dungeon floor as well). This is a very fun and useful item for any edition of the dungeons and dragons game. Get them before they go out of print.

Editorial Review:

Illustrated cardstock terrain tiles for use with the Dungeons & Dragons® Roleplaying Game.

These tiles add a new dimension to D&D games and gives Dungeon Masters an easy and inexpensive way to include great-looking terrain for their games. This set provides ready-to-use, configurable tiles with which to build exciting dungeons and strongholds designed for use with Large and Huge D&D miniatures.

This accessory for the Dungeons & Dragons Roleplaying Game contains six double-sided sheets of illustrated, die-cut terrain tiles printed on heavy cardstock.

Dungeons & Dragons Character Record Sheets: Roleplaying Game Character Sheets, 4th Edition

Dungeons & Dragons Character Record Sheets: Roleplaying Game Character Sheets, 4th Edition Amazon Price: $9.95
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Customer Reviews:
Total reviews: 21 Average rating: 1.5 of 5

Is it enough 2 out of 5 stars.
1 of 1 people found this review helpful.

When I purchased the product, I expected there to be more to it. I believe in all it contained like 5 character sheets, which for the pricing, seemed kinda light.

Great sheets! 5 out of 5 stars.
0 of 13 people found this review helpful.

Just awesome character sheets! D&D is FINALLY back from the death that was that edition between 2 and 4 (can't honestly remember that number, lol)!

Worthless 1 out of 5 stars.
0 of 0 people found this review helpful.

I spent $10 on a folder! If you are reading this that means that you can just go to the WOTC website and print out some character sheets from there. The power cards themselves are interesting, but honestly not worth the time it would take you to fill them out.

Editorial Review:

Official character sheets for the 4th Edition Dungeons & Dragons® Roleplaying Game.

Encased in a handy pocket folder, these official Dungeons & Dragons character sheets contain all the information players need to build, run, and track their 4th Edition D&D Roleplaying Game characters. Each character sheet is double-sided and designed for optimal playability. In addition, these character sheets are designed to support characters of all classes and levels.

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