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    1. The Unsuspecting Mage (The Morcyth
    $13.59
    2. Dungeons & Dragons Fantasy
    $19.79
    3. Monster Vault: An Essential Dungeons
    $31.49
    4. Pathfinder Roleplaying Game: Core
    $12.62
    5. Rules Compendium: An Essential
    6. Fires of Prophecy (The Morcyth
    $26.39
    7. Pathfinder Roleplaying Game: Advanced
    $26.39
    8. D&D Gamma World Roleplaying
    $13.59
    9. Dungeon Tiles Master Set - The
    $12.62
    10. Heroes of the Forgotten Kingdoms:
    11. Warrior Priest of Dmon-Li (The
    $13.59
    12. Dungeon Tiles Master Set - The
    $26.39
    13. Dungeon Master's Kit: An Essential
    $66.12
    14. Dungeons and Dragons Core Rulebook
    15. Trail of the Gods (The Morcyth
    $12.62
    16. Heroes of the Fallen Lands: An
    $26.39
    17. Pathfinder Roleplaying Game: The
    $23.07
    18. Dungeons & Dragons Player's
    $14.95
    19. Lords of Madness: A D&D Miniatures
    $23.07
    20. Player's Handbook 3: A 4th Edition

    1. The Unsuspecting Mage (The Morcyth Saga)
    by Brian S. Pratt
    Kindle Edition
    list price: $5.99
    Asin: B001A40H0I
    Publisher: Brian S. Pratt
    Average Customer Review: 2.8 out of 5 stars
    US | Canada | United Kingdom | Germany | France | Japan

    Editorial Review

    'Magic! Real Magic! Ever wanted to learn? We require someone with intelligence and a disciplined mind. Those well versed in fantasy novels and role playing games a plus. May need to travel.'

    Little did James realize when he answered the ad in the paper that he would find himself in the middle of an adventure destined to test the limits of his intelligence and courage. Not given any explanation as to why he had been brought there, James, a high school senior, must learn to survive quickly or die as others before him.

    He quickly realizes that knowledge gained from hundreds of books, as well as time spent role playing, will prove invaluable in his new circumstances.

    This new world is one on the edge of war and only by learning to control the magic within himself will he be able to survive the trials ahead. With the help of a boy named Miko, the wits he was born with, and no small amount of luck, he sets out to discover what he must do and perhaps the architect of his being there.
    ... Read more

    Reviews

    4-0 out of 5 stars Like a glass of water, May 30, 2006
    This book is like a glass of water - refreshing , simple but colourless and tasteless .
    You drink it and forget it .
    There are 2 kinds of 2 stars ratings .
    One kind is when you are angry because the writer really messed up and delivered a sub par piece of writing (Jordan anybody ?) .
    The other is a happy rating because the book is simply worth it .

    The Unsuspecting Mage belongs to the second category .
    I have been for the first (and last) time mislead by advice on Amazon and actually bought the first 2 installements .
    I read both books in about 7 hours , don't really regret it but won't be buying the sequels .

    What are the weaknesses ?

    There are many but all probably originate in the fact that what we got is a transcription of an AD&D session .

    1)
    There is no plot . Even if I wanted to give spoilers , I could not . James , a young student , crosses a door and finds himself in another world . He meets a magical character who tells him "Go to X ." and "I won't answer any questions ." . Then he disappears .
    So James tries to find X and gets involved in fight every couple of days (of course he always winns) .
    Between fights he sleeps in Inns and eats stew .
    Sometimes he eats sliced goat . He also drinks ale .
    After X he will go to Y .
    And after Y to Z .
    The places are not actually important , like in an AD&D session what is important is the travelling because it enables to set up ambushes what leads again ... to fights .

    2)
    The fights are despairingly identical .
    A module of between 7 - 12 riders , brigands , thiefs , soldiers rush James .
    He takes out 4 or 5 with magically propelled stones (later metal slugs) while his companions hack down the rest .
    One almost hears a Dungeon master saying "Brigand 4 is touched by knife . Critical hit to femoral artery . He falls bleeding . Brigand 5 slashes with a sword at Miko . Miss . Your turn now James ..."

    3)
    James is a very bad AD&D player .
    Example 1 : On one of his stops he goes looking for 2 missing persons (a peasant and a child) .
    Using a magical compass he finds their location in an abandoned ruin where supposedly a necromancer lived once - typical AD&D situation .
    He gets in a fight with a necromancer who turns out to be a girl from his world .
    Interrupting her while she is trying to summon a demon he kills her and liberates the child .
    Now what would every player do ?
    In this very intriguing situation , it seems necessary to stay at that place and to find out why this girl was there . When did she come and how .
    However James would not even ask the questions . He gets on his horse and rides away like if finding summoned demons and killing necromancers was as usual as eating a stew .

    Example 2 : James goes on an errand while his friend Miko sleeps in an Inn . Getting back to the Inn he sees Miko tied up and gagged in the bed . Of course he enters the room and gets hit on the head by a horde of brigands standing behind him .
    No worry , he'll escape easily by using some simple spells .
    Yet a good AD&D mage player would never let himself surprise so stupidly .
    He'd use a spell checking on unfriendly beings or alternatively leave a trap spell on the door when he has to leave his friend sleeping in an unknown and potentially hostile environment .
    Yet James would never think of it .
    Of course I understand why the author lets him to behave so stupidly - if James was never kidnapped (and boy does he get kidnapped often !) it would eliminate dozens of pages describing fights accompanying his liberation .
    However stupidity always irritates .

    4)
    The worst part as far as I am concerned is the characterisation .
    The characters are 2 dimensional , don't evolute , have no past , no motivation or psychology .
    The villains are anonymous shadows whose role is to appear , slash with a sword and die
    Even the main hero James is a hasty sketch with whom it is hard to identify .

    In conclusion - if you have time and money to spend on a very simple account of a series of Ad&D modules , you will get here a refreshing and fast read that will put no stress on your little grey cells .
    However it is not necessary to go beyond the first book .
    The following will be only more of the same .
    En evil God using an evil Empire as a tool stands in a fight with a good God using James as his tool .
    Don't get concerned about the motivations - the evil God will be evil only for the fun of it and is there anyway only to provide a frame in which fights can take place .
    After 124 000 ambushes , kidnappings and slashings James will prevail and return home with loot , XP and several new spell levels , ready for the next session with another evil God .

    1-0 out of 5 stars This is not a book, May 26, 2010
    Like some reviewers said , this is not a book but a transcription of a computer D&D game .
    Play for example Baldur's gate . Take notes of every single fight . Put it on paper and dilute with some descriptions .
    The end result is this book .
    Actually the most puzzling and interesting issue are the 5 star reviews because it is utterly impossible to rate this more than 2 stars for anybody who's used to fantasy litterature .
    To be complete and to provide helpful information for eventual readers , it appeared to me necessary to review the 5 star reviewers and here are the results .

    There are 15 of them .
    - 8 (Bertramm , Donal Hicks , Gamma Man , Grad Student , John G.Pritchard , River Rat , Sven Bjorenson , Bj�rn Ostermann) have only reviewed this single book . What is the probability that a reader would write an enthousiastic 5 star review on the first volume of a series , say how much they looked forward to the next book and not review any of the sequels ? Right , 0 .
    So all 8 are in reality Mr Pratt .
    - Reggie is like the 8 above but wrote also another 2 line review . He is Mr Pratt .
    - 2 (Diane A. Goins , Kevin Davenport) have reviewed only Mr Pratt's books and all of them . Of course all 5 stars . Their style is very similar and reproduces Mr Pratt's comments . With a very high probability both are Mr Pratt .
    - Keril has written also 3 2 line reviews on Donaldson , Martin and Hobb . After the 2 lines he always added a warm recommendation for this book which is longer than the original "review" . He is clearly Mr Pratt .
    - M.Thorsson is an interesting case . 153 reviews . All are "written" in one day , all rate 5 stars , consist of copy and paste and concentrate on whole series of unknown writers . This is probably not Mr Pratt but it is clearly a professional "improver" of ratings .
    - Kadyra Reddick is like Reggie . A few 2 line reviews out of which 1 for this book . Posted at the same time like John G.Pritchard , River Rat and Bj�rn Ostermann . Probably Mr Pratt too .
    - A Kids Review . Here it is impossible to check anything . With the benefice of doubt , this may be somebody else than Mr Pratt .

    Summary : Out of 15 5 star reviews , 12 are Mr Pratt , 1 is very probably Mr Pratt , 1 is a professional rating "improver" and 1 may be a genuine 5 star Kid's review . I didn't review in detail the 4 stars ratings but a random check showed that some may be Mr Pratt too .
    Last but not least . While this shows dedication from MrPratt what is a respectable thing , it may misguide some people who trust in the value of ratings . So for future visitors of this page , read also this review of reviewers .

    2-0 out of 5 stars Poor execution of scenes, April 25, 2010
    While the premise of the book is of interest, the scenes in the book are very linear. The sub-plots resolve very simply, without any buildup of tension. If you think about, say, the LOTR trilogy, every scene is imbued with its own level of complexity and anticipation. That this book is meant for younger readers is not a worthy defense - the Percy Jackson/ Olympians series is sophisticated enough to attract older audiences as well. Usage of the present tense also makes reading challenging, without delivering any side benefit.

    4-0 out of 5 stars About Time, January 27, 2007
    It's about time someone came out with a book that told the story of the common man. And that's what James is. The main hero is just a high school senior without any special abilities. He's not skilled in athletics, not a genius, has no special powers or that hereditary 'something' so many heroes have these days. The only thing that gives him an 'edge' over his adversaries is the common knowledge garnered while in our world.
    You see, once he crosses over to the other world, he uses his knowledge of the physical world i.e. physics, biology, etc. to create potent spells. The author gives magic a more believable foundation than others have.
    James has his doubts, worries, fears, yet he persevers through it all. Though it seems he's beset by enemies on all sides, he somehow maintains his sense of right and wrong. Just when you think he should kill someone to remove a threat, he's unable to do so because at the moment of choice, in his mind, it would be murder. And despite the consequences, James always does what he feels is right.
    A good story with plenty of action.

    1-0 out of 5 stars Complete waste of time, September 8, 2010
    This book is a complete waste of time. I was apprehensive about reading it, after reading the review, but I decided to give the book a chance anyway. It turned out the other reviewers were right. This book has action just of action's sake, no plot or character development. Most incidents are without rhyme or reason, and just there to make it an 'action book'. If you like reading asinine books, filled with mindless fights, this is for you, but for other readers with a more discriminating taste, try better authors like GRRM, Robert Jordan, Brandon Sanderson, LeGuin etc.

    2-0 out of 5 stars Errm, July 16, 2010
    If this was written by a High School Senior that took notes while playing a linear RPG (Say, Heroes of Might and Magic) and then put his notes into a book, this is what you would have. I can almost imagine the "pick how you would respond/reply to this situation" on screen. Do you A) go get help to get the cat from the roof (it's in there, yes, page 190), B) Help the kids throw rocks at the cat, or C) Scold the kids for being immoral and attempt to rescue the cat yourself. If you chose C, then this book is for you.

    2-0 out of 5 stars Spell-check no substitute for editing, September 28, 2009
    I have been reading the Morcyth Saga books along with my 13-year-old son. We both are enjoying the story line. However, the text is riddled with errors that appear to be the result of relying on spell-check instead of actual proofreading or editing. This does not serve to help teenagers struggling with spelling to get a better grasp of what is correct. Further, some of the words are misused (again, a spell-check artifact). For example, "empirical soldiers" is used, when "imperial soldiers" should have been. Look up both adjectives, and you may burst out laughing. The list goes on, but you get the idea.

    1-0 out of 5 stars Good plot - too bad it has no editor!, July 2, 2006
    As far as plot for a new fantasy goes, this book stands out well. But that's all this book has in its favor. There is very little character development, and James (the protagonist) lacks a lot as a hero. He can't be bothered to shout "climb a tree!" or "over here!" as one of his high school acquaintances is attacked (and killed) by wolves during his first night in a fantastic world - yet we're to believe he is a seasoned role-playing gamer and well-read in the realm of fantasy literature. In fact, James seems very proud of having read over a thousand fantasy novels. Oddly enough, the author makes the same boast on the back of the book... For an avid reader of SF and Fantasy to read one thousand books in twenty-five years seems reasonable (an average of forty books a year), but for a high-school student like James to have read the same number is far less credible. It seems clear that James is really meant to be the author, Brian Pratt, as he would picture himself. However, some of James' actions are so far out of character that I have difficulty with my suspension of disbelief. After all, a boy his age who finds himself in a fantasy world with his background should know better than to start killing animals for food right away. He learns early in this new world that all sorts of things can talk, yet doesn't wait to see if the rabbit he kills is more than just an animal. Later, James is very charitable and soft-hearted in many ways, but he never expresses the slightest thought of remorse or regret with killing people. He often jumps into a fight with "bandits" and slays them with his magic without ever learning if they really are bandits and murderers. As Mr. Pratt writes his story, James is always justified about his killings, both of animals and people. It is hard to conceive of such a situation. Wouldn't a child of this world who believes in the concepts of "right" and "wrong" (as James explains to his sidekick) think twice about so much killing?

    James' sidekick, Miko, is a street orphan who seems to have an advanced vocabulary and relatively few street-smarts. Miko often speaks more like a college professor thans as a poor, uneducated orphan would in a medieval fantasy setting. I'm not referring to the content of Miko's speech, just his vocabulary and grammar. And for a street brat to be so open, honest, and forthcoming is unusual - he trusts strangers immediately and completely to the point where James repeatedly scolds Miko not to tell their business to strangers.

    This book is written in the literary present tense, and that alone is a bit distracting. Most of the fantasy works I've read seem to be written in the past tense. Maybe this is one of the reasons I found it difficult to immerse myself in this book, because the plot really was well-conceived.

    The biggest problem with this work is the sad lack of editing. There are so many misspellings (the word "lightning" is only spelled correctly once in the whole book, even though it is used many times - always spelled "lightening," for example). The author includes many run-on sentences, and doesn't use commas correctly. Often he includes commas where they don't belong and doesn't use them where they are needed. Mr. Pratt also doesn't seem to know how to use an apostrophe. He constantly mistakes "its" for "it's" and vice-versa, as well as "their" and "they're." His dedication refers to his students - I truly pray he doesn't teach English!

    All said, I really enjoyed the plot but wish that the complete lack of proper writing skills didn't distract me from the story. I will read more of James's adventures, if only to see if the writing style and grammar skills improves.

    EDIT: I tried to upgrade this review to three stars - I'm extremely impressed with Mr. Pratt - not only did he take the time to respond to my review, he also emailed me and explained that he is self-published and had no editor! Thank you, Mr. Pratt! I'll continue to read your future writings, with pleasure!

    1-0 out of 5 stars What a joke!, April 21, 2006
    After the 40th time the book was recommended to me I decided that I should give it a try. Suffice to say that I'm still p..... off at myself 'cause I should have known better than to fall for it.
    The whole book is written in present tense - which works just fine for fantasy role games, inner monologues, reviews and essays in elementary school but not for a novel. Word repetitions, the constant use of no-no words like "say", "do" and "is/are" and grammatical, spelling and typing errors are the icing on the cake. What was the editor thinking?! I'm not a native speaker but even I noticed!
    Another weak point is the characters. James offers some identification potential because he is a fantasy geek and turns into a valiant hero but everything comes too easily to him - especially in the beginning he's outfitted like in a computer RPG (money, horses, comrades ...). Miko, his companion, is the typical auxiliary - true of heart, none too bright and asking convenient questions which help the reader to understand the story line. Consequently the dialogues are stilted and awkward. The rest of the cast fulfills every bloody clich? of the genre.
    The plot could be straight out of a RPG, too. There's no pattern of rising action, climax and resolution, no complexity, no depth but a constant stream of little events that just happen to lead the hero to the next clue of his quest. Moreover the author pays overmuch attention to everyday details like haggling, sleeping and travelling arrangements, food purchases etc. It's not necessary to tell the reader about each roadside tavern and every market stall the hero comes across, especially if it doesn't serve any deeper purpose. It takes the flow out of the story and the way it's done doesn't even create much of an atmosphere. That's my next issue - the book lacks atmosphere. Descriptions of either characters or surroundings are inadequate and lifeless.
    THE UNSUSPECTING MAGE by Brian S. Pratt is a cheap sham. My recommendation is to try Jim Butcher's FURIES OF CALDERON or Patricia Brigg's DRAGON BONES. Those novels are truly worth their money and will please teenagers and adults alike.

    1-0 out of 5 stars Please, please learn about plotting..., October 14, 2010
    ...and characterization. This book has no flow whatsoever. Some of the other reviews have it pegged... It is an rpg module. The character follows blindly off into a new world, rarely questioning things, not knowing where he is going, but seeming to know at every step where he must go. It sounds like James thought that the plot was unrefined and predictable as well.

    It's not bad enough that the fight scenes are predictable, but the dialogue is as well. It is always the same... Character x says something, character y says I think it is this way because of this, character x says, I can see that point. There are so many literary atrocities associated with this book that I can't list them all, unless someone is going to pay me to do it, because it is just too painful to relive the reading of this book. Mr. Pratt just does not have the writing skills to pump out an interesting and hearty read although I have to give him props, he did create something so awful that I could not put it down because I wanted to see just how bad it was all the way to the end. By the time the "dungeon master" walked James through Disneyland in a Mickey Mouse suit, I was ready to poke something into my eye. ... Read more


    2. Dungeons & Dragons Fantasy Roleplaying Game: An Essential D&D Starter (4th Edition D&D)
    by Wizards RPG Team
    Game
    list price: $19.99 -- our price: $13.59
    (price subject to change: see help)
    Isbn: 0786956291
    Publisher: Wizards of the Coast
    Sales Rank: 1540
    Average Customer Review: 3.9 out of 5 stars
    US | Canada | United Kingdom | Germany | France | Japan

    Editorial Review

    The best way to start playing the 4th Edition Dungeons & Dragons® Fantasy Roleplaying Game - in the classic D&D Red Box.

    Designed for 1–5 players, this boxed game contains everything needed to start playing the Dungeons & Dragons Fantasy Roleplaying Game, including rules for creating heroes, advice for playing the Dungeon Master, a solo play adventure, and group-play adventure content. Learning the game has never been so easy!
     
    Several different character races (dwarf, elf, halfling, and human) and classes (cleric, fighter, rogue, and wizard) are presented, along with powers for each race and class. As the players’ heroes advance in level, they acquire new abilities, and the adventures become more challenging. This boxed game is designed for characters of levels 1–3.
     
    Game components:
     
    • 32-page book for players, with rules for character creation and a solo adventure
    • 64-page book for Dungeon Masters, with the rules of the game, advice on how to run the game, and adventure content
    • 2 sheets of die-cut tokens for characters and monsters
    • Cardstock character sheets and power cards
    • Double-sided dungeon map
    • 6 polyhedral dice
    ... Read more

    Reviews

    5-0 out of 5 stars What it is, what it isn't, September 16, 2010
    So I've read through and examined all the contents (a sample copy) and here's what you need to know. The Red Box is NOT a "basic" set, in that it would provide you everything you need to create a character and play through at least 3 or more levels of the game. This is not at all like any of the basic sets that TSR or Wizards of the Coast have published to introduce new players to D&D.

    It IS a "starter" set, in that it will be a good intro for new players or those new to 4th Edition D&D. As a starter set, it excels by giving you a run-through adventure, a Dungeon Master book, cardstock counters, a map, etc. to learn the game. The quality of the kit is not in line with the previous 3.0+ D&D box sets, (this set has flimsy cardstock and uses counters instead of miniatures) but the price is right for what you get--especially on Amazon.

    Main Strength?
    I'm not a 4E fan per se, but there's a lot to like with this introductory set, that simplifies the rules and provides a very easy to grasp description of the main game elements. It would make an excellent gift for someone who might be interested in trying the game (great for kids).

    Main Weakness?
    The main downfall is that once you understand the game, you're never going to need it again. It's a springboard and little else. You'll need to buy the Dungeons & Dragons Player's Handbook anyway. In that sense, it makes this box crippleware, but really good-looking, fun to unwrap crippleware!


    5-0 out of 5 stars Just what I was hoping for., September 8, 2010
    Wizards of the Coast definitely got me with the nostalgia factor with the Red Box, a throwback to some of my favorite sessions of D&D with my cousins, a simplified version of the game that my older brother was playing with his friends. It always seemed like the basic set was more about the telling of great stories rather than being tied down by a bunch of rules.

    Flipping through the box set tonight I see this same thing, a simplified introduction to a wonderful game.

    This is definitely an upgrade to what I played before, each book has color illustrations, rather than black and white, a little more basic drawings than what you will find in the nicer hardcover books. But still a nice touch.

    Bravo Wizards of the Coast on this, describing it to my wife tonight, I may be able to get her to sit for a game or two...maybe.

    4-0 out of 5 stars Excellent but limited starting point, September 12, 2010
    This new presentation of the renowned classic RPG was designed to appeal to old school gamers who did the boxed set & ADnD back in the day, like me. I hoped it would be a good way to introduce the hobby to my children, and those hopes were well-founded. The kids are having a blast. It's a fabulous starting point for D&D 4th Edition.

    BTW, 4E is vastly different from any previous version, barely recognizable compared to 1E. I think that the changes are for the better, but YMMV.

    My main gripe with Red Box is that it very carefully fails to include any straightforward listing of class features, weapon & armor stats, prices, etc. For example, my son wanted to use a bow, but it wasn't an option in the book. I ended up just winging it. There's really no way to use this box alone and run a proper campaign for 2 or 3 levels, the way that the original box set could do. This is a starter set, and ONLY a starter set. If you want to continue, WotC expects you to buy the (more expensive) followup books.

    3-0 out of 5 stars Some success with the New Red Box, September 20, 2010
    I am a fan of 4E DnD. I have played ALL the versions of DnD at one time since 1984, and a still play 3.5E Pathfinder from Paizo. So this box is a "Starter Kit" to teach new players a simplified 4E.
    Well, it is pretty, it invokes nostalgia, the map is cool (i am easily impressed by maps, it saves a ton of work), comes with a solo adventure, a free download for a solo adventure, and a group adventure. With the basic rules of 4E. That's it. You will need more material to do more with this box. Like level your characters past 2nd level. It was like a choose your own adventure with dice, on rails.

    I ran my wife thru the solo stuff (i "dm'd it, which isn't necessary, it really is solo), she survived the experience and had fun, despite having one of the worst runs of luck with the dice i have ever seen, and has never played anything like this before. Video game or otherwise. Well, she got pretty confused a lot of times, it is still an awful lot to absorb.
    Also, the boss monster in the download is super cool but...., and the first big monster the characters face in the group adventure doesn't have to go combat but...., be careful or TPK easy. WAY too tough! No player who hasn't run anything could run those monsters. WAY too complicated for an unexperienced DM. Seriously, i think they are trying to beat into new players the RUNAWAY!!! that so many of us suck at to the new players. Well, they already did that in Keep on the Shadowfell.

    Sooo, if you have someone you want to teach, this is a good intro, but that is it.

    4-0 out of 5 stars Falls A Bit Short, September 17, 2010
    Everything old is new again. Sort of.

    Here's the new 'Red Box' D&D Starter! Overall I like it; the DM book looks very good. The player book is half as long, and I wish it had a bit more crunch. A few more pages could have made it possible to roll up a new character without going through the OMGoblin! solo game every time. Ah, well. I'm sure they want us all to run out and buy Heroes of the Fallen Arches. It worked on me! What can I say?

    The box itself is deeper than those you might remember from years gone by. Lots of room for your new handbooks!

    The power cards are a nice idea but problematic in use. You get one copy of the 'elven accuracy' card, for example, so if you have two people playing elves you're a bit out of luck. Personally, I plan to put all the power cards for an individual character in plastic CCG binder page. Photocopy that and - hey, presto - you have a personalized character power page. It's like, well, magic! But do be careful when you separate the cards. Hasbro-Of-The-Coast saved a bit of cash when they bought this card stock.

    The tokens, now that's a different story! Thick, sturdy cardboard printed in full color. Very nicely done! One look at these and Monster Vault: An Essential Dungeons & Dragons Kit (4th Edition D&D) just landed on my Christmas list. One odd thing is that they show different critters on both sides of the same token. That could be fun, though. That giant rat you were fighting? It just morphed into a drake!

    4-0 out of 5 stars Effective introductory product, with some mistakes, October 8, 2010
    This introductory boxed set to the 4th edition of the Dungeons & Dragons is mostly "hit", with a few "misses". Generally, it is way better than any of the other introductory product to the game that preceded it during the 3rd or 4th edition of the game.

    It is *not* the equivalent of the legendary "Red Box" D&D authored by Frank Mentzer in 1983, in the sense that it does not provide a fully functional game system in and of itself. It is more comparable to the Holmes "Blue Book" D&D of 1977, in fact, in that it does provide a few character levels, means to create characters via an entertaining "choose your own adventure" text which also manages to teach you some of the fundamentals of role playing games, and then provides whoever chooses to run the game as "Dungeon Master" with enough material to run a few adventures up to the end of the 2nd character level, at which point it assumes you will upgrade to the full D&D Essentials line of products, that is, Heroes of the Fallen Lands: An Essential Dungeons & Dragons Supplement (4th Edition D&D) for players, Dungeon Master's Kit: An Essential Dungeons & Dragons Kit (4th Edition D&D) for DMs, and Rules Compendium: An Essential Dungeons & Dragons Compendium (4th Edition D&D) for both players and DMs, at a minimum.

    You get a lot of stuff for the price you pay. Maps, tokens to represent monsters and characters, seven sheets of power cards (9 detachable cards per sheet), four printed character sheets, a coupon giving you access to another "choose your own adventure" module you can download from WotC's website, a set of polyhedral dice for use with the game, the Player's Book, and the DM's Book. That's a very good value for the amount of money spent on the product, in my opinion, whether you end up playing the game or not.

    Now, there are some areas in which the game can be confusing. Some options in the "choose your own adventure" Player's Book might make you miss some steps in building your own character, which you'd have to figure out on your own by flipping back and forth through the book at some point. Some of the powers and abilities for characters described in this book does not match the powers and abilities of characters in the wider Essentials line of products. There is a strong emphasis on tactical, board-based game play, which may or may not be a plus to some people, depending on their own play styles and tendencies.

    So it's far from perfect. Nonetheless, I think that it does its job nicely. It's a decent, good game product that you will play for a little while, before upgrading to the other Essentials product. In that sense, it hits the mark. In the sense of a fully playable, self-contained and endlessly replayable game, it fails miserably. But that is not what this game brands itself: it is an introduction product, and I rate it as such: Good, or 4 on 5.

    4-0 out of 5 stars Not for me but, October 3, 2010
    This is a well made starter for anyone wanting to try out roleplaying. It has a choose your own adventure style tutorial which is a good idea. The cards,tokens and maps are simple but decent. This is not going to give you any real value if you already own the 4th edition players handbook. For the price it is a great value for beginers but I actually would suggest that people just buy a used copy of the phb ang get alot more bang for your buck.

    5-0 out of 5 stars A great starter!, September 12, 2010
    I've been playing D&D since the release of the starter box this one's front is made from. I bought this out of nostalgia, and yesterday got to put it in action with a friend and my fiance who had never played before. It was great for a beginner. The player's manual kept them in the game and not worrying about all of the things on the character sheet, instead focusing on one or two items so that they orient themselves with how the game is played. My fiance, who didn't think would like it, wants to play more.

    I will say that I thought some of the player's manual was flawed; for instance, there was no real explanation of what the attack on the cards meant (i.e. Intelligence vs Fortitude attacks, etc.); maybe we missed it. Also, the fighter did not end up with their constitution score/modifier, but that could have been a misread of the "Choose your own Adventure"-style of the player's handbook. Overall I think it far surpasses any other introduction to the D&D universe. Giving players cards to hold and use, a nice map for layout, and in my opinion, a better to-the-point character sheet, made all the difference here. I might actually have a new campaign after about 13 years of not playing!

    If you are going to teach someone new how to play D&D or if you want to get back into the game after a few years, I think this is a MUST HAVE starter to do so.

    1-0 out of 5 stars Warning! Incompatible with Heroes of the Fallen Lands and the Essentials line!, December 2, 2010
    Talk about misleading advertising. This red box was supposed to be an introduction to the new Essentials line of D&D. However, the characters that you create with it are incompatible with the full classes as presented in Heroes of the Fallen Lands. They have different powers, or the powers are called differently, or similar powers have different effects, or some basic class/race features are missing. You will have to recreate your character or to make many, many adjustments to it. WotC have released a long Word document telling you how to convert the characters from this red box into the ones from Heroes of the Forgotten Lands (and that document, by the way, is incomplete - for example, it doesn't touch powers that are named the same but have actually different effects). What a VERY bad first experience for starters; this will completely discourage them from continuing playing, and defeats the entire idea of this red box. I'm not sure how it happened; probably different designers were assigned to the different products and weren't coordinating between them, or were coordinating based on an old draft that got invalidated at some point. I do not recommend getting this boxed set. Get Heroes of the Fallen Lands instead if you are a starter and avoid this introductory red box which will make your work much harder (and confusing) later on, having to convert your characters...

    As a disclaimer: I'm a fan of 4E and have been playing it since early 2009.

    3-0 out of 5 stars Not as good as previous boxed sets!, September 19, 2010
    I played D&D as a kid and they got me with the nostalgic red box! It's been over 20 years since I played D&D, but I recently started playing again with my kids. I had never DM'd a game before so I bought the 2006 Basic Game Boxed Set (3.5 rules). That set was awesome at getting me back up to speed and back into the game. The set came with 12 miniatures, great quality card-stock dungeon tiles, and a very good adventure to take you into 2nd level. Both me and the kids loved it. So I bought this new set with an interest of switching to 4e rules. Bottom line - compared to the 2006 set this is a disappointment. The adventure is not as well laid out, it starts with a focus on a solo adventure then switches to a multi-player adventure. It hop around a lot and is in a less linear format, which makes it harder to pick up quickly and easily. There are no miniatures included in this set (my kids REALLY like having the miniatures when playing) and it replaces them with round card-stock tokens. The map is a foldout instead of tiles, and is just not as sturdy. All that said - the price is reasonable for what you get, and it does help get you up to speed on the 4e rules. If you are set on playing 4e go for it, but compared the the quality of the 2006 set this one just does not stand up. ... Read more


    3. Monster Vault: An Essential Dungeons & Dragons Kit (4th Edition D&D)
    by Rodney Thompson, Matthew Sernett, Logan Bonner
    Game
    list price: $29.99 -- our price: $19.79
    (price subject to change: see help)
    Isbn: 0786956313
    Publisher: Wizards of the Coast
    Sales Rank: 2927
    Average Customer Review: 5.0 out of 5 stars
    US | Canada | United Kingdom | Germany | France | Japan

    Editorial Review

    Iconic Dungeons & Dragons® monsters that are easy to run and fun to fight.

    This essential product for Dungeon Masters collects the most iconic monsters of the Dungeons & Dragons world in one handy box and presents all-new variants, including new spins on such beloved monsters as dragons, orcs, and vampires. The monsters described herein are designed to be easy for Dungeon Masters to use and fun for players to fight. In addition to combat statistics, each monster entry comes with story information to help DMs incorporate the monsters into their adventures and campaigns.
     
    In addition to a comprehensive collection of iconic Dungeons & Dragons monsters, this box contains die-cut tokens for the monsters that appear within, as well as a 32-page adventure that showcases several of the monsters. Dungeon Masters can easily incorporate the adventure into their ongoing campaigns.
     
    Game components:
     
    • 160-page book of monsters
    • 32-page adventure
    • 10 sheets of die-cut monster tokens
    ... Read more

    Reviews

    5-0 out of 5 stars Much Needed Improvements, November 16, 2010
    These monsters are what the MM1 should have been. They clarified and fixed all sorts of stuff they were trying to accomplish with the original monsters. I'd say that half are the same monsters from MM1 with same name and level (but fixed and improved); half are new variants of the monsters that already exist. There are monsters from level 1 to level 27. The highest is a Balor.

    Take for example the Bulette, if you fought one from MM1 you were like "These are great big pile of suck" as soon as the fighter locked one down, it could never get away. It was never clear if it could burrow away from a fighter whose opportunity attack stops all movement. The fight turned into a static, hack fest. Now they spell out that each movement of the Bulette, even burrowing, does not provoke opportunity attacks. It's meant to be going all over the place, bursting forth from the ground to take monstrous land-shark bites out of nice tasty halflings!

    Almost every skirmisher in the book is given direct guaranteed ways to move around without provoking opp attacks. They almost all have shift speeds or movement that specifically says "this does not provoke opp attacks". Stick and Move wasn't there before with all the skirmishers. They fixed it!

    Monsters that heal themselves is just not a fun mechanic. Take for example the Orc. They all used to come with a semi-confusing power that was an attack, usable only when bloodied, that if they hit would heal 1/4 of the HP. Often, it went unused, as Orcs did not spend that long in a bloody state, or they missed, and healing themselves was just weird. Now, in Monster Vault they got rid of that power, and just let all Orcs get one free standard action before they die. That seems more like what was intended, it ensures the Orcs get that last dying blow. It shows their ferocity, eliminates the HP book-keeping, and allows each of them to show the poor pathetic players what it means to be an "Orc"! (stole it away from the Minotaur though)

    They fixed single-use encounter powers. Take the simple change to the Human Bandit. I used to hate Human Bandits as a DM. They got an encounter power that dazed, but if it missed, it's gone, bandit sucked! Now they ensured that if the bandit misses, it retains the power until it is used at least once. Perfect fix, as one of my pet peeves was a monster who never got to use its "defining" power. A lot of the monsters that have defining powers, get ways to recharge it or they let the encounter power have a suitable effect on a miss. This ensures that power will at least be showcased in the battle.

    They fixed the unfun boring monsters that dragged out combat. Take for example the Hezrou, a demon, that Weakens with its aura when bloodied. All that did was make the fight drag out foreveeeerrrrr. Now Hezrous do damage with their aura, an excellent fix! Dracolichs are no longer stun,stun,stun, they dominate instead.

    No stuns for Owlbears or Vrocks anymore.

    Wraiths have a completely different mechanic, they don't regenerate anymore, they don't weaken players, they turn invisible when hit.

    Lots of soldiers have "Effects" on their attacks, so they mark even if they miss. The "phalanx" movement of hobgoblins is way cleaner and straightforward, no dm planning needed, they can move together at the command of one of them.

    Set-up attacks got easier for the monsters. For example: A mind flayer auto-grabs a dazed or stunned creature. It still has to roll an attack to eat the brain, but one step got easier.

    With zombies; in the Red Box they made all zombies that drop to 0HP, stand up unless they get hit again while on the ground. I initially thought that was awesome, but it can really eat up standard actions and cause a drag. In Monster Vault they make the DM roll a d20, and if 15 or higher comes up, the zombie stays at 1HP. Much better, they figured that out quickly.

    The solos... cue dramatic music
    The only solos in the book are dragons, hydras, beholders, and purple worms. No updated Orcus :(

    They gave solos ways to ignore stuns, dazes, or be able to use immediate actions even when dazed/stunned. All the dragons get to go twice per round. At the end of each turn they end all stun and daze effects. So at most, they lose one half a turn. Makes them all more effective. The stun-lock is dead.

    The Red Dragon is ultra simple. It focuses on one target, it can chomp down on a wizard grabbing him, and then when the fighter comes to try to save him the Red Dragon goes "Ha, I don't think so, take my huge tail to the face!" Wham! knocked to the ground! "I'm eatin' here!"

    The Green Dragon and Blue Dragon are flying all over the place, they can take to the air every single round as part of their attack actions, again: "this movement does not provoke opportunity attacks". No defender lock down for them.

    Hydra is completely different, it can take free actions even if stunned or dominated and every creature that ends its turn within reach gets two bites each as a free action. Guaranteed pain for everyone.


    The tokens: you get 10 cardboard pages of them! With these tokens, you get every monster you need. I've seen first time DMs just trying to start out use coins, chess pieces, scrounging up anything to put on the battlemat. It's the second biggest hurdle to DMing. This is the seal-the-deal value of the box. Buying this lets anyone be a DM for $30. This, plus a battlemat is everything you would ever need to play D&D for the rest of your life. The tokens can easily be substituted for other monsters.

    The kicker: throw in a 4th level adventure! That requires a whole separate review. They also include a poster map of "Evermelt"

    Lastly, each monster gets LOTS of fascinating ecology, history, and flavor. There is a ton. You could sit down by the fire and read this book cover to cover and love it. It's probably the best thing about the book. I doubt they'll put all this ecology into the online tools, so it's another good reason to buy the book.

    My favorites are the Carrion Crawler Scuttler, Doppelganger Infiltrator, and the Black Dragon.

    5-0 out of 5 stars Roll Call!, November 19, 2010
    I love the Monster Vault! The only drawback of the tokens is that they are not labeled. The identity of many of the images is obvious, but others can be a bit ambiguous, especially when they only show the critter's head. So, for the good of the order, here's an inventory. Note that generic minions and swarms are simply black tokens with the appropriate word written on them. The "ring" is a donut in which you can place a large token to convert it into a huge one. "AI" stands for an alternate image for the same type of monster. OK, ready? Here we go!

    Sheet #1
    Large: Angel of Battle, Angel of Vengeance, Basilisk, Beholder, Black Dragon (young), Black Pudding.
    Small / Medium: Abyssal Eviscerator (really!), Air Elemental (lesser) (2), Ambush Drake (2), Angel of Valor (veteran) (2), Angel of Protection, Babau, Beholder Gauth, Bloodseeker Drake, Bugbear (3), Bulette (young) (2), Cave Spider (4), Chain Devil, Crocodile (2), Death Knight, Deathjump Spider, Doppleganger (2), Dragonborn Mercenary, Dragonborn Soldier, minion (4).

    Sheet #2
    Large: Blue Dragon (young), Bulette, Carrion Crawler, Cyclops (4!), Hydra.
    Small / Medium: Dretch Lackey (4) (not a typo!), Drow (female) (2), Drow (make) (2), Dryad (4), Duergar (4), Dwarf (female) (2), Dwarf (male) (2), Earth Archon (2), Eladrin (female) (2), Eladrin (male) (2).

    Sheet #3
    Huge: Balor (YOU...CANNOT...PASS!), Red Dragon (elder), ring.
    Large: Bear, Demonic Savage Minotaur (sigh), Dire Wolf (2), Displacer Beast (2), Dracolich.
    Small / Medium: Elf (female) (2), Elf (male) (2), Fire Archon (2), Fire Elemental (lesser) (2), Ghoul (4), Githyanki (4), Green Slime.

    Sheet #4
    Large: Doomspinner Spider, Drider, Efreet, Ettin, Fire Giant (male) (2).
    Small / Medium: Gargoyle (2), Gnoll (3), Gnoll AI (2), Gnome (female), Gnome (male), Goblin (8), Goblin AI (4), Guard Drake (2), Hag (icky!), Halfling (female), Halfling (male), Hobgoblin (3), Human Duelist (2), Human Town Guard (2), Human Transmuter, Water Archon.

    Sheet #5
    Large: Fire Giant (female) (2), Flesh Golem, Frost Giant (2), Frost Giant Marauder, Gelatinous Cube, Ghost Troll Render (not a punk band).
    Small / Medium: Human Bandit (4), Hyena (2), Imp, Ice Archon (2), Kobold (4), Kobold AI (4), Lich, Lizardman (poisonscale) (4), Lizardman (greenscale) (2), Medusa, Medusa Bodyguard.

    Sheet #6
    Huge: Blue Dragon (elder), White Dragon (elder), ring.
    Large: Green Dragon (young), Hezrou, Hill Giant (female) (2), Hill Giant (male) (2), Horse, Iron Golem.
    Small / Medium: Mummy (2), Mind Flayer, Orc (8), Orc AI (4), Orc Storm Shaman, Pseudodragon.

    Sheet #7
    Large: Ice Devil, Lizardman (blackscale) (2), Manticore, Marilith, Ochre Jelly, Otyugh, Owlbear.
    Small / Medium: Rakshasa (2), Rust Monster (2), Shark, Skeleton (8), Skeleton AI (2), Snake (4), Spider Swarm, Stirge (4), swarm (3).

    Sheet #8
    Huge: Black Dragon (elder), Green Dragon (elder), ring.
    Large: Ogre (4), Pit Fiend, Rage Drake, Stone Golem.
    Small / Medium: Succubus (She's not bad, she's just drawn that way.), Tiefling (female) (2), Tiefling (male) (2), Troglodyte (4), Troglodyte AI (2), Water Elemental (lesser) (2), Wererat (2), Werewolf (2).

    Sheet #9
    Huge: Earth Titan, Fire Titan, ring.
    Large: Red Dragon (young), Roper, Treant (2), Troll (2), Snake (Crushgrip Constrictor).
    Small / Medium: Wolf (3), Wraith (4), Vampire, Vampire AI, Vampire Spawn (8).

    Sheet #10
    Huge: Purple Worm (!), Frost Titan, ring.
    Large: Rocktempest Gargoyle, Umber Hulk, Vrock, White Dragon (young), Yuan-Ti Abomination, Zombie (hulking) (2).
    Small / Medium: Dire Rat (2), Yuan-Ti (2), Yuan-Ti AI (2), Zombie (3), Zombie Shambler (8).

    5-0 out of 5 stars Simple and perfect, November 16, 2010
    WOTC should have done this during the launch of 4e. As a DM this is something I have been waiting for since 4th edition's release. The monsters are fixed and some neat new spins are provided, the tokens are great and basically a freebie, and the included adventure(though I won't be running it in the foreseeable future) looked great when I thumbed through it. All in all, a great way to wind up their stellar essentials line.

    5-0 out of 5 stars Great Value, December 1, 2010
    I was very excited to purchase this box, if nothing else for the tokens. You cant get this many figurines for anywhere near the price. I won't harp on any of the valid points other reviewers have made, such as the improvements etc. I would like to touch on something no one else has: the included adventure. This is the WORST module I have ever had the misfortune of reading. Concepts are disjointed with a weak story. It's, in my humble opinion, completely unplayable. I'd hate for the map to go to waste though, so Im going to rewrite the whole thing, and ditch this corny "Winter King". I did like the idea of the gnome illusionist sisters and their pet owlbear. I'll probably include an owlbear egg, and give the PC's a chance to have a fun pet, perhaps future mount :)

    I highly recommend new DM's to pick this up for the tokens, and old players to pick this up for the book. Both are very, very well done. I give this product "5 stars". I'll pretend the travesty of a module wasn't included :P

    5-0 out of 5 stars Worth. Every. Penny., December 2, 2010
    To all the 3rd edition snobs who said people like James Wyatt were all about making money, suck on this! It s as if Wizards of the Coast used a Daily Power to peer into the deepest part of my brain which was resolute on never buying a 5 dollar plastic miniature. I think they have realized that the miniatures don't make the game, and that a simple marker will do the trick.

    The artwork on the tokens is great as always.

    Bottom line: This is probably the best product 4e has come out with, and I am a proud owner. I would stake my reputation and 25,000XP on your satisfaction.

    All they need to make now is an entire box full of poster maps... James Wyatt, please be reading this...

    5-0 out of 5 stars THE D&D4 Monster book, November 28, 2010
    A fantastic product. Monster stats and tokens all in one. If this is the future of the D&D4 monster books then Wizards is not making them fast enough!

    Great product. ... Read more


    4. Pathfinder Roleplaying Game: Core Rulebook
    by Jason Bulmahn
    Hardcover
    list price: $49.99 -- our price: $31.49
    (price subject to change: see help)
    Isbn: 1601251505
    Publisher: Paizo Publishing, LLC.
    Sales Rank: 2104
    Average Customer Review: 4.7 out of 5 stars
    US | Canada | United Kingdom | Germany | France | Japan

    Editorial Review

    This complete, standalone, fantasy roleplaying game takes your fantasy campaigns to new heights of adventure! Backward-compatible with 3.5 fantasy rules but offering new solutions and options that place it firmly on the cutting edge, the Pathfinder RPG is the culmination of the largest open public playtest in RPG history. The Pathfinder Roleplaying Game Core Rulebook includes: revised rules for the classic seven fantasy RPG races; updated options for the 11 core classes; a streamlined skill system that makes things easier for players and GMs; a host of new and familiar feats, including innovative combat feats and item creation rules; new equipment; additional combat options; overhauled rules for domains, familiars, bonded items, specialty schools, and more; dozens of new and revised spells; updated rules for NPCs, including quick-generation rules; new rules for curses, diseases, and poisons; a completely overhauled experience system with options for slow, medium, and fast advancement; hundreds and hundreds of magic items... and much, much more! ... Read more

    Reviews

    5-0 out of 5 stars Pen & Paper Games Review of Pathfinder RPG, August 21, 2009
    Weighing in at nearly five pounds and spanning over 576 pages, the Pathfinder RPG Core Rulebook combines all of the rules that were previously split between the D&D 3.5 Players Handbook and Dungeon Masters Guide. It is everything that you are going to need to play except for the Pathfinder Bestiary, which is not scheduled to be released until October 2009. Until then, you'll need to break out your old 3.5 edition monster manuals or use the monsters in the d20 SRD. You can download the SRD for free over at wizards.com, or for an easy to use online version, check out the Hypertext d20 SRD online at www.d20srd.org.


    * The Core Classes of Pathfinder *
    Paizo put a lot of effort into spicing up all of the original 3.5e classes with new and exciting abilities. Many of the classes now have multiple paths that a player can follow to help make distinguish their character from the teeming masses of other adventurers of the same class. This is very reminiscent of what Fourth Edition did, and it is one of the things I really liked. You'll especially see this featured with the druid, cleric, paladin, ranger, rogue, sorcerer, and wizard classes.

    I was also impressed by how much the game rewards the player who sticks it out and levels his character through all twenty levels of his core class. In the past, there has often been very little incentive (or sense in some cases) to do so. With Pathfinder, not only does your character receive an extra hitpoint or skill-point every level just for leveling in his favored class, but the game does an excellent job of providing all kinds of cool abilities at the highest levels. Many of the classes have awesome payouts for making it all the way to twentieth, including:

    - For Barbarians there is "Mighty Rage," which gives them an impressive +8 morale bonus to Strength and Constitution while they are raging.
    - Bards are able to give a performance so stirring that they can cause their target to simply die from overwhelming joy or sorrow using their "Deadly Performance."
    - High level druids are no longer fettered by their natural forms, and can transform themselves at will with no limits on the number of times per day.
    - Fighters gain "Weapon Mastery," with one weapon. Thereafter, whenever using his chosen weapon, all critical threats are automatically confirmed, their critical multiplier increases, and the fighter no longer has to worry about being disarmed - ever.
    - The monk eventually ascends to the point of becoming a magical creature, gaining a healthy damage resistance (10/chaotic). Oh, and he'll now be opening that can of whoop-ass with seven attacks per round with an attack bonus that nearly rivals the fighter's.
    - Paladins who stay the course of righteousness become "Holy Champions" of their gods, gaining a substantial damage resistance and the ability to possibly banish any evil outsider who is his smite opponent. (By the way, if you haven't read about the paladin's new smite and mercy abilities already, you'll want to check them out. This is one of the classes that they really spent a lot of time on, and they have succeeded at making the paladin an extremely valuable asset to your team!)
    - The twentieth level ranger isn't someone you are going to want on your tail when he achieves the status of "Master Hunter." He'll now be able to track his favored enemies while moving at full speed, and when he does catch up with him, her, or it, he can execute a single attack that has the chance of slaying his target outright.
    - Meanwhile the rogue gains "Master Strike," which allows him to possibly put his target to sleep (if he's feeling nice), paralyze his target (if he's feeling not-so-nice), or assassinate his target on the spot (if he's feeling really pissed off).


    * The System *
    Overall, Pathfinder plays and feels like classic Dungeons & Dragons 3.5. There are a few subtle, but very helpful enhancements to problematic and hard to remember rules. The simplification and rebalancing of all of the rules surrounding grappling, tripping, sundering, and bull-rushing into one unified system, for example, means no more having to flip open the book to figure out how to resolve these actions every time they come up --while wishing hellfire and brimstone upon the head of your player's monk, no doubt.

    Skills have been cleaned up, consolidating some and completely removing others. This will make it much easier for your character to focus on a core set of skills that really matter to him.

    Spells seem relatively unchanged from their previous versions with a few notable exceptions, such as with polymorph being split into multiple distinct spells. The biggest difference I noticed was cleric domains, which got a very nice overhaul. Oh, and cleric fans, your new group heal class feature is going to let you actually be able to use more of your spells for something other than healing even at low levels - "Divine Favor" anyone?


    * Using Pathfinder with Other d20 Products *
    Although there have been a lot of enhancements to the classes and tweaks to the rules, the Pathfinder RPG remains compatible with other OGL/3.5 supplements. This is a big selling point for Pathfinder, as there is already an extensive library of supporting products. The core classes in Pathfinder are a little more powerful than their third edition predecessors, so if you're using monsters from other sources, you may need to adjust their challenge ratings down just a smidge. There are no specific guidelines in the final rules, but the beta version suggested adding a few extra feats, powers, skills and hitpoints to your villains; adding more monsters to your encounter; or otherwise building encounters as about one challenge rating level higher. I suspect this advice still holds true.

    There are a couple of other on-the-fly changes you will need to make when using third party sources. Some skills have been combined or changed, so you'll need to be familiar with the new skill list and determine the equivalent skill in Pathfinder. The rules for grappling and other maneuvers such as tripping, bull rushing, and sundering have also changed. This means that you'll need to determine the Combat Maneuver Attack and Defense scores for any 3.5e creatures you use. Luckily, these statistics are pretty straightforward to figure out.


    * Artwork and Print Quality *
    Cover to cover, this is a visually appealing book, with all of the artwork presented in full color. The inserts between chapters are especially amazing; I would love to have some of these as posters in my gaming room. Flowing watermarks swirl around the edges of each page, giving the book an ornate feel without obscuring the text or making it difficult to read. The binding also feels sturdy, which is necessary for this many pages. Out of curiosity, I gave the text a good rub to see if it shared any of the notorious smudging problems of Fourth Edition, and I was relieved to find that it did not.


    * My Thoughts *
    The one thing that I think this book really could have been improved by was more callouts. As a longtime player of Third Edition, I tend to want to skim over the parts that seem familiar and go straight to the changes. I started to do this with this book, and found immediately when I made my first character that I had missed a well-hidden rule that explained how first level hitpoints were generated. It had been tucked away in the terms and definitions section which I had been quick to skip over. With so many subtle changes to the rules, callouts that pointed out key changes from 3.5e would have made jumping into this new edition a lot easier.

    Nonetheless, after having played a couple of sessions using the final rules, I could scarcely be happier with what Paizo has done. The rules flowed nicely, and most importantly kept out of the way until needed. Combat was also quick and easy, and the Pathfinder RPG has made it easier than ever to keep the action flowing without a lot of downtime. This system is an excellent choice for any fantasy setting, and I am confident that if you enjoyed Third Edition, you're really going to love what they've done with this game.

    5-0 out of 5 stars Spiritual successor to Dungeons & Dragons, October 7, 2009
    Before I begin, let it be known that I think people are putting too much emphasis on this whole "4th Edition vs. Pathfinder" argument. I am sick of hearing about the pros and cons of both systems, usually written by people who have no idea what they are talking about.

    If an RPG is fun, and capable of entertaining a group of people for any extended period of time, then it has succeeded in doing what it was made to do. I have been a Dungeon Master for going on two decades now, I cut my teeth on 2nd edition AD&D, and I have experience with every type of player and Game Master that one could imagine. Most of my games have been run using the 3rd Edition D&D rules, but I do occasionally run Paranoia and Call of Cthulhu campaigns.

    Pathfinder is an RPG that not only stands on its own, it also meshes nicely with the D20 product line. What this means is, with very minimal effort a person such as myself who has access to a library of D20 books can plug the Pathfinder rules into them. The Core Rulebook has a dual role of serving as both the Player's Handbook and Dungeon Master's Guide; meaning that it is really all one needs in order to start playing. (Other than dice, character sheets, and friends to play with of course.)

    What really sells me on Pathfinder is that despite the upgrades and changes to every class and character race, it still manages to keep that good old Dungeons & Dragons feeling. The artwork in this book is simply beautiful, and a vast improvement over some previous editions. Being the graybeard that I am about RPGs I usually don't go for the more modern digital art, but the artists clearly kept that sort of grungy dungeon crawl nostalgia to heart when they worked on this project. Many modern RPGs tend to force the popular anime elements down our throats when it comes to artwork, but in this case the classic D&D adventure springs to life from every page in ways I didn't think possible with a digital medium. Wayne Reynolds may not hold the same place in my heart as Elmore, Caldwell, Easley, Parkinson, or Brom; but damn if he didn't do an excellent job bringing this book to life. Bravo sir!

    The pages are laid out simply, and new bolder text makes them easier to read than ever before. I really like the way that each Magic Spell is headed by a bar that separates it from the other spells in the chapter. I have hosted a few Pathfinder games by now, and none of the pages have smudged or faded from use. It's also nice how little things (like the Monk's flurry of blows attack) are often calculated and placed in the chapters where they are most pertinent. Simple things throughout this book make it easier to navigate, especially while a game is going on. I hate when the game is interrupted because someone can't find an obscure rule that is buried in the back of a rulebook. The Pathfinder index has kept such instances to a minimum.

    Before this product was even launched, some called the rules system "munchkiny" and overpowered. After actually playing this system for a few games I denounce such claims as foolish and misinformed. If anything, the Pathfinder system polices itself and keeps power-gaming to much lower levels than what I saw with 3rd Edition D&D. The flow of Skill Points is now limited by the current Hit Dice of the players; and that silly half-a-skill point rule from 3rd Edition is long gone. Players are rewarded with skill bonuses when they place points in Class Skills, and not punished when placing points in Cross-Class skills. Players also receive a Feat every other level now, which I applaud because it encourages players to customize their characters more fully. Some may claim that this is insanely overpowered, but I would point out that many of the more powerful Feats are limited by Class Level or Attack Bonus. A player cannot simply become a whirling death machine by choosing the right Feats at a low level. Instead players are given more of a chance to show love to some Feats that have been long neglected, such as Skill Focus and the riding Feats; all of which have been revamped and made awesome by this system.

    Each race and character class has been given an overhaul. Sorcerers and Wizards got the biggest changes in my opinion and damn if I don't love it. Sorcerers get to choose a "Bloodline" at 1st level that determines the source of their power; making each Bloodline like an awesome mini-class in and of itself. Wizards are given powerful abilities when they choose which magical school to specialize in, even the Universalist who can now throw melee weapons and have them return in a manner not-unlike the Glaive from Krull. It seems like every class is all about the options and what your character can aspire to is limited only by your imagination. Players are often given the chance to trade out some of the more "useless" perks (like familiars and animal companions who never see the light of day) for weapon improvements or additional powers.

    The classic races seem a lot less insulting in Pathfinder. Half-Orcs are no longer forced to be stupid, instead they can choose which stat to place a bonus into, just like Humans and Half-Elves. They also get the cool ability to fight on while mortally wounded due to their fierce heritage. Half-elves no longer feel like a wasted race, as they are the only ones who can choose two favored classes; an ability that no other race has. Even Gnomes are given a face-lift with the magic of their bloodlines setting them far apart from Halflings and Dwarves. (By the way, there are several players in my games that have Gnome characters. The "I'm a monster RAWR!" add campaign is not funny, nor does it make me wish to spend money on a new rules system. I'd rather play a Gnome than a dragon man or the newest flavor of Elf. )

    In short, I bought Pathfinder, and I am glad I did. My old 3rd Edition campaigns are as alive today as they were 5 years ago and I look forward to seeing what Paizo has to offer with future products. If you feel that this system is overpowered, I suggest that you give it a chance, play a game or two, and then decide based upon the effect it has on play. I think that you will be pleasantly surprised.

    5-0 out of 5 stars Solid work built on D&D 3.5, August 21, 2009
    If you are familiar with 3.x branch of Dungeon & Dragons then you'll already have a firm grasp of the Pathfinder RPG. Some are even calling it D&D 3.75E---which is not far from the truth. Much has already been written about D&D 3.x so I'll keep this short and simple.

    First the book itself comprises both Players Hand Book and GM Guide which makes a very big book. It's logically organized with a concise Table of Contents and Index so information should not be hard to find. There is some nice consistent art work but not so much that it distracts from the content.

    One of Pathfinder's design goals was to make it compatible with 3.5E rules---so we can keep our extensive 3.5 Edition libraries with minimal conversion effort, in this it succeeds pretty well. Classes, skills, feats, spells, prestige classes are quick and easy to upgrade. Most monsters can be converted by just calculating Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD). Don't take my word for it, the Paizo website has a free 3.5 Conversion Guide PDF that covers simple guidelines for making most any kind of conversion.

    The Core Classes have cool new options and seem very well balanced. I'm specially enamored with some of the new options for the wizard ( which has always been my favored class ).

    The rules for skills and feats have been nicely streamlined.

    Combat has been simplified with a new single mechanic which allows for clarified special attacks (grapple, disarm, trip, etc).

    A reworked experience system allows for slow, medium, and fast character advancement (My players and I really like the ability to control and fine tune the tempo of a campaign).

    With Pathfinder, rules for the 3.5 Edition have been expanded, simplified and clarified but are still very much part of the whole 3.x Edition line.

    So if you had a good experience with Dungeons & Dragons 3.5, maybe have a large library of 3.5 material and you are looking forward to the future support of Paizo and third party publishers then Pathfinder may be the RPG for you.

    In my opinion, it rocks!

    3-0 out of 5 stars Pros and Cons of Pathfinder, September 26, 2009
    I bought pathfinder because I couldn't stand to not get my hands on it after reading about it. My group exclusively plays 3.5 so I figured I'd check it out. For the most part, I do like it. But I think that's attributed to my beginnings and long-standings with 3.5, it's something I'm use to. Pathfinder doesn't change much, but what it does is throw in new abilities and a couple new mechanics for play. As previously stated, there are no more dead levels and this is in effect to make all classes feel 'full' and encourages players to stick with their class, instead of multi-classing at dead levels. At a glance, all of the classes feel stronger but Paladins, Fighters, and Rangers are most built on, I think. Paladins can really crush evil now, and fighters excel at what they do more than before (although they're still rather limited to what they can do).

    I like the concept of Combat maneuvers in PF but I don't think the numbers add up fairly in certain situations. I think in Pathfinder your player characters are going to have a more difficult time pulling off combat maneuvers unless they take feats like improved grapple and the like, because by my calculations some monsters are going to be near impossible to perform maneuvers on.

    The main gripe I have with pathfinder is that it didn't really do anything to make spellcasters more balanced with the other, martial classes. Casters still have an undeniable edge over these characters. Another gripe I have is that in my opinion the designers really just regurgitated 3.5 into a new book without changing much of the main issues 3.5 had at all (CoDzilla, spellcasters > martial characters, DM prep time, too much number crunching and accouting, high level play issues, etc.). The main argument is that that's what the point of pathfinder is, that it is supposed to be 3.75. To me it really feels like 3.55, or 3.6. They could have changed a lot more things for the better while still keeping it 3.5, but they didn't.

    The design & artwork is amazing. And for a lot of people, this kind of thing makes PF look extremely appealing. It is a beautiful book, and I believe this is vital, because if you strip that away it really does just look like 3.5 with some pretty houserules sprinkled on top.

    My group is so used to 3.5 that pathfinder does work for us. My 3 star rating doesn't reflect the system entirely, rather the potential things left out that could have made it into the PF book that I think could have really made it way more appealing than it is.

    5-0 out of 5 stars D&D 3.5 is not over, September 25, 2009
    I purchased Pathfinder core rulebook a few weeks ago and I will try to answer to the questions I was asking myself before ordering and getting the book in my hands.

    Am I satisfied by the orientation taken by D&D 4th edition to continue to play with my friends?
    Answer is NO, I really enjoyed playing D&D 3.5 and I consider that D&D 4 doesn't allow us to personnalise our characters the way we like, moreso we enjoy the drama and the roleplay more than a naive epic style or a succession of confrontations and therefore the new edition of D&D doesn't fit us.

    Why purchasing Pathfinder if I already have D&D 3.5?
    First, I consider Pathfinder as an improvement, a "wise player feedback" to D&D 3.5. An upgrade that can be compared to the changes offered by D&D 3.5 compared to D&D 3.
    Second as Wizard of the Coast terminated all products and licensed products under the D&D 3.5 game system, therefore the only way to keep it alive is to support an editor whose gaming values are close to mine.

    Will it be as professional (structured and nice) as the products of Wizard of the Coast?
    Definitly YES, all the changes brought to the races and classes are smart, wise and balanced. If you loved a specific race or class you will enjoy the new options or possibilities given.
    About the presentation the Pathfinder corebook is just splendid, quality of paper is good.

    How compatible is it with the books I already have (from D&D3/3.5 or open licence products)? Isn't it too much linked to Pathfinder other products?
    Just a perfect compatibility as the names of races, classes, skills, spells and feats remain almost exactly the same and the logic of D&D 3.5 is preserved.
    The other Pathfinder products/universe are almost not mentionned in the book.

    Nothing is perfect, so where is the flaw?
    There is no real flaw in the Pathfinder corebook but it seems that Paizo tried to combine inside the same book both the equivalent of a Player's Handbook and a Gamemaster's Handbook. The result is an almost 500 pages book, it's big, very big and therefore a bit heavy. Even so it's obvious that it wasn't possible to deal with everything and prestige classes suffered a bit from the restriction (I was a bit disapointed not to find the Blackguard among them).
    There is nothing about the psionics nor the new classes and races developped over the numerous D&D supplements.

    Does Pathfinder deserve a 5?
    YES, I really thing this product deserves 5 stars. I'm playing D&D for 25 years and therefore used D&D Basic set, AD&D 1st and 2nd edition, D&D 3rd and 3.5 and I even purchased D&D 4th edition and I can guaranty you that Pathfinder core rulebook is nothing but excellent.

    5-0 out of 5 stars The True 4th edition of Dungeons & Dragons, September 1, 2009
    Dungeons & Dragons has had a long history and has gone thru several versions and many different settings. Unfortunately the games official 4th edition was so different from the previous versions that many gamers almost quit playing. But now Paizo Press has released their Pathfinder edition and it is without a doubt the best version yet. I say this is the "true" 4th edition because each edition should be an improved version of the last, and Pathfinder is a logical evolution of the 3rd and 3.5 versions of D&D.

    One of the things that Pathfinder did right was to do an open Beta test of the rules. Yes, they asked us gamers "What do you want?" instead of telling us how to play. They listened and streamlined many aspects, reworked the races and classes and only added one new stat and it actually makes the game play smoother.

    Among the best improvements are;

    Combat Maneuver Bonus and Defense which condenses all the grappling, tripping and other "Martial Arts" moves into one dice roll.

    The Core Classes now have no "dead" levels, you gain something every level and they looked at the most popular Prestige classes and asked "what makes this one popular?" and then added those special abilities into the core classes.
    For example; Barbarians get "rage power" to give them special abilities when raging.
    Rogues now get lesser Rogue abilities, like those they previously got after 10th level.
    Fighters get better at using their weapons and armor.
    Sorcerers gain a Bloodline, with special abilities an bonus spells.

    There is also an overall power boost since many of the new classes and races from the books of 3.5 edition were a little stronger than the original base classes. All characters get more feats, and since several skills have been combined and cross-class skills have been eliminated, there are more points to spend. Now the races are based on the core setting of Golarion, so yes the elves have funny eyes and bunny ears and the gnomes have anime hair, but when you take the time to explore the Pathfinder setting, it all makes sense.

    This book also is both a Player's Handbook and a Dungeon Master's Guide all-in-one! With one book, you have almost everything you need to play the game except for the dice. There will be a Bestiary out next month with all the monsters and there will be an Advanced Players Guide and a Gamemastery Guide later on, but neither are required to play the game. They will expand and add to the ruleset, not replace them.

    When this book is combined with all the other Pathfinder books, it creates a setting that is Dungeons & Dragons and truly captures the spirit of Gary Gygax's and Dave Arnson's Role Playing Experience.

    5-0 out of 5 stars A long journey, a great result, October 8, 2009
    The Pathfinder Role-Playing Game has an interesting history behind it. For years, Paizo Publishing had been the publishers of Dragon and Dungeon, the two official magazines for Dungeons & Dragons. When Wizards of the Coast decided to fold the magazines into their new online subscription service, they took the license back from Paizo, leaving the company without their two big cash cows. Paizo turned this situation around by creating the Pathfinder line of modules and supplements, which provided adventures and new material for the 3rd edition of Dungeons & Dragons. However, Wizards of the Coast again threw a curveball by creating a 4th edition of D&D. This new edition was dramatically changed from previous editions and had a much more stringent set of guidelines for third party support. Stuck between a rock and a hard place, Paizo nonetheless turn lemons into lemonade again and began putting together the Pathfinder RPG.

    Pathfinder is a revision of the 3rd edition rules and is an improvement in almost every way without making those old books obsolete. It is also the result of a year and a half of open playtesting by the RPG community, which was a great decision for Paizo to make in preparing this game. In this massive rules you will find everything needed to play that used to be split between the D&D Player's Handbook and Dungeon Master's Guide. All the old options are there, and new options have been added. Sorcerers now get to choose from different bloodlines, rogues get new talents, and paladins are true paragons of good and justice, among other improvements. Some of the bigger pitfalls of 3rd edition, such as combat maneuvers, have been streamlined and made more intuitive. Skills have been consolidated, while the list of feats have been expanded. And at its core, Pathfinder is still a game about high adventure, dragon slayers, and magic.

    As always, Paizo provides the highest production values for the book as well. The binding is rock solid, the pages are crisp and clean, and the art is gorgeous. If you're a love of books in general, this one is almost worth the purchase for the quality alone. If you enjoyed 3rd edition Dungeons & Dragons, then Pathfinder is definitely for you. It is everything that the old game was except in name, and the future looks very bright for fans of the previous edition of D&D as a result.

    5-0 out of 5 stars Pathfinder delivers, April 9, 2010
    The five stars isn't simply because I'm a longtime D&D dork.
    The folks at Paizo did an amazing job with the resources in this book.
    But what would you expect from the makers Dragon Magazine? (before their contract got yoinked)

    First let me say that this book is essentially the "Player's Handbook" and "Dungeon Master's Guide" rolled in to one 500+ page monster. The price might seem up there, but it's worth it, and it is technically 2 books in one.

    Three fairly immediate changes are Hit Die, the weird combat stuff (Bull-Rush, Trip, Grapple, Disarm, etc), and feats.
    Many classes had their Hit Die stepped up one to make you less hesitant to try one. No more d4 for Hit Points - Wizards rejoice!
    They also introduced CMD - or "Combat Maneuver Defense" - Which works like AC against stuff like Disarm that you aren't actively resisting.
    Feats... You get more. Every odd level, you gain a feat. This totals 3 more by level 20, and lets a fighter gain a feat literally every single level.

    Each of the 11 base classes (1 to 20) have been slightly re-developed. As a GM that's been with 3rd edition from start to finish, I must say I'm not only cool with these changes, but I applaud and welcome them! It used to be that most of the base-20s felt like a deathtrap - something you needed to Prestige out of ASAP - but now you'd be almost foolish to add on a Prestige Class at all. Multi-classing is similar. You can do it but you'd lose so much in the long run, as every base-20 now has some sweet bonuses at the latter levels and many have an amazing 20th level ability. There's finally a good reason to take a Fighter from 1 to 20. :)

    Let me also note that the flexibility they've imbued each class with is amazing!
    You could have two Barbarians or Fighters or Rangers or Sorcerers - and they could still be totally different!
    Barbarians can customize their Rage, Fighters can specialize in dozens of ways, Rangers have several enemy/form/terrain options, and Sorcerers have bloodlines.

    I'm not writing off Prestige Classes either - They were not immune to the magic wand of Paizo. All of the Prestige Classes in the Dungeon Master's Guide (well most of them) were carried forward into this book, and all of them got some sweet changes too. This may seem to contradict what I was saying earlier about there not being much reason to take one, but instead now the only reason is exactly what it should have been all along... Story! Prestige Classes are nice but not needed, so chances are if someone does take levels in one, it's a fairly major story element. Something to be played towards, that makes the character a sort of icon (frankly this is what I've always wanted Prestige Classes to do). Sure a caster Prestige might seem cool, but it'll cost you your 9th level spells pre-epic. Sure the Duelist Prestige might be awesome (and it really is now), but that will cost a fighter disarm immunity and automatic critical confirmation in the end (not to mention less feats).

    Let me toss out a bit of the Prestige Class revamped flavor for you: Arcane Archers have had their abilities slightly changed, and their "auto imbue arrow with magic" capped at a +1 bonus, but progression in the class now improves casting as well! Assassin no longer gains spells to use, but their key class ability (the Death Attack) has become even more terrifying. Dragon Disciples don't gain the full Half Dragon template or all the stat increases or bonus castable spells per day, but instead allows you to keep improving your sorcerer spell growth and amplify your Draconic Heritage (as a huge fan of Sorcs and Dragons I do love this change). Eldritch Knight hit die improved, and now stacks with Fighter levels to determine whether or not you can take a feat. Mystic Theurge can now prepare spells up to half their class level using slots from the other class (letting you use Wizard slots for Cleric spells and the other way around). They even added a new Prestige class of their own - the "Pathfinder Chronicler" - which is a pretty fun Bard / Loremaster compromise (Loremaster still exists) that most classes can get in to if they really want. A "Pathfinder Chronicler" may be self gratification to Paizo... But they've earned it. :)

    Sticking to a Class is a great idea now. Prestige Classes can be major story elements once again.
    Special combat maneuvers have been simplified with CMD, and many feats have been fixed to make more sense.
    Take the update of the "Cleave" feat for example...
    Standard Action, single attack at full value. If you hit and deal damage to the first, you hit hard enough to tear through, and can roll vs the second. (no more needing to "drop" a target which seriously limited this feat before - and it makes a lot more sense too)

    I could ramble on literally all day about the changes and what I love about them. No lie.
    There are a few changes that made me raise an eyebrow, but not so bad that I can remember them.
    The system (effectively 3.75) fits like a glove with existing 3.5 resources, with almost no mod.

    Paizo Publishing totally hit a home run with this book.
    For fans of 3rd Edition (like myself) this is certainly an A+ Resource.
    It looks like they're serious about keeping this series going too. Love it!
    If I want to play 4th edition, I can break out the minis or log in to World of Warcraft.
    (I should note that I have the 3 book 4th edition collector set too... Heh)

    If I'm going to run a game, I'll be pulling out my 3rd edition books with this one on top.

    If you loved 3rd edition and want to keep it going, get this book. You won't regret it.

    5-0 out of 5 stars One Of Paizo's Best, January 28, 2010
    Being a relative newcomer to the world of tabletop gaming, I've recently starting playing Paizo's 'Pathfinder' with my boyfriend & a local group of friends. When it got a little awkward juggling printouts to figure out my character's stats & abilities, I decided to invest in a copy of the Core Rulebook to make my gaming a little easier.

    Based off of Dungeon & Dragon's 3.5 version, the book spans 576 pages of information for not only the veteran gamer but for tabletop newbies as well. Starting with the basics, the book is broken down into chapters covering everything from the different races & classes of characters available to play, but well-detailed lists of abilities, feats, spells & items - a great feature that not only helps you quick-reference while playing, but helps you better personalize your character to what you want him or her to become.

    What especially sets this book apart is the amazing artwork, from the pieces at the beginnings of each chapter, the examples of items/weapons/magical items, and the beautiful renderings of a character for each class. Even the page layout is a work of art, giving the impression of an ancient tome waiting for someone to peruse its pages.

    I'm happy to say that between playing 'Pathfinder' & the Core Rulebook, my appetite has been whetted for not only playing more of Paizo's adventures in the 'Pathfinder' series, but exploring more of the tabletop RPG world itself. If you're looking to try a new variation on an old favorite or are a fan of tabletop gaming, this book deserves a place in your gaming library, no matter how big or small.

    5-0 out of 5 stars 3.5 THRIVES!, December 1, 2009
    Like many long-time Dungeons & Dragons players, I was shocked and upset with the way Wizards of the Coast handled the transition to 4th edition. Reading information posted by WotC personnel on their message boards, their intent was clear: push out the "old guard"--the already-established D&D gamers--and make the game more attractive to today's crop of video-game RPG players and World of Warcraft lovers. I've been playing D&D for over 15 years; I welcomed the update from 2nd edition to 3rd edition, so I'm not some old fuddy-duddy who cannot accept change. But the way the switch from 3.5 to 4th was handled was terrible.

    Along came Pathfinder RPG--the savior of the world's most popular role-playing game. I can still use every single one of my massive collection of 3rd/3.5 edition rulebooks for D&D with it, and all I need to do are a few minor tweaks. The rules have been somewhat streamlined (grapple, I'm looking at you!), the core classes have been rebalanced, and a fresh dose of fun has been injected to the game.

    The PRPG Core Rulebook is just that--everything you need to get started except for monsters. It is a Player's Handbook and Gamemaster's Guide combined into one hefty, beautiful hardcover. In addition, you can get a bunch of free monsters off of [...] to get you started, or purchase the PRPG Bestiary.

    All in all, as a long-time gamer and a lover of the world's most popular role-playing game, the Pathfinder RPG Core Rulebook is the best thing to happen to the game in a long time. Try it and see! ... Read more


    5. Rules Compendium: An Essential Dungeons & Dragons Compendium (4th Edition D&D)
    by James Wyatt, Andy Collins, Rob Heinsoo
    Paperback
    list price: $19.95 -- our price: $12.62
    (price subject to change: see help)
    Isbn: 0786956216
    Publisher: Wizards of the Coast
    Sales Rank: 4148
    Average Customer Review: 4.5 out of 5 stars
    US | Canada | United Kingdom | Germany | France | Japan

    Editorial Review

    A quick and handy rules reference and guide for the Dungeons & Dragons® Fantasy Roleplaying Game.

    This handy and comprehensive Dungeons & Dragons book is intended as a quick rules reference. It contains the complete core rules for the 4th Edition Dungeons & Dragons Fantasy Roleplaying Game.
     
    In addition to providing an overview of the game and how it’s played, this book presents the core rules in a format that is easily referenced during a game. It includes information on level advancement, combat, experience points, treasure, skills, equipment, and more.
    ... Read more

    Reviews

    5-0 out of 5 stars Handy Rules Guide for your gaming table, September 21, 2010
    I picked this up for one primary reason: to have all the up-to-date rules for the D&D 4 game in one easy to reference guide. This book is part of the Essentials line of D&D 4 products which is meant to bring in new players, (despite what alot of naysayers are grumbling about this is *NOT* version 4.5). The book is softcover and full color but it is mostly print in single column 10pt (or 11pt) font. It is easy to read and has an excellent index, glossary & exhaustive Table of Content. All in all this book lives up to its claim--a one stop book to reference rules during gaming and to have all the core rules in one place. Do I still plan on using my PHB 1, 2 & 3 as well as my DMG 1 & 2? Yes. Does this book replace the 4e hardcovers? No. While it is part of the Essentials line it is not a replacement of the D&D 4 hardcovers (in fact Wizards reported that there are enough hardcovers in-print that they dont need to print more. They also reported that once Essentials is over they will go back to re-printing the hardcovers). The book is divided into Introduction (examples of in-game sessions); The Basics (how to play & the actual core mechanics of 4e); Adventures & Monsters (how to build them and create games); Understanding Powers (what these are and keyword definitions); Skills; Exploration & Environment (including resting and diseases); Combat (the largest section-all the errated/up-to-date combat rules); Equipment and 3 Appendices: Rewards, Terrain Features, Glossary and Index.

    I predict this little book will soon be the most visible book around my gaming table and around all gaming tables in cons/competitions and RPGA events. In fact, I may pick up a second one just because it is probably going to get alot of mileage and wear. No longer will I have to lug around 4 or more hardcover books to a friend's place for a day of D&D and even more so to Cons. Wizards has produced an excellent rules compendium (in every sense of what that word means) for the next generation of D&D.

    5-0 out of 5 stars Quick Guide for Any 4th Ed DM or Player, September 22, 2010
    This is a great, handy-size book that incorporates the errata released for 4th edition so far. While it is labeled 'Essentials', I'd recommend it for anyone who plays 4th edition. It gathers rules for just about everything into one place. Now I can definitively PWN my friend who kept insisting that his fighter got attacks of opportunity on enemies that moved on a forced movement. As you can see, this would be the perfect gift for the rules lawyer in your life. Or maybe not. Besides, they probably preordered their copy months ago!

    It could easily be used by DMs or players alike, but it has some great info for DMs. I especially liked the advise on what kind of DCs to set for different actions, especially more unique or unexpected ones. There's a sly little geek joke in there when it says "Sliding down a set of stairs on a shield-Hard DC'. Well played, WOTC, well-played.

    Although a lot of this information is available elsewhere, this book gathers together a lot of useful information and packs it into one dense little paperback book at a great price. I know this will get a lot of great use at the game table. I picked my copy up for around 14 bucks. Not a bad price at all.

    5-0 out of 5 stars Enjoyable Errata, September 21, 2010
    This book is a perfect compendium of all the rules for 4E thus-far. It has so many errata corrections that have been made in the past two years, and it's small enough to slip it in with your other books without adding much weight. I really enjoyed how they have things in the book detailed now, I'm not going to spoil it, but they really outlined a lot of factors that seemed to be missing or not very specific in the original Player's Handbook. This book, though, is certainly not a delve into a fantasy setting. All it includes is rules, rules, and more regulations! But, this is very useful when your party finds a flaw in some logic--to the Rules Compendium!

    One very outstanding point of this book is that it is much smaller in dimensions and, of course, it is paperback! Why you ask? Well, Wizards of the Coast seems to understand you don't want to pay more money for something you already, sort of, have. So, they cut costs by making it smaller and paperback for only $19.99 MSRP. I find this aspect very enjoyable because it still have the great quality of the new 4E books with vibrant pictures and great situational text that I just love, in a small form that's east to carry to a game! Now I am certainly interested in the other books in the essentials line!

    I would definitely recommend this book to any 4E player that is interested in getting started or even someone who has been playing 4E since it came out.

    5-0 out of 5 stars Well Composed Compilation, September 25, 2010
    This is an excellent resource for both players and DMs. The book provides most of the information that you will want to look up during a 4th edition session, and it is all updated to include the newest errata (at the time of printing at least).

    While reading through the book I noticed that there seems to be an emphasis on the importance of improvising during play that seemed absent in previous books for 4th edition, which I found very encouraging.

    The book does an excellent job of covering the rules in general, but lacks some references I would have found useful; primarily ritual descriptions.
    Over all, the book is very well constructed and formatted.

    Finally the book has a very useful index and a well-developed glossary that are very useful during play. I highly recommend the Rules Compendium to anyone who plays 4th edition Dungeons and Dragons, and it is cheap enough that I play to purchase a few more for my table (as I never have been able to get my players to buy their own books...).

    4-0 out of 5 stars A handy book for browsing and table use, September 24, 2010
    Out of all the Essentials products I planned to buy, this was the one I was least excited about. I mean, when it comes down to it, it's a book full of rules - rules that, by and large, I already know. That's not nearly as enticing as a book full of new options for players - or even a book full of new takes on old monsters.

    Well, after some reading, I'm impressed, and I'm glad I grabbed it. Most everything is here, in one source, spelled out, diagrammed, and organized. I never need to remember where I found the rules for drowning, what the heck happens in mounted combat, or what the errata is for flying creatures who can hover. There are explanatory sections for a lot of different items, like explaining what each of the various Conditions might represent, and overall the approach is very friendly. Really, it's about the simplest and most user-friendly collection of the 4e rules it could be.

    What's not here? Well, while Rituals get a brief mention, I really, really wish the rules for Arcane Familiars and Ranger Beast Companions were in here. Those are fiddly and kind of obscure, and would frankly be the perfect sorts of details to include in a useful compendium. Picking up Arcane Power every time I need to know about active vs. passive familiars is kind of a bear, and I'd rather leave character splatbooks like that on my shelf. It's this sort of thing which led me to give the book four stars instead of five.

    Like the other Essentials books, it's digest-sized and heavier than it looks. Mine got a bit beaten up in the mail, which is unfortunate, but otherwise it seems pretty sturdy. Still, I might decide to visit my FLGS for the upcoming softcovers rather than have them shipped in a flimsy envelope.

    I'm very happy I bought this, and consider it an excellent value for my money. It has a few warts, but it's still impressive.

    5-0 out of 5 stars great buy, September 22, 2010
    I bought this because I thought it would be a great reference book to have at the table for all our rules needs. The fact that it has all the errata corrections made it even more valuable. I hate looking through different sources trying to find a specific rule, and now that isn't a problem. The size and feel of it is great. The cover has a wonderful sturdy feel unlike most other paperbacks, and all the pages are still the high quality shiny print pages as regular hardcover DnD books. The lower prices makes it very affordable, and to be honest its as dense full of text as many of the smaller end hardcovers that still run for $30 - maybe even more than some of them.

    I believe this format is largely going to be for the essentials resources only, but I'm crossing my fingers that we'll see it beyond this line too!

    5-0 out of 5 stars Perfect, October 3, 2010
    This book rocks. And is way more then just the compilation of rules. For as a new player I am having much more success at reading my way through it then I ever had with the 1st Players Handbook. I love the size, format, quality of cover and paper, art, and ability to teach the game. Its certainly where my game of D&D will originate from.

    5-0 out of 5 stars Let your Imagination Go!, November 14, 2010
    I just started playing D&D over the summer and it took me awhile to get into things with all the rules. I should have purchased this book much sooner than I did but at any rate I'm very glad I did! It is very new-user friendly but also has all the rules in case a more experienced player just wants to clarify something. This game has been around for.. I don't even know how many years! But I'm really glad the creators have kept improving things and this Rule Compendium is wonderful!

    5-0 out of 5 stars Well worth the money, for the updates alone!, November 6, 2010
    This small paperback book has all the rules and rules updates. I bought three for my gaming group and this is the only book needed at the table whether DMing or Playing.

    5-0 out of 5 stars Fantastic, October 3, 2010
    This has everything you need to know, rule wise, about Dungeons and Dragons 4th edition, and it is absolutely awesome. Anyone who plays 4th essentials must have this. I highly recommend it. ... Read more


    6. Fires of Prophecy (The Morcyth Saga)
    by Brian S. Pratt
    Kindle Edition
    list price: $5.99
    Asin: B0019BVFLW
    Publisher: Brian S. Pratt
    Sales Rank: 1457
    Average Customer Review: 3.1 out of 5 stars
    US | Canada | United Kingdom | Germany | France | Japan

    Editorial Review

    Trapped within the City of Light when it fell to the Empire, James’ young friend and companion Miko, had been captured by the Empire's forces and is now being taken as a slave into the Empire. The last thing he’d told Miko before they were separated was: “I’ll find you.”

    Now James, with the help of some new found allies, travels into the Empire to rescue his friend. Acting as a caravan merchant from Cardri, he goes from city to city in his attempt to find his friend.

    From the City of Light, to the slave markets of Korazan, even unto the Empire's capital itself, James continues in his search for his friend Miko, unwilling to leave him to his fate.

    In this exciting second book of the epic fantasy series, The Morcyth Saga, Brian S. Pratt has continued to give us the heart pounding action that his readers so much enjoyed in the first novel.
    ... Read more

    Reviews

    5-0 out of 5 stars Better than the first one!, February 1, 2006
    The second installment of Mr. Pratt's epic fantasy series, Morcyth Saga, is even more intense than the first.

    Basic story premise: At the end of the previous book, Miko, James friend and companion, is captured by the slavers during the fall of The City of Light. James plans to rescue his friend. He has the help of two knife fighters, Jiron and Tinok who developed their skill in the Fight Pits of the City of Light.

    In this book Mr. Pratt explores some of the consequences of being a slave and shows the misery and horror of being one. By the end of the book the reader learns to hate the Empire and everything it stands for.

    James goes from city to city within the Empire in the guise of a caravan merchant from Cardri and causes no end of trouble. The scenes in the cities are especially exciting, such as when they are discovered and have to fight their way out. Fortunately, James has surrounded himself with capable people.

    More visits from the enigmatic little creature make you wonder just what his roll is. Are his visits clues, or just pointless entertainment? Don't want to spoil it.

    James continues to develop in his magic, creating more interesting and increasingly devastating spells. Again he draws from his repertoire of spells from his role playing days to save his life.

    This book is a must read for anyone who read the first one. It doesn't end in a cliffhanger as the first one, but in the end introduces a new level of challenge that James will face in the third installment. It is action packed and intense

    5-0 out of 5 stars Good Second Installment, December 21, 2006
    Some series tend to falter when the author continues to the next book. But not here. In Fires of Prophecy, Mr. Pratt seemed to begin hitting his stride. During his search for Miko, James grows further in his magical ability and learns that the use of magic is not without consequence. I liked that. Mr. Pratt has created a hero who could potentially weild incredible power yet has instilled within him a moral compass which prevents him from abusing it.
    There are two new characters which I really enjoy reading about. Jiron and Tinok. They are knife fighters extraodinaire.
    I liked the action, there were several scenes where they had to escape cities and it flowed really well. Other times Jiron had to sneak about and rescue James after falling prey to the Empire's agents. They have long known how to render a mage incapable of using their powers.
    This is one of the better series I've read in some time. True, it's in present tense, but that's becoming less of an obstacle as the story is quite fascinating. It's better than Jordan's Wheel of Time. The story keeps progressing, chapter after chapter. There's none of this chapters of side plots that bog the story down. No hundreds of cast to confuse and distract the reader. He stays with James through it all.

    4-0 out of 5 stars Where's the freakin' e-Book??, February 5, 2006
    I downloaded the eBook for the first one and loved it completely and have been waiting anxiously for the second one to be released. Imagine how pleased I was to discover last week that it was out. But in paperback only??

    To say the least I was upset. I waited several days, hoping it would appear, and it didn't. Maybe it takes longer for ebooks to be available than the paperback copies, I don't know.

    But then I went to the website that had been mentioned on the back cover of the first book: morcythsaga.com to see if the author had made mention of the fact. Lo and behold, I found a link there where I could order the ebook, same price as the last one. Jubilation! Just click on to get there.

    So I downloaded it and let me tell you, it's better than the first one. More action, more battles, more odd appearances by that little guy. I'm beginning to think there may be a methodology behind them, not just some random occurances.

    The part I liked best is when they're at the Slave Market of Karazan. I won't spoil it, but something happens there I which really got me going.

    If you read the first one and liked it, you'll absolutely love this one. True, the author still has several minor spelling and punctuation errors, but who cares when the story takes you away.

    Should Amazon take it's sweet time in making the eBook available, go to the author's website and get it through there!!

    5-0 out of 5 stars Note from D. Goins, March 29, 2006
    I ended book one with the exclamation, "Wow", and was anxious to read the second book. It also was fast-paced, exciting, suspenseful all the way through. So is Book 3, I own it too and I'm anxiously awaiting Book 4. The situations James, Miko, Jiron and all the rest find themselves in and come through are
    awesome. Thank you Brian Pratt for your perseverance of the Morcyth Saga.

    4-0 out of 5 stars easy read, November 26, 2010
    i downloaded the first book of the series as a free book for my kindle. I found it interesting enough to purchase the entire series. Is the book/series predictable? Yes. It is an easy to read, is to pick up book. If you need more fantasy/sci-fi or more intellect stimulation don't buy the book or the series and get Tolkien instead. But if you like book that is easy and where you don't have to think about the plot etc, get it, and read it. Follow the characters.....

    1-0 out of 5 stars Mike Tyson?, November 1, 2010
    I have completed the entire series and this review encompasses all of these installments. I think it is somewhat unfair to rate a series based on a single installment. In addition I know that for me I read about 4 books a week and generally read an entire series if I start. I wish i had read a review before starting this series.

    The overall plot and pace of book are decent. The basic concept for the book is somewhat original.

    Now the things that really bug me about the book:

    1. Grammar.
    2. Made up and misused vocabulary that should be in the basic toolkit of any author. I have to give just a few examples that really annoyed me and made me yell at the author. He uses the phrase 'empirical soldier' instead of using the appropriate imperial soldier, James frequently describes himself as being systematical, describes a situation as 'problematical', confuses heel and heal numerous times, lists 3 items then states 'neither', not to mention lack of variance in presenting dialogue.
    3. Very shallow characters: James' great love interest is essentially a girl he met at a party one night, sent a dolphin analogue carving to as a gift, and had a paragraph conversation with after a high seas rescue. Give 7 installments in this saga, before we can buy this as a great love maybe a bit more development is needed.
    4. James, James, and James - this character is shallow, vapid, inconsistent, and a whiner. Typical high school student nothing exceptional other than his ability to wish really, really hard. He is constantly preaching a somewhat socialist mantra about helping the poor and uses the communist phrase 'for the greater good' several times in the book. Yet James is the only person who seems always to skip his turn on watch, nobody is allowed to eat until he sits down at dinner, he has the only valet in the war camp, they are all in the adventures together but somehow James is the one in control of the purse. Having a spoiled teenage daughter I can recognize the poorly considered, shallow, and vociferously championed positions of the author via James.

    My suggestion as an alternative to this series- find a self centered vapid teenager who has a very high opinion of their insight and lurk on their facebook page. The dialogue will be every bit as enlightened as James and Miko.

    5-0 out of 5 stars It never stops!!, March 22, 2006
    Here in the second installment of The Morcyth Saga, James has to go and find his friend Miko who has been taken as a slave into the Empire.

    My favorite scene is where Jiron fights for his sister's freedom at the Slave Market of Korazan. Wow!! And that is but one of the battle scenes within this book.

    Another excellent job by Mr. Pratt. The only thing I wish is for him to get a decent editor, found several punctuation errors a couple mistypes. But they hardly take away from the enjoyment this author brings you!!

    2-0 out of 5 stars More of the same, May 30, 2006
    The AD&D modules of ambushes , kidnappings , liberating of kidnapped people who get again rekidnapped a bit later continue .
    Compared to the first installement which was a twin of the second , it happens however on a slightly bigger scale .

    In the first volume a typical fight module were 5-10 brigands while in this one we can get as much as several dozens of very evil soldiers of an even more evil Empire .
    Beyond all that stands a supremely evil God .
    However don't fret , James will overcome everything without breaking a sweat and liberating Miko all by himself from a fortified mine on an island guarded by hundreds of soldiers will appear as easy as saying "Hello ."

    Let us be frank - while this is not Martin , S.Erikson or T.Williams the author doesn't pretend to be a great writer .
    This redeems the story and puts it where it belongs - a simple AD&D adventure that can be read and forgotten .
    However 1 or 2 books are more than enough to get the idea , there is not much sense to go farther . ... Read more


    7. Pathfinder Roleplaying Game: Advanced Player's Guide
    by Jason Bulmahn
    Hardcover
    list price: $39.99 -- our price: $26.39
    (price subject to change: see help)
    Isbn: 1601252463
    Publisher: Paizo Publishing, LLC.
    Sales Rank: 4134
    Average Customer Review: 4.8 out of 5 stars
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    Editorial Review

    This invaluable hardcover player reference for the Pathfinder Roleplaying Game provides a wealth of new ideas and options for players, including six completely new 20-level character classes, expanded rules for the 11 core classes, innovative new feats and combat abilities, a wealth of fantastic equipment, dozens of new spells, and more! New Classes in the Advanced Player's Guide include: The Alchemist, The Cavalier, The Inquisitor, The Oracle, The Summoner, and The Witch. ... Read more

    Reviews

    5-0 out of 5 stars Must-have expansion to Pathfinder, August 23, 2010
    The Pathfinder RPG's latest offering is an excellent addition to the game: a must-have. This book is very similar to the splatbooks that Wizards of the Coast (WotC) released for D&D 3.5, but without being confined to a small group of classes (and, frankly, without the garbage). The primary expanded areas are the addition of six new base classes, additional feats, additional class options, additional racial options, spells, prestige classes and combat options.

    The class and racial options are primarily substitution-based. They work on the principal of swapping a power for another, in most cases. This feels a lot better to me than defining a new race that is marginally different and trying to shoehorn them into an existing campaign world, as WotC has done many times. As for the class options, the substitutions are usually a package. The Ranger is expanded by adding several new combat styles (which I love, by the way), for example. The cleric options are the addition of subdomains, which are easy to integrate becaus the existing domains each have 2-3 associated subdomains which swap domain powers. I've always loved the idea of customizing characters, and I feel this book really opens up possibilities.

    The new classes are excellent. I admit that I am not crazy about the Alchemist, but the others are top-notch. The remaining additions are the Cavalier (a fighter-type with bardic powers, focusing on challenging single foes and inspiring friends), the Inquisitor (a deity-sworn hunter), the Summoner (class focused on summoning a pet; think World of Warcraft Warlock), the Oracle (a divination-themed spontaneous divine caster) and the Witch (a hex-throwing caster whose familiar is her living spellbook). I honestly could see playing any one of these and having a blast, particularly the Inquisitor and the Witch. These all have distinct roles, none of which seem to step on the toes of existing classes. Their power also seems in sync with the other PFRPG classes (unlike the classes in the WotC splatbooks).

    The feats and prestige classes, while largely obligatory in a book of this type, avoid cheesiness. They expand the game well, and they make sure that the new base classes have the options the core ones were provided. Also of note are teamwork feats. WotC has offered these before, and basically, they are feats that are only useful when an ally has the same feat. I have always ignored these feats outright, but Pathfinder has made it so that two of the new base classes (Inquisitor and Cavalier) utilize these and either allow a player to grant use of one (a Cavalier power) or make so that your character acts as though your allies had the feat (Inquisitor). Without integration like these, these feats would largely be a waste of space. The prestige classes largely give advancement potential for new base classes, though some are the remaining PFRPG equivalents of the base 3.5 prestige classes (from the D&D 3.5 Dungeon Master's Guide).

    All said, I feel this book was worth every cent. I fully expect to use some of these options the next time I make a Pathfinder character. This book exemplifies the PFRPG's commitment to quality gaming material, and I recommend it highly.

    4-0 out of 5 stars A great addition for any Pathfinder game, but not perfect, August 28, 2010
    The APG adds a ton of new options for players, including new base classes, alternate class features for older base classes, new feats, spells, prestige classes, and so on. There's also new items, magical equipment, and optional rules for groups that want to change things up a little bit. The best part is that overall they're very well balanced; I could complain that some of the options are a little underpowered, actually, but nothing sticks out to me as being overpowered (certainly nothing comes as close as, say, Candles of Invocation, which are in the core rulebook!).

    Pathfinder seems to be taking an opposite approach from 3.5 D&D to some class balance issues; in 3.5, most of the base classes were terribly weak beyond the low levels, and there was no reason to not go into prestige classes as soon as possible. Pathfinder has significantly improved upon the base classes and toned down the prestige classes, to the point that in some cases there is little reason to take levels in a particular prestige class unless you just really like the flavor of it.

    My most significant complaint is that some of the new options seem redundant. The oracle, for example, in terms of mechanics is very much like a cleric but just not as good. The flavor of the class is nice, sure, but flavor and mechanics can be kept separate; there's nothing stopping somebody from putting "cleric" on their character sheet but dressing up as and calling themselves an oracle in-game. Summoner has a similar problem in that it's just too similar to the basic wizard class; they have a fun, unique mechanic, but it seems like it could have easy been done as a prestige class for wizards instead. On the other hand, alchemist, witch, and cavalier are fine classes, even if the cavalier may have difficulty fitting into campaigns that aren't mount-friendly. Inquisitors are a fun concept, but seem mechanically weak; they're jacks-of-all-trades, so they suffer the same problem that bards do in that they're masters of none, except that a well-built bard /can/ be a master of various trades. So far there doesn't really seem to be a lot of options for Inquisitors to focus themselves, but hopefully that will come in future books. In an embarrassing gaffe, one of the Inquisitor's higher-level abilities is actually completely useless because it refers to a mechanic the pre-release version of the class had that was removed from the final version.

    The optional class features for the old base classes are generally pretty great. Reminiscent of 2nd edition D&D's kits, you can swap various class abilities in order to change the focus of the class. Every class gets a lot of fun options; for example, there's a Sniper variant for rogues where they become worse at trapfinding but better at ranged combat, and they can increase the range in which they can sneak attack. Monks get the class Drunken Master option that makes them more powerful as they become inebriated. Another option of note is anti-paladin, which is, to be blunt, disappointing. It's basically a copy of the paladin class that replaces "good" with "evil" and "law" with "chaos." They're perfectly functional characters, mechanically, but I feel let down that nothing was done to make them feel unique rather than just an evil clone.

    The new feats, spells, and prestige classes are all pretty nice. I just wish there were more prestige classes, really; there's eight of them, and they're all pretty interesting, although many of them have a very narrow focus that makes them only viable for specific character builds. That's not necessarily a bad thing, it just leaves me wanting more. As mentioned earlier, my only real complaint here is that some of them feel a little weak; they all have some kind of tradeoff, and it's hard to tell if it's worth it. The Holy Vindicator, for example, is a really cool concept for melee-oriented clerics, but over 10 levels they only get 7 levels of improved spellcasting, and, of course, it doesn't advance cleric domains at all. Their abilities are nice, but honestly I don't think they make up for losing 10 levels of domain progression and 3 levels of spellcasting. Nonetheless, it's not /too/ bad a tradeoff, and I could definitely see myself doing it for flavor reasons. Then there's the Stalwart Defender, which is mostly a clone of the 3.5 Dwarven Defender, down to the fact that they're weak against enemies who just ignore them and walk past them. They get a lot of defensive abilities, but no offensive abilities, and unlike World of Warcraft, in Pathfinder monsters have no reason to concentrate on a player who isn't actually a threat. I probably sound like I'm complaining a lot, but I really do like a lot of them, particularly the Master Chymist; they have sort of a Dr Jekyll and Mr. Hyde thing going on, where they actually develop a separate personality that can take over when they combat and force them to mutate.

    Anyway, overall this is a great book, and every Pathfinder group will want to have at least one to share amongst the players. Sometimes it feels like Paizo was trying to play it a little /too/ safe and ended up making some options not as strong as the rest, but the concepts and flavor are great throughout the book.

    5-0 out of 5 stars Best RPG Supplement Yet!, September 28, 2010
    As an unrepentant nerd, I don't have an issue saying that I've got a few pen & paper games under my belt. I've played everything Wizards of the Coast came out with since 2000, have a fair bit of experience of AD&D, and some other, less prominent games as well. Chances are, if you're looking at this book, you've already played Paizo Publishing's Pathfinder Roleplaying Game, a game which many consider to be the spiritual successor to the Dungeons & Dragons saga. This book, in addition to presenting six new base classes to entice you with, also has taken the core classes (Barbarian through Wizard) and given each, on average about ten, ways to customize those base classes to whatever it is you've been dreaming of seeing your character doing. Do you like the ranger, but also like Animorphs? Now, you can take the ranger and turn him into an animal shape-shifter! Are you a fan of the paladin, but never find yourself using his small spell list? Trade spell-casting in for an aura of light that provides aid to you and your allies using the Warrior of the Holy Light archetype! Other options include the Drunken Master Monk, the court bard, the rake rogue, a slew of sub domains for clerics, new bloodlines for sorcerers, and sub-schools for wizards. There's something for every class.

    Next, this book almost doubles the list of available feats. Remember that scene in Lord of the Rings where Legolas is firing arrows at the orc horde and suddenly takes an arrow and stabs an enemy that gets too close, before loading that same arrow and firing again? There's a feat for that. Do you like casting acid arrow at that demon over yonder, but hate his unnaturally lucky spell resistance rolls? Take another stab at evil when your spell bounces off and hits the next nearby enemy! Do you like playing the halfling, but are sick of being seen as just a half-pint? Do you love your half-orc, but hate the stares the commoners throw at her? Take the feat that lets you pass for human! Or embrace your heritage and give them something to stare at when you take a feat that gives your tusks enough of an edge to be considered weapons in their own right!

    New prestige classes abound in this book. From the Battle Herald, a bardic cavalier that leads her allies to victory through inspiration and mounted prowess, to the Rage Prophet, a touch of Old Testament prophets that mean business for their god. If you like Dr. Jekyll and Mr. Hyde, you'll love the Master Chymist Prestige class, built especially as a nice item for the Alchemist class (presented earlier in the book).

    This book doesn't skimp on spells either. It's tough to go through and list the variety of options presented, but just know that there are spells for every class. Equipment has been added in as well, from the practical to the insane, you'll find that it isn't left wanting.

    The book also takes the opportunity to add new rules to the game system, all optional. The developers said that this is a supplement. It's a compendium of advanced rules that can add flavor to a game.

    All in all, it's a very complete book that provides variant options that almost everyone can enjoy and benefit from. It's one of the most complete supplemental books released for a Pen & Paper RPG to date and it's also earns every dime you spend on it. Unlike some previous addition "splat books" you won't feel like your money could have better been spent elsewhere. The Paizo team worked hard on this, taking in feedback from its user base (they beta released all the classes for anyone on the Paizo messageboard community to test and weigh in on) and built a masterpiece.

    5-0 out of 5 stars 5 stars aren't enough. It should be 6 for this., October 14, 2010
    The Advanced Player's Guide for the Pathfinder Tabletop Role Playing Game is the best product I have seen so far in the Dungeon & Dragons 3.5 and Pathfinder series.

    All the books I have looked at before this one (in its series) give you a small list of options for making a character. This one gives you tons of options. Four pages of feats to choose from. Four pages of new class material per class for the classes that were covered in the Core Rule Book. Whole new classes. Just a mind blowing amount of new options.

    Other Tabletop Role Playing Games have killed my imagination with the limited possibilities. They might list a class and make it look all shiny and nice. Then only give you two or three "real" options on how to build it. This has started to heal that pain.

    Now I have a feeling of truly being able to make a Character to fit my Ideal of what a character should be , not have to conform to some writers ideal character concept.

    Thanks Paizo for this wonderful book.

    5-0 out of 5 stars An excellent addition, but...., August 22, 2010
    A quickie review: I was one of the Pathfinder diehards that could not wait to get his hands on this product. In the end I was not disappointed; it is, like most of their stuff, topnotch in both quality and content. I like many of the new spells, Feats, and classes. Not all of them, mind you, but most. Of note are the new Witch and Alchemist classes, as well as new character options for both different races and the original character classes (i.e. Fighter, Rogue, et al)

    The problem? The editing could use some work, and more than once certain character class entries had confusing or poorly worded sections in regards to powers or abilities. Also, I am concerned that this is the start of exactly what destroyed D&D 3.5 in the end: excessive power-creep and a glut of unnecessary character and prestige classes. Really, there are more than enough races and classes in the Core Rules to handle any sort of character build you have in mind. Let's try not to go down that road again, shall we?

    Still, a must-have product. Buy this now!

    4-0 out of 5 stars Good effort. Good result., August 27, 2010
    Its not the best rpg book I've seen lately,but its up there. It's got lots of useful information in it. I particularly like that a good part of the new feats in it are for level 10+. Also, I enjoy the inclusion of feats tailored to the barbarian, bard, monk and druid which were kind of missing in the Core book. I enjoy the core class customizing section. This lends to a thematic interpretation of the classes and adds a lot more variety without a lot of change. The six new classes are nice. Not sure they're all going to get used. In all its a great addition to the game. I'll use almost all of it and that means its not a waste of money.

    5-0 out of 5 stars Lots and Lots of choices, October 12, 2010
    Nicely written, has tons of new features. I believe it was best said in another review that this does not contain 6 new classes, it contains 90+ new classes. + Feats +Spells +Some new rules(Not all that exciting of rules in my opinion but still, some of them are well worth the time to look over.)

    The book is the quality I've come to expect from Paizo, good heavy pages, and content = to 2 or so 4th edition DnD books. Worth every penny!

    If you play pathfinder, this is not a must have. It's a can't live without!

    5-0 out of 5 stars Must Buy Tome for Pathfinders everywhere, September 30, 2010
    Dislikes: I am not too keen on the bomb throwing Alchemist class, though I have yet to experience one in play. Some of the optional rules will not be opted for in my campaign. The add-on "traits" are too powerful to get for free, but a great idea as a two-for-one in place of a feat.

    Likes: Everything els.


    The Cavalier is optimal in design, the racial varients are fantastic, the new spells fill in gaps from the more extensive 3.5 library, the artwork is fair to great, and the write up on the anti-paladin is a hoot. This book is a really great addition to the Pathfinder world. It qualifies as a must buy.

    I would give support to critical coments fearing an overdevelopment of core characters over situational development of the Pathfinder system in the future. With the Adavanced Player's Guide in our hands, we really do not need more characater options in the core material. New races and spells could be added, but more base classes, feats, optional rules that add-on to existing characters, should be avoided. Where Pathfinder should take us now should be more places to play, wider vistas for world building, cool gadgets and feared opponents. This book greatly fills out the core PC. Please do not over-develop Characters.

    5-0 out of 5 stars Great expansion to a good system., September 27, 2010
    One of the complaints my players have now that we've switched to Pathfinder is that the core classes are so potent that it's almost a step down to take a prestige class, but with this new book you get a whole handful of new base classes to fill any spaces left by the originals. There is also a very good section on magic items, and the feats list is ludicrously extensive as well as extraordinarily useful for all classes. Finally, the alternative racial favored class options allow for a very diverse set of options for players that choose to stick with one class for the long term.

    5-0 out of 5 stars Pathfinder APG, December 3, 2010
    Well done Paizo. Another excellent resource to a wonderful Pen and Paper game. Previously an 18 year fan of D&D but now with my introduction to Pathfinder by a great friend, I'm 100% on board. ... Read more


    8. D&D Gamma World Roleplaying Game: A D&D Genre Setting (4th Edition D&D)
    by Richard Baker, Bruce R. Cordell
    Game
    list price: $39.99 -- our price: $26.39
    (price subject to change: see help)
    Isbn: 0786955082
    Publisher: Wizards of the Coast
    Sales Rank: 4485
    Average Customer Review: 3.6 out of 5 stars
    US | Canada | United Kingdom | Germany | France | Japan

    Editorial Review

    A wacky, wily roleplaying game of post-apocalyptic peril.

    Earth. After the apocalypse. Never mind the radiation—you’re gonna like it here.
     
    The D&D® Gamma World Roleplaying Game offers hours of rollicking entertainment in a savage land of adventure, where the survivors of some mythical future disaster must contend with radioactive wastes, ravaged cities, and rampant lawlessness. Against a nuclear backdrop, heroic scavengers search crumbled ruins for lost artifacts while battling mutants and other perils.
     
    This product is a complete, stand-alone roleplaying game that uses the 4th Edition D&D Roleplaying Game system as its foundation. It appeals to D&D players as well as gamers interested in fantasy science fiction set in a bizarre, post-apocalyptic world.
     
    Game components:
     
    • 160-page book with rules for character creation, game rules, and an adventure
    • 2 sheets of die-cut character and monster tokens
    • 2 double-sided battle maps
    • Cardstock character sheets and mutation power cards
    • Mutation power card deck
    • Loot power card deck
    ... Read more

    Reviews

    4-0 out of 5 stars Very fun game, and they got the wackiness right!, October 19, 2010
    I'm going to start by saying that Gamma World IS loads of fun in play - I highly recommend the game. I'm unsure how it will play in a long-term campaign (it's too new to have an opinion on this) but it can work very well both as a short-term campaign (say, the time frame of your typical Cthulhu campaign - GW, like CoC, is a high lethality setting!) and for one-shot games. It's this latter aspect of the game that I really like; it can serve as a great "party game" because the MECHANICS make it just as fun as the SETTING does.

    Physically, Gamma World is a fully self-contained boxed set, containing a comprehensive 160 page digest-size rulebook (containing all pertinent 4E rules, so it is NOT necessary to have, say, and D&D books), two packs of cards - Alpha Mutations and Omega Techs, a card booster pack, various maps, and a couple of sets of thick cardstock punch-out chits representing iconic GW monsters (adding to the old-school feel of the game). The book is made of nice stock, and the four-color artwork is evocative and amusing.

    Gamma World, of course, is based on WoTC's 4E ruleset; GW uses a pared down version of the rules (akin to the D&D Essentials line) - involving throwing of dice - and adds to that elements of a card-based game. It works very well for Gamma World because the cards introduce randomness (random generation of mutations and strange techonology) and because it's the nature of GW mutations that they have a non-sequitur quality to them.

    The first part of a Gamma World game - and practically a mini-game in itself - is character generation; my group, preparing to run the game for a DDXP weekend, spent about an hour generating characters; this is done with the group and GM at the table. Players roll 2 d20s, referencing the rolls against two Origins, one primary and one secondary - choices include such things as "Android", "Gravity Controller" and "Yeti" - and it is from these that one derives the primary and secondary ability scores (for example, my Android Gravity Controller had an 18 Intelligence and 16 Constitution), as well as At-Will powers (keyed to the stat linked to the Origin), skill bonuses, defense bonuses and so on - the Origins are essentially the character's "class". All other ability scores are rolled - yes ROLLED with 3d6 - again keeping with the random craziness that is GW.

    Armor and weapons are described not in specifics, but in generalities, such as "Light Melee" (keyed to Int/Dex), "Heavy Armor" (AC 7, -1 move) because it's up to the player what these are - for example, you might decide your "Light Melee" weapon is a skillet, "Light Ranged" is a bag of billiard balls, and "Heavy Armor" is a collection of trash can lids duct-taped together - the description can be as serious or silly as the player likes. Again, GW uses a mechanics-lite version of 4E.

    Once the Origins, stats and equipment are decided upon, it's time for mutant powers! Every player is dealt one card from the Alpha deck (mutations) and the Omega deck (ancient tech); Alpha powers themselves have origins (if these match your Origin - for example "bio" or "dark energy", you can overcharge them at a risk of greater effect - more gambling!) and vary in power type (most are Encounter, it seems); the Omega techs run the gamut from a fusion rifle to an animatronic toy which immobilizes opponents. Players can build their own card decks to use (and there are rules for keeping this fair, as well as situations in which they must draw from the GM's deck) as well.

    Once character generation is complete - and players have a chance to describe their hapless warrior of the wastes - the game follows the familiar 4E encounter structure (with short and extended rests). There are simplifications - no one has surges, for example, just one second wind per encounter (yes, GW is high-lethality) and there are no action points. More random craziness ensues - after each extended rest, all players turn in their Alpha card and draw a new one (as reality changes in a process called Alpha Flux); if any Omega card has been used, a d20 roll is made for the tech to see if it broke (1-9 it broke, 10-20 it's reusable) - broken techs sometimes have salvage rules on the card, so all isn't (necessarily) lost. After a typical encounter, players will draw an Omega tech card to add to their pile (treasure!) As for hazards, they can be wacky (savage bunny men called Hoops) to deadly (the lethal Eviscerator warbot), and natural hazards - like radiation pools - can add or subtract new Alpha powers along with the damage. Anything goes!

    The setting's backstory is an update from the traditional "nuclear war" - there was a little problem with the Large Hadron Collider (the "Big Mistake") which has caused the worldliness of multiple universes (think Hugh Everett's "many worlds hypothesis" here) to get tangled up with each other, so that multiple realities are being expresses simultaneously: this is the cause of Alpha Flux, which can change characters from encounter to encounter (new Alpha cards) and certainly keeps the game amusing as one has a "core" character with alterable mutant powers!

    From a GM's perspective, as I mentioned before, I don't think the game would support a long-term campaign (or a "serious" post-apocalyptic game), but it's perfect for a short-term campaign (characters are capped at 10th level, anyway) and GREAT for a one-shot at a party or as a break from another campaign (my group may play it as a break from our long-term Traveller campaign, for example) - that's its real strength, for me: it satisfies that need for something more "RPGish" than a board game, but less commitment-intensive than a proper "campaign". It's also a good template for wackiness and humor - just a fun game to play.

    5-0 out of 5 stars Fun World, Beautiful Mechanics, October 20, 2010
    This edition of D&D Gamma World is a part of a new series of releases from WotC called D&D Genre Settings. In it, a humorous post-apocalyptic world called Gamma Terra is detailed, and 4th Edition D&D rules are modified to fit the setting more appropriately. Gamma World is an excellent 4e product for any casual or veteran group (at least, any group that likes post-apocalyptic worlds) due to its simplified rule system and sense of humor.

    The game is packaged with everything you need to run it with the exception of dice. This includes a full rulebook, character sheets, monster & character tokens (which means there is no need for miniatures!), a couple battle mats, and a deck of Gamma World cards that includes Alpha Mutations and Omega Tech, as well as a random booster pack to supplement that deck.

    In terms of rules and mechanics, Gamma World simplifies 4e's system, then adds its own twists. Characters lack a race, class, and daily resources and instead have two random mutant origins that grant them at-will and encounter powers, traits, and attributes. These origins are really more like 4e Paragon Paths than 4e classes in terms of scope, granting a total of three powers and a small group of traits each. At the game's maximum PC level of 10, the character will have access to all its traits and powers, so choice only impacts the order in which they are obtained.

    Characters are given additional resources in the form of Alpha Mutation cards, Omega Tech cards, and mundane equipment. Alpha Mutations are random (and often hilarious) effects that can range from encounter powers that allow the PC to fire porcupine quills to constant teleportation benefits. These are replaced after each encounter or during Alpha Flux events, causing a good bit of variance from one encounter to another. PCs are encouraged to make their own Alpha Mutation deck in order to flavor a character or create interesting combat synergies, though they are not required to do so.

    Omega Tech cards are Gamma World's replacement for magic gear. These are pieces of ancient technology that can be used during one encounter, then they must be recharged, discarded, or permanently salvaged (in a weaker form). The recharge is random, with about a 55% chance of success, and salvaging an item has a character level requirement, so Omega Tech will go in and out of play often. Both PCs and the DM can customize this deck as well, creating their own themes and power combos to vary encounters as much or as little as desired.

    Mundane equipment in Gamma World has also taken a very interesting turn. As usual in 4e, equipment grants weapon accuracy, damage, and AC. In Gamma World, though, equipment is broken into relatively broad categories, like light, one-handed melee weapons and heavy armor. These pieces of gear are stat packages with only a suggested flavor. PCs are actively encouraged to describe their equipment as they like, often allowing the use of what D&D would consider an improvised weapon very effectively.

    I have very little to say about the non-combat skills in Gamma World. They are trained based on a random roll and your origins, and are very similar to D&D's skill system. The attributes associated with skills tend to make sense, and the DCs for succeeding on skill checks are fairly reasonable. Some skills are consolidated and renamed to simplify play.

    For all the good Gamma World offers, it does fall off 4e's balance track a bit. The randomness introduced by rolling origins and drawing cards can create characters that lack at-will powers and suffer from the 3e low-level Wizard syndrome. After using their encounter powers, these characters may not have a good weapon stat for basic attacks, and are therefore out of effective combat-related options. Further, the origins do not seem to be as carefully balanced to one another as I would like. Allowing characters to choose origins could easily lead to a knowledgeable munchkin taking over a game, or to a less knowledgeable player making a very underwhelming combat character that is pure flavor. These issues can be forgiven, though, because Gamma World seems to thrive on imbalance and insanity. Combat tends to be quicker and dirtier than 4e D&D combat, with few healing options and enemies that deal a significant amount of damage at level one. Mutants can die quickly and easily at any turn, and fortunately the ease of rolling a new character means that a new mutant can see action within a few minutes of a player's old one dying.

    Gamma World is an amazing casual RPG that lends itself well to new-comers and veterans alike. Humor can easily be found in the random fortunate and unfortunate events that occur (as well as the monsters, powers, characters, and the world in general), and an RPG that does not take itself seriously is a great way to introduce new players to the pen and paper genre. Finally, Gamma World's 4e mechanics are stream-lined and customized in a way that allows for fun, quick play in all aspects of the game. PCs require little maintenance between games, and players have much less to track and plan during game play than they do in D&D. I eagerly await the next genre setting's release, and I hope it continues in the same mechanics vein as Gamma World.

    4-0 out of 5 stars A good revisit to an old classic, November 9, 2010
    Evertime D&D changes editions there is a great outcry about how can they destroy the game or that they are just doing it to make a quid. Well yeah, they are a company, they need to make money. But far from ruining the game I believe that 4th edition D&D is an excellent product well worth the price. It don't say its perfect for their are a few house rules I enact to overcome the bits I think need fixing, but again, every game is like that.
    And as for Gamma World, it is great as well. I had patiently waited for my copy to arrive and devoured it in one sitting. The rules are very streamlined, 160 pages covering character creation, DM's guide and critter collection. This is something that I have favoured since I first bought basic D&D back in '82. Character creation is completely random. Now current trend has been to have the players lovingly craft their characters as they see fit. While I find that good as well, I find it good to play a game where you have to deal with what you get stuck with. Roll a 4 for Strength and deal with it princess. With a few die rolls your characters origin (what genetic makeup you have) is determined, as well as two starting powers. A draw of the cards also determines your major mutant abilites.
    Personally I don't like the 7 card mutations deck idea and just have my players draw one card which they keep forever, though I am always doing odd things to them to develop their characters anyhow. Characters only go to 10th level as well.
    You also start with basic armour, weapons, and some assorted gear (also random), as well as a high-powered tech device. I also allow my players to jury-rig stuff with the junk they find (a la MacGyver) to make things they otherwise don't have.
    As the book is a bit light on (I do believe in the less is more approach) some things were left out. I would have liked to see more of the original Gamma Terra background. The book mentions the big accident with the Hadron Collider which sounded a bit naff to me so I wen t with my own background. Some cryptic alliances are mentoined so I have had to fill in others with previous books I own.
    The game is very tongue in check. Which is something I like. I've hear some reveiwers mention beer and pretzels and hell I think thats a fine way to play.
    All in all I think that even as something that is only played occasionally it has the ability to amuse your players and can be used again and again. It could even be quite a challenge to get to level 10 as I have heard of a few TPK's happening just with the introductory scenario. As it is I am now waiting patiently for famine in Fargo to be released.

    4-0 out of 5 stars A fun new alternative to D&D, December 1, 2010
    The Gamme World box set is a great value and a great alternative to the high-fantasy world of D&D. The box includes everything needed to play (except for dice), including a short introductory adventure. It even includes a free booster pack (a roughly $4 value) that adds variety to the already impressive decks of mutation and item cards. My only small complaint with the included materials is the rulebook; although brightly illustrated and fun to read, the small paperback volume feels flimsy and likely to unbind, especially when compared to the large hardbound volumes typical of Wizards of the Coast game materials.
    The game uses a modified and simplified version of the D&D 4.0 ruleset, but no other materials from Wizards of the Coast are necessary to play the game. Character creation is quick and simple, combat is fun, and the simplified rules should be easy for even new players to pick up quickly.
    The world of Gamma World can only be described as silly. Human-sized anthropomorphic badgers and pigs do battle with psychic cockroaches, robot yetis, and sentient swarms of rats. Adding to the wackiness and unpredicability of the world are mutations and tech items.
    Mutations give characters strange abilities, ranging from vampiric abilities to floppy feet to body odor so bad that even allies are repelled. A character may undergo several mutations during a battle, cards being exhanged often for many different reasons.
    Tech items are typically weapons, and can be hoarded by characters for use at the most opportune moments. Tech cards are often given out by the DM as rewards after combat, and items can range from a belt that restores health to a four-legged robotic laser-cannon that fights alongside a player like a faithful dog (unless its circuits cross and it turns on its owner...). These items add great variety to combat, and often give players an edge during difficult fights.
    I would strongly recommend this boxed set to anyone with an interest in tabletop gaming. Newcomers to the D20 system will find a unique game with easy to learn rules, and D20 veterans will find a fast-paced lighthearted alternative to more established systems. The game already has a great amount of variety, with multiple ways to add even more variety; expansion packs of random mutation and tech cards are already available, and two full boxed expansion sets are planned to release in late winter '10 and early spring '11.

    4-0 out of 5 stars Pick Up & Playability, October 23, 2010
    In order to get the complaints out of the way: they should have included dice and the character sheet is annoyingly small, which means you can't fit your entire skillset on there-there's also not a lot of room to write in your origin powers. Basically, I think they should have given you a wee bit more in the set-more room on the sheet and maybe some crazy looking dice ;0

    The good stuff: I've run this game for a couple of young people all under 16 and it's gone pretty smoothly. They liked the idea of cards but I had to push them to actually use them. However, once the yexil did some nasty damage to them, they were pretty quick to do so!

    The humor is a double-edged sword. One hilarious moment was when our doppelganger hawkoid used his Alpha card. In addition to the copy of himself, he gained an inflatable friend! So he was followed by two buddies who suddenly disappeared when the inflated friend exploded! But our more serious stone yeti was a bit upset by his mutations. He seemed annoyed when he suddenly sprouted giant clown feet. This surprised me but I suppose as an adolescent boy, he envisioned himself in a much more grand way. I'm playing with the idea of letting him skip the cards entirely if he wants.

    I'm running the scenario included in the booklet and while it's certainly not the world's most exciting adventure at its bare bones, it is well-balanced and certainly the maps are pretty creepy and moody. The tokens are very useful and if you add a pair of dice and a pencil to the box, you can easily grab it and go, playing easily. I've really enjoyed running this and I'm looking forward to chance to playing it as a player sometime!

    4-0 out of 5 stars Fast-paced post-apocalyptic fun!, October 23, 2010

    The newest incarnation of Gamma World really delivers an excellent gaming experience! I would best describe this as a roleplaying/boardgame hybrid. Using a simplified version of the Dungeons and Dragons 4th edition ruleset, anyone with a passing familiarity with D&D could have a game using the premade adventure up and running with little preparation.

    Character-making is a real gem in this game, and sets the tone for the experience. To make a character, you roll up two character archetypes and you have your own unique mutant. Archetypes include android, plant, hawkoid, rat swarm, pyrokinetic, among others, a total of 21 archetypes that may each combine with any other. Some don't make sense entirely, but the player is encouraged to figure out some wacky way to reconcile them. In all, you can have a character built in 5-15 minutes, which few roleplaying games can boast. Standard equipment is also basic, with the designers leaving description of weapons to players and just giving basic stats for 'light one-handed melee weapon' or 'heavy two-handed ranged weapon', for examples.

    Beyond the powers granted by player archetypes, there are also Alpha Mutations and Omega Tech, which are distributed as cards. These really add a lot, but they also represent a little frustration (more on that later). At game start, each player is dealt a random mutation and a random tech. Due to the zany nature of the game, you'll only have the mutation for the duration of a single encounter, though it is worth noting that any time you roll a natural 1 (on a twenty-sided die) in an encounter, you will discard it and draw a new one. The mutations range from growing extra limbs or enormous feet to powerful psychic or radioactive attacks. The tech tends to be single-use items. I had a handheld spy computer, a 'lightsaber'-like weapon and an inflatable companion in my playthrough.

    As I mentioned, there are several points of frustration with the cards. First, the Alpha and Omega decks have the same backs, though they should never be mixed (you only ever draw from one type, not a mixed deck). Second, there is no art on the cards. It seems a little cheap to not even have a generic line drawing on each, particularly due to the next, and most irritating, feature. Additional cards are available, but in randomly assorted boosters and with varying rarities. The boosters are available in eight card packs at $4 a pack. Compare to Magic: The Gathering boosters (also a Wizards of the Coast product): 15 card boosters, retail $3.50, unique art. It really feels like gouging. Of course, these are not necessary... but I don't feel that an RPG needs this collectible element.

    Despite this, I really like this game. It is far lighter in tone than the d20 edition of Gamma World (based on 3rd edition D&D). Consider this game if you think you would like a light-hearted, fast-paced dungeon crawl-type game. Easy to jump into, easy to like. I fully expect to play this again and again, despite my mild irritations about the cards.

    3-0 out of 5 stars Marketing Experiment?, October 23, 2010
    I've been keeping my eye out for this game since summer when WOTC started to discuss all the neat new ideas that went into creating this game, but was bit disappointed with the overall product. For a $40 self-contained rpg this feels woefully incomplete. It's as if they took a $10 rpg and "jazzed" it up with just enough components to keep you busy for a few games or so.

    And is there really anyone who likes the collectible card aspect? I buy board games all the time at this price point and most include 120 cards easy, along with plastic miniatures, tiles, dice, etc. Other than a stupid gimmick to milk players for money, what's the purpose of keeping these cards separate? And don't tell me about the random aspect - it doesn't take a genius to randomize the cards by yourself if they were all included.

    By having such a vague system and setting the team really should have focused on making a more complex board game rather than the watered down RPG they ended up. How cool would it have been to have a players book (the bulk of the guide), a small monster manual (the creature section), and then a separate adventure book with a dozen or so scenarios that used all the creatures and took characters from levels 1 - 10 (max level)?! With as fast as players advance levels I promise that isn't as unreasonable as it sounds, and would really make for a more satisfying, complete, self-contained product.

    I'm hopping this is what the expansions aim to accomplish, but the thought of spending even more money puts me off a bit. In fact, I get the distinct impression that was the overall goal of this product: to find out how thin they can spread a game in order to maximize profit.

    ... Read more


    9. Dungeon Tiles Master Set - The Dungeon: An Essential Dungeons & Dragons Accessory (4th Edition D&D)
    Game
    list price: $19.99 -- our price: $13.59
    (price subject to change: see help)
    Isbn: 0786955554
    Publisher: Wizards of the Coast
    Sales Rank: 4151
    Average Customer Review: 4.0 out of 5 stars
    US | Canada | United Kingdom | Germany | France | Japan

    Editorial Review

    A basic set of illustrated terrain tiles for use with the Dungeons & Dragons Fantasy Roleplaying Game.

    This Dungeons & Dragons Fantasy Roleplaying Game accessory gives Dungeon Masters all of the basic dungeon tiles they need to create great-looking terrain in their games. This set provides ready-to-use, configurable tiles with which to build exciting encounter locations.

    This accessory contains 10 double-sided sheets of illustrated, die-cut terrain tiles printed on heavy cardstock, allowing you to create dungeon rooms, corridors, and outdoor locales. The product box is designed for tile storage and can be used as a terrain element in the game!
    ... Read more

    Reviews

    5-0 out of 5 stars Putting the Tiles back in Dungeon Tiles, September 30, 2010
    As a long-time collector of Dungeon Tiles I can say without reservation that this is the best collection yet published. True, most of the tiles are recycled from old sets (all of them as far as I can tell), but with such a low price, a full ten sheets of durable double-sided tiles, and the incredibly handsome and even useful box, the new Essentials line of Dungeon Tiles outshines every past edition.

    What is this thing?:
    Dungeon Tiles are handsomely detailed pre-printed heavy cardstock 'pieces' that you can use to cobble together a map for wargames. In this case the tiles are sized for D&D miniatures (~25-30mm), with the grid spacing hovering around an inch. The Dungeon Tiles sets include a whole pile of tiles representing rooms, corridors, furniture, traps, and the like.

    The Tiles:
    The Dungeon Tiles Master Set - The Dungeon contains a sm�rg�sbord (a lot!) of tiles collected from previous editions, enough to build a respectable multi-room dungeon out of. With a full ten sheets of double-sided tiles this is the biggest single collection published.

    The Box:
    In addition, the oversized box the tiles ship in provides superior protection to the tiles within, in addition to being a giant tile itself (the box is printed like a dungeon plinth and made from the same materials as the tiles themselves). The box is easily big enough to store any loose tiles you might have collected from previous sets too, at least twice as thick as necessary for the product within.

    The Value:
    There has never been a better value in dungeon tiles published by Wizards of the Coast, between the number of tiles for your money, as well as the very handy box, this is a fantastic way for new DMs to build their collection of handy tiles.

    Altogether this is a wonderful product for new DMs, or for those who wish to expand their collections. If you already own several copies of every other Wizards produced Dungeon Tile you will not find anything new here beyond the box.

    3-0 out of 5 stars Good for new DMs only, September 23, 2010
    First the good news. Dungeon Tiles Master Set - The Dungeon is nicely packaged. It comes in a box covered in dungeon tile graphics. It also reprints many tiles from out-of-print tile sets. With this one product, you should be able to create a variety of dungeons. The cardboard stock is good and the tiles can be easily separated.

    Now onto the bad news. This tile set contains only 10 sheets. The box is large enough for twice that many sheets, so it has a cardboard insert. It's always disappointing when you open a package and half of it is empty space. Most of the tiles are reprints from previous sets. There are some new tiles, and some of the front/back combinations have changed, but the vast majority of tiles are reprints. More new tiles would have been nice for this new release. The graphics on the box is boring. It's the basic gray dungeon square over and over. And actual dungeon would have been cool. Somewhere a mention of this being Dungeon Tiles would have been nice. The box is of such a size that once you punch out the tiles, you cannot lay down the tiles without having gaps. If the box was just a little bit longer, you could have laid down enough tiles to fill the inside dimension. Why do I mention this? Without filling the box, tiles will move around and get banged around. I used previous sets to fill the box. You can stand on end the 2x2 and 2x4 tiles to fill the end gap. The lack of attention to detail is what I find disappointing.

    So overall, I would only recommend this set to new DMs. If you have previous sets, skip this purchase.

    3-0 out of 5 stars Good if you've got nothing else., September 24, 2010
    My 1st biggest disappointment with this box set is that it needed about double the number of sheets. There's 10 sheets and they are double-sided, but most of the "other" side aren't very imaginative. In fact, most of them are plain cement tiles. There are some cool useful tiles, but only one of each. Such as a bookshelf that's 2x4 but there's only 1 tile like this. There should have been more doubles of these kind of tiles. There's a web that's 2x2 but only 1 again. Really disappointing. There definitely should have been twice this many sheets.

    So if you've got nothing else to decorate your mat this is a good start but if you've already got plenty of decorative tiles you should pass on this.

    4-0 out of 5 stars The rundown on these tiles, October 8, 2010
    THE FACTS. The box itself (underneath the decorative sleeve you see in the factory product photo) is a 9x12 (all dimensions are the standard 1" square used on D&D battlemats unless otherwise noted) generic dungeon tile that is about 2 1/4" high when closed, or 1" high if you only use the top. The sides have a columned wall design to help you use the box as a raised platform in your battlemat. The box contains ten sheets of tiles, which you punch out to obtain the sets below. In most cases, the tiles are "generic" on one side; i.e., they look just like the box top. On the other side, they have a "feature" like a portcullis, pit, rubble, web, table, portal, trap door, etc. Please see the list below for exact numbers of each design. In some cases the tiles are printed with features on both sides. This is especially prevalent on the smallest tiles (1x1 and 1x2) as these are intended to be "accents" to your layout, not forming part of the layout itself. In my list below, if there is a slash "/" in the description, that means the tile has features on both sides, and the feature on either side of the slash corresponds to the feature on each side of a tile. If there is no slash, the tile is generic on one side. Here's what you get:

    4 8x8--
    Lab
    Coffins
    Cells & Rack
    Marble/Runes

    3 4x8--
    Banquet
    Sarcophagi
    Pool

    2 5x5--
    Magic Circle
    Blue Vortex

    6 4x4--
    Spiral Stair
    Deep Pit
    Wide Stairs
    Throne
    Dais
    Round Table

    2 3x3--
    Deep Pit
    Fire Vortex

    4 2x8--
    Beds with Trunks
    Crevasse
    Bookcases
    Alcove Shadows

    14 2x4--
    Medium Stairs
    Medium Stairs
    Crevasse
    Portcullis
    Fog
    Bookcase
    Rubble
    Wood Floor
    Wood Floor
    Wood Floor with Stairs Down
    Deep Pit
    Work Table with Papers
    Double Wood Doors Open/Closed
    Double Iron Doors Open/Closed

    12 2x2--
    Pit
    Spider Web
    Stairs
    Stairs
    Card table & Chairs
    Spiral Stair
    Eagle Altar
    Human Statue
    Round Well
    Black/Rubble
    Black/Cage
    Black/Warrior Statue

    10 1x2--
    Barrels and Crates
    Portcullis
    Black/Rubble
    Wood Door Open/Closed
    Wood Door Open/Closed
    Wood Door Closed/Broken Down
    Wood Door Closed/Broken Down
    Double Wood Doors Open/Closed
    Double Iron Doors Open/Closed
    Iron Door Open/Closed

    8 1x1--
    Brazier/Skull Pile
    Brazier/Ladder
    Archon Statue/Broken Statue
    Evil Statue (Crooked)/Lever
    Corpse/Round Well
    Corpse/Black
    Spikes/Black
    Trap Door Open/Closed

    COMMENTS: This set has enough "generic" tiles to build most average-sized encounter areas, even those that span several rooms and corridors. This set contains a lot of reprints, some of the tiles are immediately recognizable from Arcane Towers and Streets of Shadow, for example. The downside of that is that you'll get a lot or repeats if you own the other sets. The plus is that it makes this set highly compatible, or provides a nice mix of other sets if this is your first set. When it comes to dungeon tiles, uniqueness can be a double-edged sword. The biggest plus of these WotC sets is the quality of the cardboard. These are sturdy, flat (not warped), and the images are in the traditional D&D style. The knock against the sets is usually that you need more than one copy of each one to build a decent encounter; but I don't personally think that's the case with this set. I own a lot of PDF files of DIY dungeon tiles from companies like Fat Dragon Games and I also make my own tiles using Campaign Cartographer; but this set seems like it will probably have anything I could need to lay out a single encounter, even one that spills out into a corridor or over into another room. And making my own tiles is frankly an expensive (cardstock and printer ink aren't that cheap), time consuming pain in the butt that usually leaves me frustrated. If your plan is to build an entire floor of a dungeon and leave it on the table, then you will need way more than this set, of course; but if you only plan to build the current encounter, then take it down and build the next one when it happens, these should suffice. But I provided the list and photo above so that you don't have to take my word for that, you can check the packing list against your own needs. Lastly, the inclusion of "black" tiles has drawn negative marks from some reviewers. Certainly it seems like an "easy out" for WotC. Black tiles may be useful, but making those doesn't require any talent... I can get black construction paper pretty cheap and cut it to any size I need. If they had run out of ideas for stuff to put on the smaller counters, I would have preferred combat condition markers in colors like red, etc. for bloodied, immobilized, etc.

    SUMMARY: For me, this is a good product at a good price. Quality construction, decent selection, lots of individual tiles for loads of possible combinations, and I really love the box. I can put multiple sets in here instead of in ghetto Ziploc bags (though I'll probably still use the baggies in conjunction with the box, because I'm OCD and want my sets separated), and I think it's great that they thought to make the box usable as a big, elevated tile in itself.

    4-0 out of 5 stars Good for all DMs, September 23, 2010
    This new compilation of tiles offers many items, which should find regular use in your gaming sessions. Most generic tiles in this set offer few specific details, which is nice since they don't take away from your descriptions.

    I like the idea of the packaging these tiles in the included reusable box. Prior tile sets offer no storage for the included tiles once they are popped out of the package. This box is sized to just slightly larger than the raw unpunched tile sheets. There should be room to add in tiles from other sets with out issue. The designers of the box included a generic tile pattern on the entire outside of the box, which can be used as a raised platform area.

    I've purchased several of these and looked forward to including them into my game sessions.

    4-0 out of 5 stars Good for the price, but could have been better., October 5, 2010
    Overall Product
    PROs
    - Price
    - - $19.99 at FLGS
    - - $13.59 at Amazon.com

    - The Box
    - - It is nice to have an actual container for the dungeon tiles for a change.
    - - The box is made in such a way that it can be used as terrain as well.

    CONs
    - The Box
    - - The box is big but only comes with 10 sheets of tiles and a cardboard insert that takes up half the box.
    - - Of course, this could be a PRO since it is bigger than the tiles and other tiles can be stored in the box as well.


    The Tiles
    PROs
    - There is a nice selection of different sizes.
    - Most tiles are reprints of older set that are not available anymore.
    - The tiles are made of thick, durable material and not just thin sheets of paper.

    CONs
    - No real CONs here.

    The Art
    PROs
    - The art is nicely illustrated, as expected from WoTC when it comes to tiles.
    - Several varying pieces including rough terrain, doors, stairs, and prison bars.
    - All large pieces and most smaller pieces have just empty, stone floor squares on the back.

    CONs
    - All large pieces and most smaller pieces have just empty, stone floor squares on the back.
    - - Yes, I listed this as a PRO, but it seems like the easy way out of providing more detailed pieces.
    - A handful of tiles are just blank on the back, even more empty, stone floor squares are better than nothing.
    - - 2 of 14 2�4s are just black on one side
    - - 3 of 12 2�2s are just black on one side
    - - 1 of 10 2�1s is just black on one side
    - - 2 of 8 single square tiles are just black on one side

    4-0 out of 5 stars Wanted more Tiles, but the box is an excellent 3D effect, October 11, 2010
    Okay, I like this set, but like others I wanted more tiles. That said, the best thing about this particular set is the box. Have you ever had a room with a 5 foot ledge, followed by another ledge that's 5 feet higher than that? Turn the bottom of the box over and set it down. Now set the top of the box up, right side up. Now set this in the middle of your Chessex battle mat, add the summoning circles, the water, stairs up the center and a throne at the top. Now put your minis in and attack the party with an extra helping of box text. Like others, this is largely a reprint of tiles I owned some of. Unlike others, I don't care. The tiles wipe off with dry and wet erase, go back in the box for easy transportation and are mildly water proof so they can go on top when I'm transporting them from car to location if I'm moving. There are several iconic items, but the rest I draw. They add some spice and for the discount, they make an excellent addition. ... Read more


    10. Heroes of the Forgotten Kingdoms: An Essential Dungeons & Dragons Supplement (4th Edition D&D)
    by Mike Mearls, Rodney Thompson, Bill Slavicsek
    Paperback
    list price: $19.95 -- our price: $12.62
    (price subject to change: see help)
    Isbn: 0786956194
    Publisher: Wizards of the Coast
    Sales Rank: 6696
    Average Customer Review: 4.5 out of 5 stars
    US | Canada | United Kingdom | Germany | France | Japan

    Editorial Review

    Exciting new builds and character options for the druid, paladin, ranger, and warlock classes.

    This essential supplement for the 4th Edition Dungeons & Dragons® Fantasy Roleplaying Game presents exciting new builds for the game’s most popular classes: the druid, the paladin, the ranger, and the warlock. Each class comes with a set of new powers, class features, paragon paths, epic destinies, and more that beginning players can use to build the characters they want to play and experienced players can plunder for existing 4th Edition characters.
     
    In addition to new builds, this book presents expanded information and racial traits for some of the game’s most popular races, including dragonborn, drow, half-elves, half-orcs, and tieflings.
    ... Read more

    Reviews

    5-0 out of 5 stars Slick, flavorful new takes on old favorites, November 16, 2010
    After seeing the innovative class offerings in Heroes of the Fallen Lands, I was eagerly anticipating this next installment. So eager, in fact, that I picked it up at my FLGS a few days early. Heroes of the Forgotten Kingdoms includes two of the most problematic classes from the PHB - the Paladin and the Warlock - and one class (the druid) from PHB2 which probably could have been implemented better. Well, I'm pleased to say, I'm not disappointed.

    Just like Heroes of the Forgotten Kingdoms, this book can be used as (1) a standalone game, (2) a supplement for an Essentials-Only game, or (3) a supplement to a full-featured 4e game with a mixture of classes from all different sources. It's this last option which I, and I think many others, will end up taking.

    Now, on the down-side, there's a lot of overlap with Heroes of the Fallen Lands. For one thing, the rules section is identical, so you're losing some pagecount here if you have both. Many of the feats and magic items are duplicated as well, although a few new ones are added and a few are missing. I expected this, so I wasn't disappointed, but your mileage may vary. It makes the book self-contained, which should be useful for players who want to travel light.

    On the up-side, this book has some REALLY cool stuff in it.

    Heroes of the Forgotten Kingdoms opens up with a new take on the Druid - the Sentinel. When last seen in PHB2, the Druid was a wildshaping Controller with melee and ranged flexibility. In its Essentials incarnation, the Druid is a Leader with some features of Strikers and Defenders. If you're familiar with other 4e options, it resembles a Cleric/Beastmaster Ranger/Warden. It's focused on melee attacks, and in fact lacks Implement powers. You take an Aspect - Spring and Summer are presented - which sets a few things in stone, like some class features, and your Pet. Yes, much like in 3e, this Sentinel Druid gets an animal companion. They hit *hard*. Your melee abilities and pet are supplemented by a good assortment of Daily Powers and Daily Utilities; many of the latter last a full day. Some of the favorite features from the 1e and 3e druids are included, like the eventual ability to disguise themselves as different people, much like a Changeling. It's an interesting class, and one of my Dark Sun players is going to switch over to it next session.

    Next up is the Paladin, which was just barely playable in the PHB since it suffered from such crazy multiple-attribute dependency. The class was largely fixed in Divine Power, but it's still one of the most deeply flawed 4e classes, IMO. The Cavalier presented here doesn't look like it's all that much better a Defender, but on the up-side, it looks like it will work well right out of the box. On first glance, lots of features are weaker - for example, Lay on Hands is nowhere to be seen, being replaced by damage-blocking powers - but it only needs two attributes now, plus a decent Constitution. I'm not convinced I'd enjoy playing one, but I think it's a much stronger option in general than the core Paladin. It certainly doesn't require a ton of optimization to make a Cavalier passable, at least.

    Then we get not one, but two different flavors of Ranger. The first is the Hunter. He's a mythical figure - the Martial Controller. Primal abilities are mixed in pretty liberally, too. I'm finding it hard to get a bead on the class, but it looks like it will work similarly to a Seeker, and possibly exceed them. On the downside, they lack some of the more serious debuffs the Seeker can lay out. On the upside, they have a ton of versatility at-will, and get an Encounter power which scales upwards very nicely at higher levels. They get three full At-Will powers - an accurate damaging shot, a trick shot with control effects, and a pseudo-area-attack which lets them attack monsters in a 3x3 area. I'm a bit worried they'll step on a seeker's toes, but given that they lack most of the seeker's more overtly magical effects, I think there's still a place for both. (Watch, though, for Hunters multiclassing to Seeker to pick up some of that class's Ranged Basic boosting feats, like Primal Eye.)

    The second is the Scout, which is a simpler-looking version of the two-weapon Ranger. I've never been a big fan of this particular Ranger flavor, but it looks like it does its striking job pretty effectively. Unlike the PHB Ranger, which will pick up two exotic weapons and spam Twin Strike every round, the Scout will pick up a heavy weapon and an off-hand one and spam basic attacks. Their main striker feature is Dual Weapon strike, which lets them make an off-hand attack whenever they hit with the main hand. Per strike, this does more damage than Twin Strike, but the second attack is contingent on the first one hitting. It's interesting.

    Both flavors of Rangers get at-will Stances (called Aspects) which give them movement and attack buffs, and they share Wilderness Knacks with the Druid - neat out-of-combat features which give Primal characters an edge in Wilderness Survival.

    Up last is my personal favorite - the Hexblade Warlock. Now, the Warlock is another problematic class from PHB1 in that it's a striker who does relatively low damage, but adds in some good control effects. Their main issue was - like with the Paladin - some heavy attribute demand. (Star Pact warlocks in particular were hit hard because they needed Con, Cha, and Int, and usually had no AC to speak of.) This was counterbalanced by the coolest flavor and deepest roleplay hooks in the game. The new Hexblade also seems a bit mechanically curious, and also has flavor dripping off every page, but clears up the stat issues. They use Charisma for all attacks. Unlike the PHB Warlock, which is mainly Ranged, the Hexblade is a range/melee hybrid and threatens both up-close and at range. Their main features are tied to their pact weapon, which they can summon with a thought; Fey Hexblades get an icy light blade with stats like a bastard sword, and Infernal Hexblades get a heavy blade with stats like a waraxe. In addition to this great stuff, they pick up various pact abilities, like summoning fey or infernal creatures to aid them in and out of combat. They are weak on Encounter abilities, but pick up Dailies at about the normal rate.

    Afterwards, we find some new write-ups of Dragonborn, Drow, Half-Elves, Half-Orcs, Humans (again), and Tieflings. All of the races get flexible stats like their counterparts in HotFL, and the Half-Elf gets the choice of an encounter Leader-like power instead of Versatility. Each has several pages of flavor text, and you get a much better idea how they fit in the Nentir Vale setting.

    Rounding all of this up are the Feats and Magic Items, most of which are retreads of those found in the other Heroes book. Notably, Rod Expertise makes an appearance, but Flail Expertise is still nowhere to be seen. Oh well. There are also new primal-oriented feats for your Rangers and Druids, and Underdark-oriented feats for those who can fight in the dark. Like I said, this is mostly a repeat, though it's invaluable if you - as a player - are only picking up this volume.

    Anyway, if you're a player of 4e, I recommend this book. The new options can slide seamlessly into an existing game. It was well worth the wait.

    4-0 out of 5 stars A good addition but be sure you want it, November 19, 2010
    I am giving this a four star because it wasn't exactly what I was expecting. I thought we would be getting something along the lines like PHB2 was to the first PHB but at last that isn't it. It is essentially the same book that we all ready have but with the classes and races being changed. Now I know that this line is supposed to be bringing new players into DnD but I feel that if a first time player gets both books and sees the overlap they will be put off getting any other books.

    I want to be clear that I am very glad that I have this book and that the new classes are fantastic. It is worth getting just for them alone. Hexblade looks really fun and I hope to get a chance to play it. ... Read more


    11. Warrior Priest of Dmon-Li (The Morcyth Saga)
    by Brian S. Pratt
    Kindle Edition
    list price: $5.99
    Asin: B0019BUW02
    Publisher: Brian S. Pratt
    Sales Rank: 2097
    Average Customer Review: 4.1 out of 5 stars
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    Editorial Review

    When James destroyed the Iron Mines at Sorna in a mammoth volcanic eruption after rescuing Miko from his enslavement, massive tsunamis wreaked havoc all along the Empire’s coastland. This brought the attention of certain powers within the Empire to bear.

    Now with a warrior priest of Dmon-Li in pursuit, James must lead the others safely out of the Empire to the relative safety of the kingdom of Cardri. After a disastrous sea voyage leaves them shipwrecked on the coast of an unforgiving swamp full of cannibals and ferocious creatures, they must forge their way north in an attempt to escape the clutches of the Empire.

    In the Warrior Priest of Dmon-Li, James is tested to the very limits of his endurance and intelligence. With Miko and Jiron beside him, he faces incredible challenges, both in battle and in reasoning. Their very survival will depend on how well he meets these challenges.
    ... Read more

    Reviews

    5-0 out of 5 stars Third book kicks butt!!, March 7, 2006
    For those of you who like e-books, let me just say that it usually takes up to 6-8 weeks before the ebook becomes available here. If you want it now, go to the author's website: morcythsaga.com and order it there. It's currently available.

    Now about the book. This one adds new challenges to our hero James. There are still the battles, tests of reasoning and endurance sapping magic struggles and it just keeps you riveted, page after page.

    James finds something in an underground complex near the middle of the book which I believe is going to have some profound effect sometime later in the series. I'll not ruin it for you, but you'll understand when you get there. The ending took me completely by surprise. I knew about what was going to happen, but the way the author resolved it, man!

    This book is also the longest one so far, thank goodness. I hate short books. I like an adventure I can dwell in for awhile to forget reality. The characters are exciting, the adventure thrilling, what more can I tell you?

    Mr. Pratt, Thank you!

    4-0 out of 5 stars easy read, November 26, 2010
    i downloaded the first book of the series as a free book for my kindle. I found it interesting enough to purchase the entire series. Is the book/series predictable? Yes. It is an easy to read, is to pick up book. If you need more fantasy/sci-fi or more intellect stimulation don't buy the book or the series and get Tolkien instead. But if you like book that is easy and where you don't have to think about the plot etc, get it, and read it. Follow the characters.....

    5-0 out of 5 stars The Best so far!, December 21, 2006
    This book is nothing but action. I'd say at least 75% of the chapters has something happening, ususally action packed. The rest of it keeps the story moving along with intersting locales and discoveries.

    There were many places that the author took me to that I really liked. First the old complex in the swamp with the skull pyramids. James really had to use his brains there. Then there was the catacombs where something is learned and found that changes things beyond what they believe possible. And lastly, the battle at Lythylla.

    Treachery, battles, magic, the undead, this one has it all. I'm just glad the author has already finished the series so I don't have to spend years between novels waiting for the next one. I hate that!@

    5-0 out of 5 stars Awesome Book - Awesome Series, April 14, 2006
    What James, Mike and Jiron get them selves into is anything but
    what you would expect. The turns in the story make for very exciting reading. Looking forward to Book 4.
    Thank you Brian S. Pratt for your series.

    5-0 out of 5 stars AWESOME!, July 10, 2010
    My grandson has the whole Morcyth Saga series and reads them up with great haste! It's not often that there's a book or series for that matter that interests young men his age! I'm glad he found this one!

    1-0 out of 5 stars Mike Tyson?, November 1, 2010
    I have completed the entire series and this review encompasses all of these installments. I think it is somewhat unfair to rate a series based on a single installment. In addition I know that for me I read about 4 books a week and generally read an entire series if I start. I wish i had read a review before starting this series.

    The overall plot and pace of book are decent. The basic concept for the book is somewhat original.

    Now the things that really bug me about the book:

    1. Grammar.
    2. Made up and misused vocabulary that should be in the basic toolkit of any author. I have to give just a few examples that really annoyed me and made me yell at the author. He uses the phrase 'empirical soldier' instead of using the appropriate imperial soldier, James frequently describes himself as being systematical, describes a situation as 'problematical', confuses heel and heal numerous times, lists 3 items then states 'neither', not to mention lack of variance in presenting dialogue.
    3. Very shallow characters: James' great love interest is essentially a girl he met at a party one night, sent a dolphin analogue carving to as a gift, and had a paragraph conversation with after a high seas rescue. Give 7 installments in this saga, before we can buy this as a great love maybe a bit more development is needed.
    4. James, James, and James - this character is shallow, vapid, inconsistent, and a whiner. Typical high school student nothing exceptional other than his ability to wish really, really hard. He is constantly preaching a somewhat socialist mantra about helping the poor and uses the communist phrase 'for the greater good' several times in the book. Yet James is the only person who seems always to skip his turn on watch, nobody is allowed to eat until he sits down at dinner, he has the only valet in the war camp, they are all in the adventures together but somehow James is the one in control of the purse. Having a spoiled teenage daughter I can recognize the poorly considered, shallow, and vociferously championed positions of the author via James.

    My suggestion as an alternative to this series- find a self centered vapid teenager who has a very high opinion of their insight and lurk on their facebook page. The dialogue will be every bit as enlightened as James and Miko. ... Read more


    12. Dungeon Tiles Master Set - The City: An Essential Dungeons & Dragons Accessory (4th Edition D&D)
    Game
    list price: $19.99 -- our price: $13.59
    (price subject to change: see help)
    Isbn: 0786955716
    Publisher: Wizards of the Coast
    Sales Rank: 4497
    Average Customer Review: 3.2 out of 5 stars
    US | Canada | United Kingdom | Germany | France | Japan

    Editorial Review

    Illustrated urban terrain tiles for use with the Dungeons & Dragons Fantasy Roleplaying Game.

    The Dungeon Tiles Master Sets are designed to give Dungeon Masters the tiles they need to build Dungeons & Dragons adventure maps, including maps appearing in published adventures.

    With this box of customizable terrain tiles, Dungeon Masters can add new dimension to their Dungeons & Dragons tabletop experience. Easy to set up and infinitely expandable, this Dungeon Tiles set allows DMs to create the adventures they want to play.

    This box contains 10 double-sided sheets of illustrated, die-cut terrain tiles printed on heavy cardstock. The tiles feature city streets, sewer tunnels, and terrain elements that Dungeon Masters can use to build exciting encounters set in urban environments.
    ... Read more

    Reviews

    5-0 out of 5 stars What you see .. isn't always what you get, November 17, 2010
    Having bought the other dungeon tile set and enjoyed it a lot, I decided to pre-order the city set without looking into it much. My copy arrived today, and I was excited to go through it. Well as I did, and began punching out the different tiles.. I gradually became more and more disappointed with what actually came with it. The title of it made it seem like it would be ideal for creating a town environment.. like the picture on the box also implies. And maybe you can build... a.. town. However most of the tiles you get are NOT like you see on the cover. I was expecting roof tops, and big tiles to use as stand alone buildings.. and maybe like a town square or something. I was severely disappointed.

    What you do get is seemingly random pieces of walls.. most of which seem to be great if you want to build a sort of 'cabin by the lake' as most of then are on water. You get ZERO rooftops like there are on the cover. On the flip side of them is a sewer setting, which I guess could be interesting.. but EVERY tile has sewer sludge going through it. The big 8x8 one has like a cross of sewer sludge.. almost entirely defeating the purpose of the huge tile.. unless you like to have your PC's jumping over sludge all the time.

    The buildings I will probably use somewhat to build random houses.. but I certainly will not be making any sort of town atmosphere out of it. I may run a sewer type adventure eventually .. just to use the sewer side of them.. but creating a realistic dungeon out of it.. will almost certainly require more than is provided .. as I don't need sludge filling 80% of all my tiles.. thank you. Other than that though.. there is some neat bridge tiles.. and a couple small market stalls which I am pleased with.. but these were just kind of like slapping a little bit of icing on a cake that already tastes bad.

    If this set interests you.. and you feel like you can make what I've described work, then I would suggest it.. but I would strongly suggest to EVERYONE.. that you check this out thoroughly before picking this up. Maybe convince your friend to get it.. and see it before yourself first.. or go to a game store and see if you can convince them to open one up to see it. Anyway, I really don't think this is a 'must have' set.. or even that it creates the city feeling as it implies, so.. buyer beware.

    2-0 out of 5 stars disappointing, November 19, 2010
    I had hope that this would include many rooftops as implied by the cover. However it really only has tiles fit for making a sewer run and perhaps a seaside tavern. This can be useful of course but not exactly what was advertised.

    3-0 out of 5 stars No Rooftops, December 2, 2010
    Be aware, there are no roof tops tiles in this package. The tiles I most expected and the ones I thought would be more useful where the roof tops. The cover shows roof tops for the pre order, but they replace it in the actual product. When I received it was with a different cover, without any roof top tiles. It must be said that the box has rooftops printed in it. But you can't arrange them as you would with actual tiles. The tiles presented in the box aren't bad, but I see no explanation for letting the roof tops out.

    Edit: I changed from 2 stars to 3 stars after I used this Set. The tiles presented are very nice for building Taverns in doc areas. It's a nice addition for encounters happening down town near the city Harbor. At the end, the tiles are very nice and useful. The big complaint remains the lack of rooftops tiles, and the misleading cover.

    5-0 out of 5 stars Wonderful edition, November 16, 2010
    This product is great if you like to build your own cities and events for d&d. I have bought two of each of the tile sets that have been released. ... Read more


    13. Dungeon Master's Kit: An Essential Dungeons & Dragons Kit (4th Edition D&D)
    by James Wyatt, Jeremy Crawford
    Game
    list price: $39.99 -- our price: $26.39
    (price subject to change: see help)
    Isbn: 0786956305
    Publisher: Wizards of the Coast
    Sales Rank: 5255
    Average Customer Review: 4.3 out of 5 stars
    US | Canada | United Kingdom | Germany | France | Japan

    Editorial Review

    Awesome tools, rules, and adventure content for every Dungeon Master.

    If you’re a Dungeons & Dragons player interested in taking on the role of the Dungeon Master, or if you’re an experienced DM looking for more game advice, tools, and adventure content, the Dungeon Master’s Kit™ has exactly what you need to build your own Dungeons & Dragons campaign and excite the imaginations of you and your players.
     
    This deluxe box contains rules and advice to help Dungeon Masters run games for adventurers of levels 1–30. It also includes useful DM tools such as a Dungeon Master’s screen (with tables and rules printed on the inside), die-cut terrain tiles and monster tokens, and fold-out battle maps.
     
    Game components:
     
    • 96-page book of rules and advice for Dungeon Masters
    • 32-page monster book
    • Two 32-page adventures
    • 3 sheets of die-cut monster tokens
    • 2 double-sided battle maps
    • Fold-out Dungeon Master’s screen
    ... Read more

    Reviews

    4-0 out of 5 stars What you get in the DM's Kit, October 24, 2010
    In this short video, I'm unpacking the recently released Dungeons and Dragon Essentials: Dungeon Master's Kit.

    I'm putting this video up as a reference so other DM's who are thinking about buying this kit can have some idea of what they are getting.

    In summary, you get:

    1 272 page book
    1 DM's screen
    2 adventure booklets
    2 double sided battle maps
    3 sheets of tokens

    You get the D&D Essentials Dungeon Master's Book.

    At a glance this appears to be basically an abridged version of the DM Guide.

    It discusses combat concepts, summarizes other game rules, gives notes on setting up an adventure's background, and it also has a few special items listed in back (though I don't know if they are unique to this book or not).

    I'm assuming some of the rule updates and clarifications issued since 4.0 Dungeon Master's came out are included in this book.


    There's nothing special about the included DM screen as far as I can tell.
    It appears to be the same one I already have.


    The two included booklets comprise an adventure called Reavers of Harkenwold, parts 1 and 2.

    Part 1 is subtitle: The Iron Circle
    It looks like you can play this adventure with just the battle maps included

    Part 2 is subtitled: The Die Is Cast

    It makes use of the maps included with the kit, but appears to include battle scenes where no map is provided. I'm assuming those will have to be conducted on a blank battle map.


    There are two double sided Battle Maps

    The first battle map has two full poster size maps covering each side. One one side is small farm, and the other side is a small castle.

    The other Battle Map has two half poster size maps on each side. On one side half the map a small tavern and stable, and the other half is cave

    On the flip side there a map of an outdoors scene with some sort of Stonehenge type ruins set next to an abandoned cart. Opposite of that is a dungeon scene that seems to cater to some sort of wizard.


    There are three sets of Tokens. Two sets of tokens appear to be player and NPC tokens. The other set is a collection of monsters. Some of these tokens I've seen before in various other D&D starter sets I've picked up

    And that... petty much sums up what you get

    3-0 out of 5 stars Good entry product!, October 23, 2010
    This 4th edition Dungeons and Dragons product from the Essentials line generally achieves its intended purpose: providing an economical entry point into running a 4th edition D&D game. (If you're completely new to role-playing games and tentatively testing the gaming waters, the new red box Dungeons & Dragons Fantasy Roleplaying Game: An Essential D&D Starter (4th Edition D&D) is a cheaper trial/demo you can consider.)

    The Amazon description is slightly inaccurate: There is no 32 page monster book. The heart of the product is the 96 page rule book. It's well written and provides great advice for how to run a game, including an emphasis on encouraging a fun, collaborative, and imaginative shared experience.

    The two adventure booklets comprise two parts of a campaign designed to take a party of adventurers from 2nd to 4th level. They are also well written with a clear layout format that makes them easy to run. The adventure itself is laudable in it's immersion into the environment, flexibility of options, and creating the feeling that the heroes' actions have repercussions. Clear illustrations use the provided maps and tokens.

    One large two-sided poster map could be cut into two pieces for easier use/portability. The art style is an exact copy of the Dungeon and Dragon tile sets, which is a plus for consistency and integrating those maps with tiles you have or plan to purchase. The other map, also two-sided, is well drawn and complex. It's a distinctly different style. It shares the same strengths and weaknesses as many good poster sized maps: interesting layouts but limited ability to reuse.

    I'm not a fan of flat cardstock tokens. They are more difficult to identify around a table and sometimes awkward to manipulate. They may not take well to whatever method you use to show marks/status effects. Stand-up paper miniatures are more functional if actual plastic/metal figures are not viable.

    The DM screen is useful with the updated tables and status effects. It uses the exact same art as the older (out-of-date and mistake-ridden) heavier DM screen Dungeons & Dragons Dungeon Master's Screen. Although thinner, it seems durable and is lighter for easier transportation. (While it may not be as an attractive of an experience, larger-type player-side tables for conditions and/or actions might be more helpful than the panoramic mural.)

    This kit is harder to recommend for veteran players. The rules updates are fairly easy to incorporate if you have the original Dungeon Master's Guide. The updated DM screen is nice, but may not justify buying the kit. The Rules Compendium Rules Compendium: An Essential Dungeons & Dragons Compendium (4th Edition D&D) is more than sufficient to keep abreast of the many "updates."

    If you're new to Dungeons & Dragons, or just starting to build your collection, the Kit is a much more worthwhile purchase.

    4-0 out of 5 stars The Dungeon Master's Guide is dead; long live the Dungeon Master's Kit!, October 26, 2010
    I got this book last week. Good stuff. People not playing 4th edition Dungeons and Dragons may be wondering what to buy and I would say if you're interested in creating your own world or just running your own game with published adventures, this is all you need.

    Wizards of the Coast has been releasing Essentials products for a couple months now, but most of them are either for kids -- i.e. the Red Box Starter Kit -- or current 4e players and DMs -- i.e. the Rules Compendium. This is the box you need if you want to DM and don't already have the Dungeon Master's Guide. The DMG is actually a good book, but then they released the DMG 2 and maybe even the DMG 3. The Essentials line seems to be saying, "Forget all that stuff and all those supplements. This is all you need to play the game!" I couldn't agree more. The heart of the kit is the Dungeon Master's Book, which contains all the charts, rules, tips and examples you need to get a game up and running. Encounter design; combat; travel across the land; skill challenges. It's all in there.

    WotC has made it incredibly easy to get into the game. You don't even need any of the player's books anymore. Just download the Character Builder from their website and buy this kit. Voila! You're roleplaying your own game for $26.

    Of course, they know you're going to get hooked on the game and want to buy their other books -- or tiles or miniatures -- so they're not worried about cannabilizing the sales of their other products. Love it but want to create a PC with pen & paper? Buy the Player's Handbooks I, II & III or the softcover "Heroes of" series. Want to create dungeons filled with monsters of your choosing? Then buy the Monster Vault or all 3 Monster Manuals.

    One more thing. I'm only giving it 4 stars because it's really not for people who already have their products. So if you already have the Dungeon Master Guides or even the Rules Compendium, some of the stuff is necessarily repeated here so save your money.

    5-0 out of 5 stars Next Step After Red Box, October 24, 2010
    This box set includes monster and player tokens, two adventures booklets, a Dungeon Master's book and a DM screen and relevant maps for the adventures.

    The adventure is not a continuation from the previous adventure included in the red box. As far as I can see, it's simply another adventure set in the Nentir Vale. This is consistent with WOTC's apparent policy in letting the players 'fill in the gaps' when it comes to narrative structure which can be simultaneously freeing and frustrating. And while there are two booklets, it is simply one adventure.

    The monster and player tokens will definitely come in handy but I'm going to need a way to organize them because trying to dig through a pile of small shiny cardboard pieces when all I need is a goblin is not my definition of fun.

    The DM'S screen feels a bit flimsy but it does indeed stand up and incorporates current errata, which means my old screen will probably be retired, unless I simply attach this flimsier version to the inside of the old, sturdy copy.

    The maps are maps. Nothing special. My one complaint with WOTC maps is that when you try to play with tokens, they will slide all over the place where the map is folded or buckled because the tokens are too light to hold it down. This is a PITA in actual play.

    Oddly enough, I've looked at the DM's guide the least. With the Rules Compendium and the DM screen and previous DM's guides, I'm interested to see how much I actually use this one. I'll update this section once I've used this more.

    Overally, a very solid product from WOTC. This would be a great gift for the 4th ed DM in your life and it would let Red Box enthusiasts continue their adventures in the Vale.


    5-0 out of 5 stars More Essentials Goodness, November 9, 2010
    If you have the Dungeon Master's Guide you don't really need this product. If you prefer to have a book with updated errata and that excites you, then you may want this product. The real reason to score this boxed set is the adventure that comes with it. The Reavers of Harkenwold is outstanding! It is a great mini campaign with plenty of opportunity for a DM to add his or her own flair. The monster tokens are really useful. I tend to use miniatures for the games I run, but keeping the tokens that have come with the Essential line products is great for when your PCs do the unexpected- you can reach into your bag of tokens and find something fast so your game mat (or tiles) don't fill up with dice or coins.

    Outstanding! ... Read more


    14. Dungeons and Dragons Core Rulebook Gift Set, 4th Edition
    by Wizards RPG Team
    Hardcover
    list price: $104.95 -- our price: $66.12
    (price subject to change: see help)
    Isbn: 0786950633
    Publisher: Wizards of the Coast
    Sales Rank: 3740
    Average Customer Review: 3.5 out of 5 stars
    US | Canada | United Kingdom | Germany | France | Japan

    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 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.
    ... Read more

    Reviews

    4-0 out of 5 stars A radical change of pace, June 6, 2008
    The meteoric rise of Massively Multiplayer RPGs has created a unprecedentedly-large case study about what works for class advancement and balance. When I was first looking through the promotional material I noticed concepts from the MMO space cropping up: defender(tank), striker(dps), controller, and leader(support). I was initially disappointed by this, but the more I thought about it the more the idea began to grow on me. Every class now has a role within the group so there's no question about what each character should be doing.

    The options for character advancement are fewer than previous versions. Whereas 3.x gave you the tools to create just about any type of character, that's not so much the case in 4. For the advanced players who enjoyed making odd concept characters, this is going to be their primary gripe with the system. I'm talking, frothing-at-the-mouth, storm-the-Bastille forum fanboy crazy.

    For the rest of the players, who just want to _play_, it's going to be great. You don't have to worry about some powergamer creating a monstrosity of character that starts an arms race with the DM. Even if you don't have a powergamer around, there's very little chance of a player accidentally creating a character that's isn't effective in the group.

    What excites me as a player is the fact that you get something cool at every level. It was always kind of boring as a fighter in 3.x: "Another feat. Yawn. This'll be interesting in another dozen levels when my build finally comes together". In 4e, I get something new to play with each time.

    What excites me as a DM is that my life got easier. There aren't any "Attack of opportunity" or "grapple" nightmare rules like before. There's less opportunity for rule-lawyering and general powergaming. The various social skills have been streamlined, giving the DM the chance to RP with interested players, while disinterested players can just roll their way through it.

    What doesn't excite me is the online component. From what I've seen I don't think WotC has the staff necessary to put out quality software. Anyone remember the e-tools they touted in 2000. No? There's a reason you don't. They got delayed for _years_, and when they finally came out they were terrible, unusable even. Software development at that scale is hard and it's even harder if you're not a software development house and aren't used to managing the projects.

    Some people will complain that the new rules are too much like an MMO. It's their choice as to whether that's something they'll enjoy. One thing to keep in mind is this: It doesn't matter if you've been DMing for 30 years, any given MMO sees their rules exercised more in a single weekend that you've done in your career. A MMO is a crucible for finding rules that require a _minimum of human intervention_.

    It boils down to this: if you enjoy the act of playing with your group and the rules are an accessory, then you'll love 4e. If you enjoy playing with the rules and your group is an accessory, then you'll hate 4e.

    The MM is what you would expect: 150 or so monsters for heroes to fight. There's not much info that would be useful to the player. To help the DM, most monster entries (maybe all?) have an "Encounter Group", which is gives a list of creatures that, together with the current one, would make an appropriate encounter for a group of PCs and that makes sense in the D&D universe. The encounter group gives the recommended level and resulting XP. (Unlike 3.x, XP rewards don't scale based on the PC's level compared to the Challenge Rating. It's like 2E, where each monster has a set XP reward)

    If you read the DMG2 for 3.x, the 4e DMG will be quite familiar. Most of the rules have been moved to the PHB, leaving MUCH more space available for giving advice to the DM on how to run a successful game. (If you DM 3.x and haven't read the DMG2, it's worth taking a look at, even if you don't choose to move up to 4e).

    The DMG takes a back seat at the table. This is a benefit for both players and DMs. Players don't need to buy it for the magic items(which are now in the PHB) and well-prepared DM could get away with leaving the book at home.

    3-0 out of 5 stars For some, great. For me, boring., July 6, 2008
    I was really looking forward to 4ed. The idea that you can just pick-up and play without having to decipher lots of fine print and sub-rules and supplements and so on, this seemed like a good idea. (Although, frankly, the mastery of D&D minutiae is most certainly the appeal for some geeks.)

    Surprisingly, I've had to literally force my way through the Player's Handbook. It's all so ... boring. Part of the fun of D&D (for me, as a DM) was reading through all the possibilities, and imagining more. 3ed had this in spades: You could do just about anything, and it gave a lot of room to go in interesting and unique directions.

    4ed, meanwhile, maps everything out. Everything is classified in terms of how often you can use it, and you add this power or that feat at each level according to a unified formula. It reminds me more of Diablo than anything.

    I'm not being dismissive, either. Really, 4ed is an impressive piece of work, streamlining and cleaning up a very messy game. I give it three (of five) stars because it's so easy to read and has big type with every detail clerly spelled out. (I don't like the artwork but that's my own taste.) It will surely be easier for people to casually pick up and play. What I can't figure out is why they--or really, why =I= would want to play it.

    I gather that a lot of issues with 3ed came about because of pickup and competition games. There are such things as "powergamers" and "rules lawyers" and they found ways to drag the game down. And, of course, not all classes in previous editions were equally powerful, if you crunched the numbers. (It never occurred to me that this was a problem, but then I do everything I can to keep my players from focusing on the numbers.)

    So, I guess 4ed is good in that regard. Every character boils down to one of four combat roles, and all the features they can acquire are centered around those roles, one of which they'll likely specialize in. (It's probably not as boring as I just made it sound there.)

    Now, I run a very DM-centered game, and 4ed diminishes that greatly. The races have a back story which implies a pre-made, common world; Clerics pick from a variety of bland, pre-made deities; The magic items are listed in the PHB and a player can acquire them easily based on level, which implies a world where magic becomes banal at some level.

    This is great for a pick-up game, I'm sure. And of course, the DM who doesn't care for all this can do as he pleases. But at some point, as you're sitting there thinking, "Well, I can ignore the two gratuitous elf races, drop the half-demon and half-dragon races, bring back the full nine alignments, assume that stuff that I miss, like gnomes, druids and illusionists will be back with the PHB II, bring back real multiclassing and prestige classes...", you have to wonder, "Why 4ed at all?"

    Here's a fun fact: In AD&D (what's now referred to as 1ed), you rolled a d20 to attack and checked against a table to see if you hit. Then the monster rolled a d20, etc. Magic-users would use a spell, thieves would try to sneak attack, etc. But that was combat in the original. It was said to represent one minute of fighting, including all the feints, dodges, parries, tumbling, etc. It was detail free, basically, except as the DM described the action. There were no critical hits, there were very tight minimum and maximum ACs. There was no distinction between "touching" and "causing damage" when you hit; it was really very loose and vague.

    Of course, the whole thing was a deliberate simplification. And since D&D's roots were in wargaming, with its considerable, meticulous measures and calculations, you can safely assume the creators weren't afraid of complexity. (I run 3ed like 1ed, essentially ignoring the absurdly extensive 3ed combat rules.)

    4ed, on the other hand, is basically a tactical board game. The rules--I mean, =all= the rules--are pretty much set up to facilitate putting figurines on a grid and having them combat in turn, taking equal amounts of time, doing roughly similarly powered things, and measuring everything in terms of causing damage.

    Hell, you could easily put the character's actions into a computer program and let the players use hotkeys to select which power they want--and I'm sure they're working on it.

    A lot of people seem to love the new rules, and it's not that I looked at the changes and couldn't see exactly why they changed them and why that was a "good thing" (except for the elimination of half the alignments). I get it. I really do get it.

    It just leaves me cold.

    3-0 out of 5 stars Depends On What You Like, November 9, 2008
    Depending on what you are hoping for from this new edition, you will either love it or hate it. It is definitely not for everyone, as can be easily surmised from the highly mixed reviews. You should be clear about what you want out of the time and money you will invest before buying the books. Like anything in life, it depends on what type of experience you value. One thing is for sure - this edition is a very radical departure from the previous D&D and accordingly will provoke a radical reaction, depending on how much you liked or disliked playing 3rd/3.5 Edition D&D, how long you have been playing the game, and what sort of game you like.

    If you are hoping for a more streamlined game that takes the bookishness and vast amounts of reading and reference out, and makes the combat system more interesting and fun, you will love it. It lends itself well to people who like fast-paced, action-packed games and want to spend as little time as possible on character and adventure design so they can just get straight to the action. This edition takes much of the time out character and adventure design and puts it on the action. This change can be quite fun if action is what you like. For the casual or new RPG fan who enjoys playing but does not have time to truly immerse themselves in details of the game, this edition is the best one yet. Most people who will buy these books will probably fit into this category. So for the casual gamer, this is a good edition to buy. It's definitely a more practical edition to play.

    On the other hand, if you are a die-hard D&D nerd with dozens of books, custom made campaign worlds, and more than a decade of experience, hoping for an upgrade path to your current campaign and body of books to make it more playable while keeping the foundation, this is the abomination you have been dreading. The game is now so different from what you have grown to love that it will probably feel like an insult to your hard-earned mastery. If you love spending hours on character creation and adventure design, if you loved the quirks of the system and the differences in how characters progressed, if you loved the various attempts attempts in the rules to simulate reality, you will feel insulted by this edition and will probably want to return the books and just keep playing your old edition.

    Players who began playing the game in its 1st and 2nd editions and have stuck with it for this long have grown to love the quirks of the D&D system and are by and large not pleased with this new edition because Hasbro/WotC have essentially ended the product line while keeping the brand, which is smart for them getting new customers but unfortunate and deceptive for the long-term fan base. They did this by throwing out a huge number of D&D conventions such as saving throws, spell memorization, bards, rolling for hit points, and basically everything that made the game quirky, unpredictable and hard for new players of the ADD (attention deficit disorder) generation to understand. It streamlined the game a lot, but also did away with much of its character as a unique rule system. The baby by and large went out with the bath water.

    Thankfully for the die-hard D&D nerds there is an alternative, and it is called Pathfinder. Repeat: 4th Edition has ZERO backwards compatibility with any previous edition, meaning it is not possible to translate a 1st, 2nd, 3rd or 3.5 edition character into a 4th Edition D&D game. This is a huge blunder on behalf of Hasbro in my opinion, and will cost the company a large part of its dedicated fan base, which will migrate to Pathfinder, stick with older editions, or try out new games altogether. This is not an upgrade path by any means.

    While it is true that most of the 4th Edition rules have largely turned it into more of a fast-paced action/strategy game than a true RPG, this pace of gaming fits what some players want. This does not necessarily take the possibility of role-playing out of the game. Indeed, there is more time for role-playing now, at least for people who don't have time to get deep into the books, since the rules are now much less cumbersome (and also thereby less realistic).

    In all fairness, however, D&D was always a combat-centric and less versatile game compared with other systems like GURPS and Mage. It always had a fair amount of adaptability to different playing styles, but the way your character advanced always had way more to do with defeating monsters than anything else. It is much less versatile than many other systems. If you think that fighting monsters is one of the less fun aspects of role-playing, or if you are more into the magical elements of the game than the hero aspect, you would probably have a whole lot more fun playing GURPS, Ars Magica, or Mage: The Ascension than any version whatsoever of D&D.

    It is not hard to see what caused Hasbro to take the direction it did with this game. The progression of D&D from 2nd to 3rd Edition by and large made the game more complicated. Specialized terms like THAC0 were discarded in favor of the more general bonus system and the weird proficiency system was replaced by the more sensical skill system. But the new system of bonuses quickly became quite cumbersome and actually involved more calculation for most things than the 2nd Edition equivalents, especially when it came to calculating experience. This resulted in a more detailed and realistic game, but also one that took far more time to learn and play. The complexity of the rules actually became a major obstacle for many players, who were more confused about the changes than excited about the additional detail and versatility.

    4th Edition reversed course and did away with that direction of evolution, much like a child destroying a sand castle. While much of the new 3rd Edition rules needed some serious streamlining, many people agree that Hasbro went a bit too far and destroyed a lot of good things about the game that people had grown to love. New players or people unfamiliar or daunted with the old structures will probably be excited about this new edition, whereas people who labored to make the 3rd/3.5 Editions work for them and met with some degree of success will see 4th Edition as an insult to their hard-earned efforts. 3rd/3.5 Edition required a lot of time to become familiar enough with to be usable, but once that time had been invested, it was perhaps the most versatile and adaptable edition and could be a lot of fun with players who were fluent in the rules.

    4th Edition, by contrast, is a usable with far less time investment. For example, character creation now takes only about 30 minutes. Putting an adventure together as DM take easily half the time it used to. The new pre-made modules require much less reference to the core books. If you are fairly new to the system, you will spend far more time actually playing and far less time reading.

    A couple more points worth mentioning - you need a solid five people to make a 4th Edition game work because the mechanics have changed to become much more strategic. The game, sadly, is no longer workable with a DM and one player or a DM and two players. This is very limiting and makes it harder to get a game together. Also, while non-combat elements are certainly possible to integrate into the game, there are few rules to provide for them. Last but not least, all measurements for spells and weapons have been reduced to "squares" instead of feet, making combat virtually impossible without the use of a board and miniatures unless conversion is done. This is not terribly difficult, but is still a pain for those who prefer to play without miniatures.

    All in all, this is a complete game redesign. It represents a major split in the continuum of the game, and will most definitely split most of the fan base into two different camps - one going toward the 4th Edition style of play, and the other going toward Pathfinder or remaining where they are.

    For my part, I like the Revised 2nd Edition of D&D the best. It is only slightly more complicated than 4th Edition in terms of its mechanics, but is also quite expandable and to me strikes the best balance between realism and practicality. The real kicker for me, however, is the fact that it contains the best and most imaginative campaign setting ever released for D&D, with by far the best art ever - Planescape!

    2-0 out of 5 stars Much Function, Little Form, July 15, 2008
    So, after telling myself that I wasn't going to do it, that I was happy with 3E and that I didn't need to go through the "D&D arms race" again, I finally broke down and picked up the three new 4E corebooks. Although I did not purchase the slipcase edition, I figured that this would be the best place for this review, as I did purchase the three books at once, and I'm trying to review the system as a whole, as opposed to any single book.

    I'd like to be able to give this game an exact 2.5-star rating, as I feel that it falls neatly along that line, but as Amazon seems to want to restrict me to whole stars, I'm going to use the D&D method and round down.

    "Ease of use" seemed to be the watchword for the designers of this new edition, and pretty much everything in the system, from the nuts-and-bolts math of "add half your level to everything," to the choices present in character creation, to the revision in combat options, seems to be pointed in that direction. It's hard to create an useless character in this game, and that eternal hobgoblin of game balance -- combat -- has been addressed by focusing a large amount of energy into making sure that everyone comports themselves equally well on the battlemat.

    Gone is BAB; instead, every character adds half their level to the appropriate stat bonus for their roll. Yes, this means that your wizard is as combat-trained as your friend's fighter, with only your Strength bonus as a difference. Gone are saving throws; the old saves from 3E have been translated into defenses similar to AC that the "attacker" (be that a monster, trap or other) rolls against. Anything that offers a save merely asks that you roll a 10 or better on a d20, again guaranteeing that every character has an equal chance to save against a prolonged effect. Even armor class has been altered quite a bit; armor itself provides less protection, but again you get to add half your level, in a move reminiscent of the Defensive Bonus from such games as Iron Heroes (in fact, Mearls contributed to this edition, and both the AC revision and healing surges are his brainchildren from that previous game).

    Gone is multiclassing; a broad range of feats and the ability to take Paragon Paths at 10th level and Epic Destinies at 20th step into the gap, but allow nowhere near the breadth of options found in 3E. Gone are the grappling rules, replaced by the simpler "Grab" option; gone, too, are sundering and disarming attacks. Gone are the long and often bewildering lists of spells available to spellcasters; what they're left with are the cream of the crop in combat ability, but offer little outside of that arena (those "utility" powers that are still available are generally unusable more than once a day).

    It's a game that knows what it wants, and it's pretty sure it knows what you want, too. And that's not exactly a bad thing. Given the options present in games like Exalted or Deadlands (or, God forbid, GURPS), I've seen players go into Decision Paralysis that completely shut down their ability to create a character or go through a simple combat, due to one overriding thought -- "What if I choose poorly?" You can't choose poorly in 4E. You copy your stats from the Players' Handbook to your character sheet, fill in a few blanks (with a wink and a nod as to what you should be filling them with), and proceed to move your character through his routine, confident that he'll never underperform (or overperform) when things go south and the swords come out.

    Ultimately, it's a very safe game decision-wise, but it's true that it also lacks the ability to accomodate a very wide variety of character types. So, for example, if you were hoping to focus most of your character's abilities on skills and languages, making her the party's "knowledge battery" at the expense of her combat prowess, you'll need a new character concept. Skills are either trained or untrained (there is no accumulation of skill points from level to level), and again, half your level comes into play, so no one character can really be more or less skilled than another; they're only proficient in different areas. And while it's true that WotC will no doubt offer us a buffet of additional powers in upcoming supplements and through "D&D Insider," those powers will still be laid over the safety-net foundation of the core rules, and doubtless balanced to be completely even with other powers from other classes.

    In the end, it's a hard game to screw up, but it's a hard game to excel at, too, simply because all decision trees present in the game have been perfectly balanced for exceeding, almost painful, equality. True, this eliminates a lot of the nightmares of the previous edition, but it also eliminates a bit of the beauty, leaving us with a game that contains a lot of function, but very little form.

    1-0 out of 5 stars Squandered Potential, November 10, 2008
    When I first heard about 4th edition I was quite excited. I couldn't wait to get my hands on all the brand new shiny rules. I read all the updates about the new races and classes from Wizards of the Coast online, and I thought "hmmm a little bit strange that they seem to be making so many changes, but they still sound like great ideas". When the books finally came out, I bought my copies right away, and read through them. At first I was confused by the fact that the new game was COMPLETELY new. There was basically nothing left of the old editions in 4th edition. It was a totally new game. Strange, I thought, but I ignored that little voice telling me to be wary and went ahead and started up a game with some of my friends, all D&D 3.5 players who had also been waiting for the new edition to come out... all except for one friend who refused to play because he hated the new changes. I tried to explain that they weren't changes as much as it was a whole new game, but he said that was even worse. I ignored his opinions, but now in hindsight, he was absolutely correct.

    As we played the game, at first we thought the game was a blast. It was fun having special "powers" as a fighter, and being able to use spells over and over again, but as the weeks progressed we started to notice some things as we reached higher levels (I think that 12th was the highest level anyone in our group reached). We weren't really enjoying the game like we did the first few times when it was still new, and 2 players started making excuses not to show up at the game, and 1 other player though he came to the game every time, constantly expressed an interest in going back to 3.5 or playing a totally different system. Essentially everyone was bored with 4th, and after having only played for about a month and a half. We'd had 3.0 and 3.5 games that had lasted years without players leaving or expressing boredom. No one was looking forward to the next game session and no one really cared about their characters. We played a few more times, but then agreed to quit and started a new 3.5 game, but we decided to use only the 3 core books of 3.5 (PHB, DMG, and MM) to see if we became as bored with it as quickly as we did with 4th. Needless to say, that game is still going (but we did allow one player to use a prestige class from complete mage).

    Overall, while 4th edition seemed fun at first, we quickly realized that character building choices, such as feats and powers mattered very little in the long run. It was almost impossible to build an interesting and unique character. Even the classes bled together, despite having different powers. The only element of the characters that seemed unique was the race, but still every character of the same race seemed the same, and if "you didn't play enough different characters to know if they can be unique or not" is your counter argument, then you would be wrong as far as I'm concerned. We played 2 times a week for almost 2 months, and with 3 complete parties wiped out by assorted "balanced encounters" each of us played at least 4 characters.

    Which brings me to another point that I haven't seen many people mention; the increasesd lethality of this edition. Our DM started with a module (keep of the shadowfall or something like that) and we were killed (one person escaped) by a group of kobolds. We chalked it up to inexperience with the new system, and tried to use better tactics next time. We made it through to the end of the module but were almost wiped again by the final encounter (2 people out of 5 died, but only 1 person was left actually conscious when the bad guy died). We figured that maybe the module was just designed to be a meat-grinder style adventure so the DM started planning his own game with encounters balanced according to the DMG. Two games later our party was wiped out completely (no one escaped) by an elite solo monster that was supposedly a balanced "boss" encounter for our party level. After this another player wanted to DM for a while, so we started new characters but at the same levels as our last characters. It went pretty good for a while, but then one player stopped showing up to games, for various reasons, and then some number of games after that (i think it was about 2 levels since we started over, I can't really remember) our party was TPKed again. In between the start over and the TPK 2 people had died in isolated situations but those seemed normal at the time. Even though we were TPKed the DM said that we'd "been captured" and we had to fight our way out of prison, which was kind of fun, but it felt fake and undeserved.

    When 4th edition info first started to appear on the internet, there was talk of characters being "pumped up" with hit points and that this would increase early level survivability. It turns out the opposite is actually true. The characters have more HP but so do the monsters; unbelievable numbers of HP in some cases. Fights seem to drag on and on as the players swing and do minor amounts of damage to the creatures massive HP scores which are in every case but "minions" equal to or greater than the players HP scores. Minions on the other hand may seem like a good idea; monsters that can be used as a howling horde of weaklings, but die quickly. However, in practice they take the fun out of the battle. When you hit a minion it feels like a "gimme", like patting a little kid on the head and saying "good job! you hit the ball!" (straight to the firstbaseman). They all have one hit point and die from a single hit, but they feel very gratuitous, almost pointless. Not only are they simply an annoyance, but they deprive the player the fun and excitement of scoring a critical hit for maximum damage, or even of rolling for damage at all. Very disappointing.

    I could go on detailing other oddities of play experience that our group encountered, but other reviews listed here have pointed them out over and over, and in greater detail than I really care to, mainly because I simply don't care anymore. 4th edition was an opportunity for WotC to fix and update the previous edition, but instead, judging by the final product, the only thing they truly ever intended to update was the company's stock price (Oooh, he made a joke about Wizards only being out to make a profit! Get him! Nerd Rage!). They created a detailed but boring board game, from which I am sure they will make quite a bit of money off of those fooled by the brand label still attached to this unrecognizable edition. I plan to recoup some of what I gave to Wizards by selling my books back to the local game store, since in just a couple of months I've had my fill of 4th edition.

    3-0 out of 5 stars It's a different, good game. But it's D&D in title only., October 26, 2008
    I think that what it all boils down to is this: Folks like me who have been playing D&D since the Blue Box days and have played through the various editions seem to hate 4th edition. Players who are new to the genre seem to like it.

    So what is it that's upsetting the older, more experienced players?

    While listening to the Wizards of the Coast podcast on the differences to 4e they often mentioned wanting to remove the "15 minute adventure day." This is the aspect of D&D where you go in, you fight hard, take damage, and then have to go rest for a day or more to heal up. It's very true that this can be typical of a D&D adventure, especially lower level adventures where the spell casters are very weak. But by changing the rules to eliminate that aspect they profoundly changed the feel of the game.

    In 4e each player has a set of "healing surges". They can use these throughout the day to heal 1/4 of their hit points. At first glance this may sound like a good idea. But what ends up happening is that a character can be beaten and bloodied (or even unconscious and just moments from death) and use a healing surge to bounce back up to full strength in no time. In fact, if they're unconscious and dying but make their saving throw against death the character can bounce back from near death to 1/4 of his total hit points in 2 combat rounds (12 seconds). If you roll a natural 20 you "wake up" with zero hit points and immediately get a free healing surge. So with the proper roll you can go from dead to fighting in 6 seconds of game time. That seems a bit unrealistic, even for a world full of goblins and dragons.

    One of the other aspects of D&D is that spell casters are very weak at lower levels. In 4e the spell casters can blast away even at first level. In fact, they have "per encounter" spells that they can cast once per encounter no matter how many encounters they have that day. In every edition before 4e the Wizard or Sorcerer's spell casting would drain them mentally and they'd have to recover from the exertion of calling in powers from other magical planes of existence. The feeling that it's hard work to cast a spell seems to be missing from 4e.

    This is the kind of thing that the detractors are talking about when they say that 4e is a "dumbed down" version of D&D.

    On The Other Hand: There are really 2 parts to a D&D game. The combat part, and the non-combat part (the role playing part). The role playing part of the game is still up to the DM and the players. It would take a huge change in the rules to destroy the role playing portion of the game experience. But because the risk of death is lessened, the power of spell casters is increased, and the bounce back healing surges exist I think that the new rules may, in fact, be a big enough change to effect the role playing experience. Players can put themselves into situations that they wouldn't in edition 3.5 because they know they can bounce back and keep going. The strength of the magic users and the power of clerics to heal change the dynamic of the game enough that the role playing part is effected.

    There's one last thing to consider as well. Did edition 3.5 need to be updated? There may be small things about 3.5 that could be tweaked, and the Pathfinder RPG has done a wonderful job of that. Pathfinder Roleplaying Game Beta (Pathfinder) But did 3.5 really need to be gutted and changed? I don't think so. It seems to me that Wizards really needed to produce a new product line to continue to build sales and 4e was that new product line. But the decision seems to have come from a marketing and sales point of view rather than from the point of view of "what's best for the RPG gamer". Pathfinder, on the other hand, seems to be written from the point of view of "What's the best way to continue the arc of the 3.5 story line? How can we give the players more within the 3.5 edition and the open gaming license." I think they succeeded.

    At this point in the D&D world we have a split. The new players will probably enjoy 4th edition. But the experienced players will most likely stick with 3.5 and use Pathfinder. My prediction is that within the hard core gamer circles Pathfinder will replace D&D entirely. And in a way, that's too bad. There's a feeling of history with D&D. The older players remember the Gary Gygax days. We remember playing in a game where Mordenkainen and Leomund (Gygax's personal characters) existed and influenced our world. We remember grinding out adventure after adventure as a spell caster just waiting to become so powerful that we can change reality with a wave of our hand. There was a certain feel to the older versions of the game that's profoundly different in 4e.

    And that's what we miss. That's what makes 4e not feel like it's Dungeons and Dragons any more. 4th edition is a great, well designed RPG. It's just not D&D any more.

    5-0 out of 5 stars Heroes finally become heroes..., February 5, 2010
    Given several months of playtesting, my thoughts about the pros and cons of 4th edition relative to 3rd edition, its predecessor and only real competitor.

    Pros:
    As I said above, Heroes finally feel like heroes. In 3rd edition, especially at low levels, the PCs were incredibly weak and one or two shots from an enemy could drop or kill them. In 4th, from the get-go each player has something interesting they can contribute and that their character really is powerful. D&D is supposed to be a game of powerful heroes and evil villains: a wizard that is worthless after casting 2 spells or a cleric or rolls a 1 on one of his two healing spells (his only function) that DAY may make the adventure seem more dangerous, but that's more due to the impotence of the PCs rather than the power of the evils they face.
    Distinct party roles-- many will say this is a distillation of the D&D rules that try to cater to the WoW crowd, and they're partially right. However, it gives each player something they feel they can contribute other than "I roll to attack. I miss, because I'm a wizard and I can't hit anything. Darn." The powers can be cumbersome to keep track of (see below), but they're far more interesting than "I move forward and attack." The powers are very dynamic and well tailored to each class. With at-will, encounter, and daily powers, deciding what to use when can make for plenty of tension; it's with trepidation that a low level PC will burn their daily power to topple that orc underboss.
    Streamlining of rules: we played 3rd edition for several years and still had arguments over exactly what caused an opportunity attack, and when. Combat has been streamlined HEAVILY.
    Good character customization: my biggest fear when I saw the powers system was that the PCs would be shoehorned into doing what the game writers wanted them to. However, with a huge number of character classes with various roles, tons of powers to choose from, and then paragon paths and epic destinies (like prestige classes from 3E, but that actually make sense), it's very possible to have a one-of-a-kind character and to get very different experiences from different characters.
    LOTS of books: there are already tons of supplements to draw from, and almost all are balanced very well and add several new dimensions to the game; not just how to make a character more powerful, but how best to PLAY that character, from an RP sense and a game mechanics sense. Also, compared to 3rd edition the supplements are MUCH higher quality; no more paperback "Sword and Fist" books falling apart. Even the DM Screen is thick, laminate cardboard rather than the stock paper of previous screens.

    Cons:
    Art style: I loved the art style of the old games. One of my players put it best: "Everyone in the books looks like they just crawled out of the bath."
    Monster difficulty: the Monster Manual is very well balanced and the DMG gives very good instruction on how to make easy, normal, or difficult encounters. However, I had to fast-track my PCs to 5 just to give them some interesting things to fight; even gnolls are 5th level monsters now, which makes them more fun to fight, but really hampers what low level PCs can fight (hint: kobolds and human bandits).
    Powers: I stand by what I said when I said that combat is streamlined and, with all the different powers, much more interesting. However, as a DM, trying to learn all of the powers and keep track of the (many) status effects upon both the PCs and the monsters can become a real pain in the butt. Our group uses a white board with initiative order and status effects by each person's name-- I'd recommend you do the same.
    LOTS of books: You'll note this was also a pro, because by and large most of the books are well made. However, with 2 player's handbooks, now 2 DMGs, tons of source materials-- I understand that WotC is a company and I understand and respect their desire to make a profit off of their efforts, but at $20-30 a pop, be judicious about what books you buy. To start, the core rule gift set and the Player's Handbook 2 will keep you going for a long time.

    Final Thoughts:

    I loved 3rd edition. I played 2nd a bit, but started DMing with 3rd and ran it for several years. I was hesitant about 4th, but the new races and classes are tremendously well balanced and flesh out the ever-more-stale "standard fantasy setting". The DMG offers advice solely on how to run a good game rather than being filled with treasure tables, which are in the Player's Guide. I understand that it's not for everyone-- truth told, D&D is a game and it's evolved HEAVILY since the 70s. If you like 3rd edition better, by all means stick with it and enjoy; it's a solid ruleset. However, as a DM, and with all but one player who've played D&D for 10 years, we're hooked on 4th edition and I couldn't imagine going back.

    3-0 out of 5 stars Streamlining at the expense of freedom, July 7, 2008
    4th edition seems more like a successor to 2nd edition than it does to 3rd/3.5. The 2 hallmarks of 3rd edition were (mostly) sensible codified rules, and freedom, especially from arbitrary rules (like race restrictions on classes). While there are exceptions to both in 3.x, these trends permeated the system as a whole, and it was a better game than its predecessor in virtually every way I can think of.

    4th edition doesn't mess too much with with the first hallmark (though it does seem like a tiny step backward), it really reverses itself on the second. Not completely; it's not as bad as second edition, but it's sad to see this in 3.x's successor.

    Classes are once again very rigid, and with little room to deviate on the narrow path (or often two paths) it sets in front of you. Want to use two weapons? Only a Ranger gets to make any extra attacks with them. Want to be able to use a bow/crossbow? Ranger is your only real choice (well, rogue has some minor ranged stuff for a crossbow). It's very Video game / World of Warcraft inspired; it's a shame they carried over the bad stuff from video games (massive constraint), eliminating a lot of the strength Pen & paper RPGs have over video games. For the record, I'm not bashing video games, I'm an avid player of both).

    Multiclassing is one of the biggest victims. While there were problems with 3rd edition multiclassing, the method of doing so was nearly flawless. The discrepancies between multiclassing martial classes (good) and caster classes (bad) came from the way martial classes were front-loaded with diminishing returns and caster classes had weak starts with near god-like endgame powers.

    As a DM, I loved the finely crafted enemies in 3.x that you could build with the care and attention to detail that a player takes in creating PCs. Getting a Race/Class combination, choosing feats/equipment to suit them, etc. That's gone. Enemies are pretty much all off the shelf with the possibility of small changes like across the board generic +1 to 5 or -1 to 5 too defenses/attacks. Templates are a little bit better, but are almost as much work as fine-tuning a 3.x enemy for almost none of the customization.

    But, it's not all bad. For all the sacrifices that they made to the game, they did add some benefits. The game is more streamlined now. 3rd edition codified rules instead of making DMs wing a lot of it, but in some respects it went too far. No longer do you have to worry about 7 different penalties from 3 different sources for holding 2 weapons. That wasn't very fun. Grapple is now a single check instead of 4 separate rolls (whose modifiers were arbitrary and changed with every new release of the FAQ). Spells/effects typically only last for 1-2 rounds or the end of the encounter so you don't have to worry about having 12 different buffs with varying durations on you. Basically, once you've got your character sheet made, the game chugs along with minimal stoppage for rules consultations, and questions like "has it been 16 minutes since that last battle, I've got 3 buffs that wear off then?" etc. or recalculating attacks/saves past a common +2 you might have from this ability and a bonus for attacking a prone opponent, etc.

    While it will be many months until I can really comment on the overall balance of the classes compared to one another, abilities do seem much more spread out over the levels. There are no more "empty" levels where you get nothing but HP and a few skillpoints. The fighter class isn't nearly so boring as a feat every other level (in a game where feats never got more powerful past 6th level until years later with supplements).

    The one big change that I am most fond of is more per-encounter balancing of the game. I am pleasantly surprised they finally ditched Vancian spellcasting sacred cow (you're next: alignment!), and make a low-level caster fun to play (no more 3 spells and then stuck with weak crossbow abilities for the rest of the game). This is really the defining positive feature of this edition in my opinion, and does shore up some of its weaknesses, even if it's not enough to raise my rating over 3 stars.

    So, all in all, a much streamlined game, but one that sacrificed a lot of its ability to micromanage and customize its aspects. I'll likely have fun with it for a little while, but I also see that fun ending much quicker than with 3.x edition. You'll almost have to purchase expansion books to keep anything more than the campaign itself from being trodden ground (like the guy that plays the same character over and over again with only a letter change in his name)...then again, that could have been Wizards of the Coast's intention all along...

    2-0 out of 5 stars Not the best foot forward, July 9, 2008
    I'll admit, I'm not going to be kind, but I think this ruleset is getting what it deserves.

    4E does has its good points. Slimming the rules down is something the game needed. Combat is extremely tactical. If you like lots of combat or are into table-top combat games, you'll enjoy this part of the game immensely. There are plenty of tidbits that could allude to hours worth of roleplaying. The DM has more control over the game (though I wish they would quit ending each rule with "...unless the DM says otherwise." Stop being wishy-washy WotC, and we ALL know the DM can change the rules any time he feels like it anyways. We don't need it beaten over our head every few paragraphs.)

    But for every good point 4E has, it has at least twice as many strikes against it.

    The rules have been slimmed down to the point that they are often confusing, contradictory or incomplete. The current hubbub surrounding the Stealth skill is one example. Several other areas of the rules feel incomplete or are just badly worded. And in many cases, pieces of a rule you need can be scattered between three and four different sections, thanks to keywords and WotC's sometimes baffling organization of the information.

    Roleplaying is mostly ignored; though you are thrown scraps here and there that could easily be developed and fleshed out, the focus of the game is clearly on combat, with a dash of plot mixed into the mess. You're "on your own" for justifying the use of any of the powers, skills or other pieces of the game outside of combat, as if ignoring the world beyond combat was a perk to the system, not a bug. I could just as easily roleplay with games like Descent, Heroquest, Dragon Strike or Warhammer Quest and get in about the same amount of combat. Really, this doesn't feel like a roleplaying game so much as a board game with a running group of loosely interconnected scenarios that someone slapped the label of "story" on it.

    Feats have become worthless - to the point of ignoring them won't hurt your character at all. Rituals are forgettable as well as now. And while Paragon classes will get you extra "cool powerz", they don't allow you to really build on the concept of your character to build it in other ways beside being good in a fight.

    There is a serious disconnect between logic and the game. You can do things that mechanically make sense, but have a huge disconnect in why it would work. Don't put too much thought into the whys of the game; the fragile suspension of belief will simply crumble away. Just get it in your head it's a game and move on. Your brain will hurt less.

    If you've made one character, you've pretty much made them all. Two strikers pretty much will have the same defense scores and dish out the same damage, even if one's a ranger and the other is a rogue. Your unarmored rogue will have about the same AC as scale & shield fighter. The cleric and the warlord can heal party members for pretty much the same amount. If you're not a striker, everybody deals pretty much the same amount of damage. In a way, it's sort of blah. The only difference is the effects you deal with your base damage, and that loses its charm very quickly. Expect your first few combats to be exciting, but it quickly starts degrading into the same sort of pattern as the old "I charge, I swing, I hit, I miss, etc.", except it becomes "I move here. I use this power. I hit, deal this damage and inflict this effect. He makes his save. I move here, use this power ... rinse and repeat."

    Half of the game is missing - or at least it feels like it. If you're a veteran of previous editions, there is so much missing from just the core books that I felt quite dismayed. From missing races, classes, whole groupings of spells (summoning and polymorph just to start) and a disappointing list of weapons, armor and equipment (heck, they forgot to list lamp oil in the equipment list to fill up those lanterns you can buy!). Whole groups of magic items are gone - it feels like basically anything in the game that's use was primarily outside of combat.

    Telling us that these things, that were previous in the core book will be available "down the road" is a copout for the true problem with 4E. This is a system that will nickle and dime you to death to get the "full-blown" system. Don't fall for it.

    Oh, and to top it all off, there's the fact that books are very shoddily constructed. The ink in my DMG has smeared at a touch, and I have about 3 pages where the ink at the time of print left a red streak that runs down the page (the pages are in the "Adding templates to monsters" section, and the ink is obviously from the red headers on those pages). Also, the interior book binding is splitting away from the covers/spine. Another player in my group has had his PHB less than a month (in a bookbag in the car, only coming out for our once-a-week game), and the pages are falling out of his book already. I'm afraid to even take the books down from the shelves anymore.

    2-0 out of 5 stars Differences from previous concepts don't suit me., July 10, 2008
    While I do feel there are some good points to this system (and yes, I do own the books) I feel there are some major mistakes that I need to bring up with the general public.
    1) The classes just didn't inspire me like previous editions or other game systems as it's much more restrictive than most other game systems or even older editions. To do a lot of "old" concepts we'll have to wait for new books but I feel that an important component to a tabletop RPG system is that when you get the "core" or "base" books that you are able to do put together the base structure of anything you want and further books enhance the experience. 4th ed so far seems as though I NEED more books to come out to make the new "multi-classing" system work in the campaigns I would be involved in.
    2) The magic system (for combat purposes) has become much more mundane than almost any other magic system I can think of in a tabletop RPG game. Also, the combat itself is designed so that the powers are used similar in fashion to a video game or card game, where you "tap" or put on "cooldown" a given ability.
    This lends itself to another one of it's major flaws, the general combat system through all classes feels a bit repetitive to me.
    With all that stated I do think that 4th edition has some strong points, it brings known concepts for other types of gamers such as CCG and Video/Console gamers into the system. While this makes it a system I am not particularly fond of for my tabletop experience it can be a useful introduction into the tabletop RPG genre for many people. I believe this is something that very much was important to the developers as Hasbro's ownership of WotC has definitely pushed for all of WotC's products to be more "approachable" for a wider audience.
    Have a friend you want to get into tabletop? Well this system might just be for you.
    Sadly, for me, I need a character creation system that works with me rather than hinders me and I need a much less mundane feel to my magic system. It's not fun for me to have everyone be "the same but different."
    Thanks for reading my babbling, I hope in some small way my review has been helpful.
    ... Read more


    15. Trail of the Gods (The Morcyth Saga)
    by Brian S. Pratt
    Kindle Edition
    list price: $5.99
    Asin: B0019BNDIK
    Publisher: Brian S. Pratt
    Sales Rank: 1943
    Average Customer Review: 4.0 out of 5 stars
    US | Canada | United Kingdom | Germany | France | Japan

    Editorial Review

    The 'Fire', a powerful artifact of the god Dmon-Li has fallen into James' hands. A spirit of a former Priest of Morcyth told him that he must hide it, that should the followers of Dmon-Li find it, the results would be devastating for this world.

    James begins experimenting with magic in order to use it to aid in the hiding of the Fire. Unlocking the secrets behind the crystal he found in the swamp, he learns to harness magical energy to aid him in this endeavor.

    The quest for answers eventually draws James and Jiron to the enemy occupied town of Saragon, where they've been told the last High Priest of Morcyth had been born. Hoping to discover a clue as to where the last of the Priesthood of Morcyth went after abandoning the High Temple in the City of Light. They make their way through enemy occupied Madoc to Saragon where they begin scouring the city under the very nose of the Empire!

    The fourth installment of The Morcyth Saga, which began in The Unsuspecting Mage continues a new epic fantasy series t
    ... Read more

    Reviews

    5-0 out of 5 stars Story continues strong, February 23, 2007
    The first three books were action packed all the way. But here in the fourth, James is allowed a little breathing space. Pratt goes into more of the fundamentals of magic. The first several chapters are at the Ranch which is what James calls the home he has acquired in Trendle. Here he has time to work on figuring out how to harness magic and to better learn to control it. I liked the fact that we got to see him work on spells a bit more. In previous books James has had to stick to several rote spells that he was able to figure out and it's nice to see a bit more variety.

    The author's writing has greatly improved by this time, maybe he has gotten the help of a better editor. Whatever he's done, the story moves along better.

    Two parts I especially liked in Trail of the Gods. The first one is when Jiron and James sneak into Saragon to try and discover where the Priests of Morcyth had gone. The other was near the end of the book when they begin climbing the stairs that I believe are depicted on the cover of the book. From that point on things are fast paced until the end.

    Still a great series and I'm glad I found it.

    5-0 out of 5 stars Excitement and adventure is awesome!!, November 3, 2006
    Enjoyed Book 4 to its fullest. I've not been so spellbound with a saga.
    Looking forward to continuing James' new world quest in Book 5.

    4-0 out of 5 stars easy read, November 26, 2010
    i downloaded the first book of the series as a free book for my kindle. I found it interesting enough to purchase the entire series. Is the book/series predictable? Yes. It is an easy to read, is to pick up book. If you need more fantasy/sci-fi or more intellect stimulation don't buy the book or the series and get Tolkien instead. But if you like book that is easy and where you don't have to think about the plot etc, get it, and read it. Follow the characters.....

    1-0 out of 5 stars Mike Tyson?, November 1, 2010
    I have completed the entire series and this review encompasses all of these installments. I think it is somewhat unfair to rate a series based on a single installment. In addition I know that for me I read about 4 books a week and generally read an entire series if I start. I wish i had read a review before starting this series.

    The overall plot and pace of book are decent. The basic concept for the book is somewhat original.

    Now the things that really bug me about the book:

    1. Grammar.
    2. Made up and misused vocabulary that should be in the basic toolkit of any author. I have to give just a few examples that really annoyed me and made me yell at the author. He uses the phrase 'empirical soldier' instead of using the appropriate imperial soldier, James frequently describes himself as being systematical, describes a situation as 'problematical', confuses heel and heal numerous times, lists 3 items then states 'neither', not to mention lack of variance in presenting dialogue.
    3. Very shallow characters: James' great love interest is essentially a girl he met at a party one night, sent a dolphin analogue carving to as a gift, and had a paragraph conversation with after a high seas rescue. Give 7 installments in this saga, before we can buy this as a great love maybe a bit more development is needed.
    4. James, James, and James - this character is shallow, vapid, inconsistent, and a whiner. Typical high school student nothing exceptional other than his ability to wish really, really hard. He is constantly preaching a somewhat socialist mantra about helping the poor and uses the communist phrase 'for the greater good' several times in the book. Yet James is the only person who seems always to skip his turn on watch, nobody is allowed to eat until he sits down at dinner, he has the only valet in the war camp, they are all in the adventures together but somehow James is the one in control of the purse. Having a spoiled teenage daughter I can recognize the poorly considered, shallow, and vociferously championed positions of the author via James.

    My suggestion as an alternative to this series- find a self centered vapid teenager who has a very high opinion of their insight and lurk on their facebook page. The dialogue will be every bit as enlightened as James and Miko. ... Read more


    16. Heroes of the Fallen Lands: An Essential Dungeons & Dragons Supplement (4th Edition D&D)
    by Mike Mearls, Rodney Thompson, Bill Slavicsek
    Paperback
    list price: $19.95 -- our price: $12.62
    (price subject to change: see help)
    Isbn: 0786956208
    Publisher: Wizards of the Coast
    Sales Rank: 8340
    Average Customer Review: 4.1 out of 5 stars
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    Editorial Review

    Exciting new builds and character options for the cleric, fighter, ranger, rogue, and wizard classes.

    This essential player product for the 4th Edition Dungeons & Dragons® Fantasy Roleplaying Game presents exciting new builds for the most iconic classes: the cleric, the fighter, the ranger, the rogue, and the wizard. Each class comes with a set of new powers, class features, paragon paths, epic destinies, and more that beginning players can use to build the characters they want to play and experienced players can plunder for existing 4th Edition characters.
     
    In addition to new builds, this book presents expanded information and racial traits for some of the game’s most popular races, including dwarves, eladrin, elves, halflings, and humans.
    ... Read more

    Reviews

    5-0 out of 5 stars Great new options for old players, and a perfect gateway for new, September 21, 2010
    Alright, this one will get long. If you're just looking for a quick blurb, here goes!

    "Heroes of the Fallen lands is not only (1) an outstanding supplement for existing 4e players which presents daring new class builds, but also (2) a great introduction to the game for new players, and (3) an olive branch to existing D&D and Pathfinder players who felt that 4e had moved too far away from their favorite styles of play. There's something here for everyone who plays D&D, or who wants to see what the fuss is all about. For most existing players it won't replace the PHB, but for newer players, it's a standalone work."

    Now, for the rest, which I'm certain is tl;dr... I've had this book for a week and a half, and I read too many forums.

    * Let's get this out of the way.... Is Essentials an EDITION CHANGE?
    If you check forums and talk to game shop owners, when Essentials was announced, the interwebs went all a-twitter about it being a new edition. Heck; you can see it in a thread on this very site. Lots of people have been calling it "4.5" - an echo of 3e's major shift to 3.5 three years after its release. Well, from reading the book and taking a look at the current state of 4e, I don't think it's an edition step at all. If you don't care about this discussion, skip down to the next header.

    Don't get me wrong - there are some rule changes. But let's face it - we're 4e players; rule changes and updates are almost a monthly thing for us (though it's slowed a bit). There are also new class builds which don't use the regular At-Will/Encounter/Daily power progression. Well, we've had that since PHB3. There are a good number of feats which have been changed. What's more, new feats won't have tier requirements. Again, feat changes are nothing new - but many of these (with the exception of Melee Training) have been considerably improved. Magic item rarity is an add-on system which any DM could include or ignore.

    For an edition change, I expect something drastic and dramatic. I expect to have to re-make characters, buy new books, and more or less stop using the old books. This isn't the case here. As an example, I couldn't make a 3.5 Fighter and take a one-level dip into 3.0 Ranger. I couldn't make a 3.5 Wizard and pick 3.0 Haste. If I wanted to pick up the Knight of the Chalice prestige class, I had to use the version in Complete Divine, rather than Defenders of the Faith. Basically everything in 3.0 was replaced by everything in 3.5. This isn't the case here, at all - I couldn't imagine just using this book and shelving my PHB. It can serve as a standalone game, but WotC wasn't joking when they promised broad compatibility. I see zero issues with mixing Essentials options with "regular" 4e options; it's all 4e. In fact, for my upcoming Dark Sun campaign, one player is going to use the Thief build, and another will use the new DDI-only Essentials Assassin build.

    So if it's not a new edition, just what *is* Essentials? Wizards of the Coast has been pretty clear about what it is and isn't, but the problem is that it's a whole lot of things and it wears different hats for different audiences. So lots of us have looked at it, decided that Wizards is giving conflicting information, and left more confused than before. Given that, I'll try to break it down into groups.

    * FOR EVERYONE
    This is a pretty neat book for your $20. It's softcover, and digest-sized, but I haven't missed the hardcover yet. While it's theorertically "lay-flat," I find that it's actually "lay a bit flatter and don't worry about bending the cover." It's fairly heavy for its size - it feels about the same weight as a PHB. The header fonts are enormous, but the regular fonts are about normal 4e size. I find I kinda love the digest size because it makes it much easier to read while laying down in bed, and will have no hesitation about buying more of them.

    * IF YOU'RE AN EXISTING 4E PLAYER...
    ...and enjoy the game, think of this as the PHB4 and some updates. It has some radical new takes on existing 4e classes. While the Cleric (Warpriest) and Wizard (Mage) still hew pretty close to their PHB counterparts, the new Fighter (Knight), Fighter (Slayer), and Rogue (Thief) are quite different. First off, the Fighter (Slayer) is a striker - not a defender, like every other Fighter is. Second, all three of these classes *rely on modified Basic Attacks in combat*. Knights and Slayers go into "stances" which may cause an enemy hit by a Basic Attack to be slowed, or a stance which lets them Cleave. Thieves get "tricks" - move actions which let them skirmish more effectively, and improve their melee attacks. I can't speak yet as to these new subclasses' effectiveness, but they look fairly capable. I worry that an experienced player may get bored with them, but for a new player, these new options look very workable. Time will tell.

    There are a lot of new feats, which show a changed philosophy. There are no Paragon or Epic feats here; instead, all the feats are available at 1st level, and most of them improve as the character advances in tier. The basics are here - Improved Initiative, Weapon Focus, Toughness, yadda yadda. There are also new (and badly needed) feats - Implement Focus is finally an option! Expertise feats are all of a sudden interesting! The various Defense feats have been seriously beefed up. And - awesomely - there are new Defense feats with a high stat prerequisites which give flavorful riders for your Superior Will, Reflexes, or Fortitude.

    For most current 4e players, I don't forsee you putting away your PHB any time soon. The new classes are just new options, and look like they will work at your existing table without adjustment to any characters. Each of these subclasses is very narrow and focused, and I don't think most experienced 4e players will go with (for example) a Thief instead of a PHB Rogue. This is not a replacement for what you already have, unless you decide to make it one.

    * IF YOU'RE A BRAND NEW PLAYER...
    This will be all you need if you have a group available. This covers all the basic rules for players, presented in a user-friendly manner, with a lot of explanation and detail. You don't need both this and the Rules Compendium; this will tell you everything you need to know to make these five or six classes. It's a very good intro to the game, and it's specifically written with you in mind. Your DM will want the DM's kit, and maybe the Rules Compendium and Monster Vault, but as a player, $20 covers all the bases.

    * Finally, if you're NOT A FAN OF 4E or a LAPSED PLAYER...
    ...this book is Mike Mearls's olive branch to you. Don't get me wrong - this is still 4e, but the options presented herein have a distinctly older-edition feel. If you didn't like or Fighters and Rogues using Daily and Encounter powers, these builds will make a lot more sense to you. If you wanted Wizards that did more finesse-type stuff, like taking control of enemies' minds and charming shopkeepers, this will be a step in the right direction. (Don't get me wrong; a 4e Wizard will never have the bag of tricks a 3.5 Wizard did, but I think you'll find the Essentials Wizard options a bit more to your liking.) If you were unhappy because so many 4e books read like technical manuals, you will find that the flavor text is back. (And there's a LOT of it.) If you couldn't stand the way 4e dealt with magic items, the new magic item rarity will help a lot - it partially fixes the economy, and puts magic item distribution even more firmly back in the DM's hands than it was in 3e. If you wanted to make a Fighter and just say, "I hit it with my sword," that's once again an option.

    So while it won't be to everyone's tastes, I'd recommend you take a look at it and see if you want to give 4e another chance - or even a first one. WotC listened. It's not an entirely new game, but it is a brand new set of options which look specifically aimed towards getting that old-school feel into 4e.

    For a discounted $20, it's tough to go wrong with this, for anyone interested in D&D of any edition.

    4-0 out of 5 stars Great new builds but uncertain of how it will work with the 'core' rules, October 1, 2010
    Quickly:
    Interesting new builds, quite a few changes, still wondering how this will be compatible/integrated with 'core 4e'

    Summary:
    Heroes of the Fallen Lands is part of the new Dungeons and Dragons Essentials Line. Essentials is a type of re-boot for 4th edition D&D and is based on classic D&D themes and feel. These books have been streamlined and somewhat simplified in order to ease the learning curve for new players. That being said there are plenty of new options for existing players and new Essentials rules are designed to work along side existing characters and game. This particular book is the first 'player book' in the series and contains the rules a player requires to make a Cleric, Fighter, Rogue or Wizard.

    The first things you will notice about this book is the size, type and price. Essentials books are produced in Digest format, meaning they are approximately 5� x 8� inches and soft cover. In addition they have a cover price of only $23.95CAN. This is quite a change from the large hardcover books produced so far.

    Heroes of the Fallen Land is 365 page (367 if you count the character sheet). Like the players handbooks before it most of this is taken up by the sections on the individual classes. Other sections include an introduction, Game Overview, Character Generation summary, How to read a power, Races, Skills, Feats and Equipment. A great glossary and index finish off the book.

    The introduction has a really quick intro to RPGs and notes the three rules of D&D; roll a D20 add modifiers and try to beat a target number, Specific beats general and always round down.

    The Game Overview describes exactly what Dungeons and Dragons is. In introduces the DM, the players, characters, the game world, etc. Tiers of play are mentions and the first of many suggestions to subscribe to Insider can be found there. The chapter goes through how to play the game including a very short example of play. The playing the game section gives a good overview of pretty much everything that will come up in a game but instead of going into detail it refers you to later parts of the book or to the Rules Compendium (released at the same time as this book).

    Making Characters gives an overview on what you need to do to make a Heroes of the Fallen Lands Character. Most of the generic parts of character creation are detailed here, the stuff that applies to every character regardless of race or class. Things like Stats, Alignment, Background, Religious beliefs etc. Like the last chapter this section is has quite a bit of summary without details and references later chapters and/or the Rules Compendium.

    Understanding Powers explains exactly what you think it would. How to read an understand powers. Full details of each line that could be in a power are given. Again this is just a summary and the full rules for powers can be found in the Rules Compendium.

    Character Classes is the meat of this book. It provides rules for 4 classes; Cleric, Fighter, Rogue and Wizard. There are different builds for many of these classes. All of these follow a different format from what was previously released in the Player's Handbooks. Each class now has a level chart (reminiscent of previous editions of D&D) which let you know what you gain at each level in each build of a class. One paragon path for each build is given and one epic destiny is given. I'm sure people are interested in knowing a bit more about the classes, especially existing players wondering if this book is worth picking up so I will talk a bit about each.

    The Cleric - the new build given is the Warpriest. This is a melee leader who is nearly as good in combat as they are at healing. There are two varieties of Warpriest achieved by the reintroduction of Domains to D&D. Each Warpriest picks which domain they have access two based on what God they Worship. This determines some of the powers they get access to. Heroes of the Fallen Lands contains rules for the Domains of Sun (Pelor) and Storm (Kord). The Sun Warpriest is built around healing and buffing their allies defensively whereas the Storm Warpriest is built around dealing damage and buffing their allies' attacks.

    The Fighter - there are two new builds for Fighter. The first is the Slayer a Striker and the second is the Knight which is a Defender. Fighters are the class that has changed the most for Essentials. They no longer have At-Will or Daily attacks. Instead they have At-Will stances that modify their basic attacks and encounter powers that also modify their basic attacks. The Slayers is built around wielding a two handed weapon and doing the most damage possible while still being resilient enough to stand on the front lines. The Knights is build around battlefield control pinning opponents down while soaking the most damage. It is worth noting that the Slayer and Knight actually each have their own progression table and paragon paths and actually seem more like totally separate classes rather then builds of the same class.

    The Rogue - the new rogue build is the Thief. This one is a call back to the traditional D&D Thief and re-introduces Backstab to Dungeons and Dragons. Similar to the new fighter builds the Thief is based around Basic Attacks. Instead of At-Will stances they get At-Will movement abilities called Tricks. These are interesting powers that gives the thief battlefield mobility and help to set up situations where they can gain combat advantage.

    The Wizard - the Mage is the new Wizard build. Similar to the Cleric Domains the Wizard class sees the return of Schools of Magic. Enchantment, Illusion and Evocation are detailed in this book. Unlike the Cleric's Domain school specialization (which grows as the character levels) mainly offer modifiers for existing powers rather then new powers for the character. Another significant change is the new spellbook. Now Wizards can change out their Encounter powers as well as their Daily and Utility powers after a rest.

    The next chapter contains The Races. This gives updated rules for Dwarves, Humans, Elves, Eladrin and Halflings. The two major changes here are: Humans have a new encounter power that replaces their bonus At-Will at first level and the non-human races now get to choose one of two secondary stats to increase during character creation. This greatly opens up the viable race/class options and is a welcome change. In addition each race has a lot more fluff then released in previous books. Attitudes and beliefs are discussed along with society and community info and roleplaying tips.

    Skills talks about how the various skills your character can learn are used in the game. Each skill is looked at in turn. Again some of the info is left out and references to the Rules Compendium are noted. An updated skill DC chart is given long with new rules on using it. This new chart scales differently then in the past and the suggestions for using it include group skills and talk about the actual chances of a trained vs. untrained character in making a skill check. Another new introduction are improvisation suggestions for each skill showing how players are not limited to 'the rules' and that skills are meant to be open ended.

    Next is Feats. This section has completely changed from previous books. Feats are no longer organized by Tier and all feats are available to all characters at all levels (though some do have prerequisites. Feats are now organized in groupings called Categories. Categories include Armour Training, Divine Devotion, Enduring Stamina, Implement Training, Learning and Lore, Quick Reaction, Steadfast Willpower, Two-Weapon Training, Vigilant Reflexes and Weapon Training. Most of the feats in this book are new to 4e and are actually better then existing feats published in earlier books. It will be interesting to see how these integrate with the existing feats.

    The last chapter is Gear and Weapons. Here you can find all of the stuff a character may want to buy; armour, weapons, travel gear, mounts and food and lodging. Most of this matches previous equipment lists but oddly doesn't have any of the items from the two previous Adventurers Vaults. The weapon list is actually shorter then the PHB and some items have changed (for example Rapier is no longer a specialist weapon). Gear and Weapons finish with the rules for Magic items. Here we see the new rarity system in effect. Instead of 1/4 of the book being magic items like the Player's Handbook, instead we have about 6 pages of common magic items that our newly created heroes can consider buying, when they have enough money.

    The last few pages contain a glossary, index and a newly designed character sheet.

    The Good:
    I found myself liking the smaller size, just for portability sake. I much prefer my large hardcover collection as it looks great on my shelves and will last but toting this book around to game and to read it I grew to like the format. That surprised me.

    I actually like the new builds. I've made a couple of characters now and played a couple of sessions using only the Essentials rules, races and classes and so far I like what I have seen. They definitely give that old school feel. The Thief and Slayer especially have seemed to 'return to their roots'. Now these new classes won't be for everyone but I like what they have brought to the table and I really like the idea of some less complex classes for players who aren't as interested in some of the complex combinations and tactics of some of the later released classes (I'm looking at you Monk).

    I really like the changes and enhancements to the skill section and rules. I love the way opened ended skills are encouraged and the improvisation suggestions are awesome. I really hope players read this section and take it to heart as I find that with all of the power cards and item powers that players forget that they can do things not specifically written down. Improved rules for group checks are also very welcome and the new difficulty chart makes a lot more sense then the old one and I like the way it scales.

    The Bad:
    I'm not really a fan of how the new class section is laid out. It goes level by level explaining all of your options with a lot of exposition on your choices and what they mean to your character. They also seem to indicate that the options presented in the section are the only ones open to the characters even though other sections note that characters are free to choose other options (for example a Slayer taking a level 3 Fighter power from the Knight section). It is somewhat confusing and even I'm not sure the intention here.

    I was very disappointed with the Magic item section. I knew there were new rules for item rarity coming out with Essentials but I didn't expect the options in the player's book to be so small. I'm still not sure how this system will evolve, how it will affect my game or how I will like it. I already have players complaining about the changes as they liked being able to 'browse and shop and make wish lists' One of the selling points of 4e when it was released was that magic items are finally where they belong in the players hands in the Player's Handbook. I don't know why this changed.

    What happened to Rituals? They aren't even mentioned. I had to check my Rules Compendium to confirm that they still exist, and it seems they do. Why were none included in this book? I'm confused on this one.

    The Ugly:
    I was not impressed by the amount of duplication in this book. There is duplication between different sections and chapters of this book and between this book and the Rules Compendium. Large sections of the book are duplicated word for word in the Compendium, the skill section for example. Also, there are a lot of sections that just summarize things that are later fully explained. There is a lot of repetition in this as well. I personally would have preferred either more information in this book (perhaps a second Rogue build) or a smaller and cheaper book.

    The Unknown:
    I don't normally have an "unknown" section in my reviews but this book deserves it. I put this here as I'm not sure if this is a good thing or a bad thing, yet. Right now I have no idea how all of this will integrate with the existing 4th edition rules from the three Player's Handbooks and the 'Power' books. I really can't see them being interchangeable but I can see how they could run concurrently. Many of the rules in this book either replace and improve existing rules (most of the feats) or use such a different format (the new class builds) that it's really hard to tell how these will work with existing rules. Personally it seems like if you made an Essentials character you would have to stick to options from this book (and any future Essentials products like Heroes of the Forgotten Kingdoms) and if you made a 'core' character you would have to stick with 'core' books and wouldn't have access to the stuff in this book. What I don't know is if this is correct. I'm a herald level DM and would really like to know how this book changes those games. The bad part is right now no one seems to know and we are all playing a waiting game for a promised October update.

    Overall:
    Overall I find this a confusing product. There are somethings I really like, some things I don't really like and a whole lot of uncertainty about how this works with my existing games and things like RPGA Living Forgotten Realms. I really do like the new builds and think they really capture the classic feel. Most of the rules changes were also welcome ones especially enhancements to the skill section. What disapointed me the most was all of the references to the Rules Compendium and how this book itself constantly referenced other sections and chapters. At times it felt like a choose your own adventure spread over two books. Lastly I worry about the unknown territory this book and the rest of essentials has tossed Dungeons and Dragons into.

    So the answer everyone wants to know, should you buy this? Well if you are a new players who just got into the game with Essentials then most definitely. Actually if you are just getting into D&D this is pretty much an essential buy, you can't get past 2nd level without it. For the rest of us, who already have a player's handbook or 3. This one is your call. I personally like the new builds and I'm having fun playing one of them. I think they would work great along side 'core characters' and I would welcome an Essentials character at my table. What stops me from suggesting this outright though is the unknown surrounding it. Until there is something official released we can't tell how this will effect organized play like RPGA. For your home game your best bet is to talk about it with your fellow players and DMs and decide how you want to use these rules. There's no point in picking this up if your DM wants to run an Essentials free game. If your group is willing to give it a go, I think it's worth checking out for the low price and I think there are players out there that would definitely enjoy these new builds.

    4-0 out of 5 stars A Great Way To Start, September 25, 2010
    On the one hand, if you already have most of the main PC and DM books for 4th edition, you probably begin with the thought that you won't need to buy the Essential line. However, there are a lot of good reasons to purchase the books of the Essential line.

    First off, you won't need to carry all of your larger books around from one game event to the next. A lot of times, especially if the gaming does not take place at your house or apartment, you need to have many of the books with you. However, with the size and the scope of the Essential line, you aren't going to have to have to lug everything around with you. You can just pop into these books and find the answer.

    Secondly, if you are beginning to play D&D, or if you want to just get your feet wet into the meaning of roleplaying games in general, this is a wonderful way to start. The books are inexpensive, they get to the point and they have enough ideas to help you in your quest to understand rpgs. By purchasing the Heroes of the Fallen Lands, along with the Rules Compendium, you'll know what it is all about.

    Third, the Essential line focuses on player specific books such as the Heroes of the Fallen Lands. This is so that you can focus on creating your first few PCs (again, if you are starting out in rpgs) or, if you are already entrenched in a game, you can get an idea as to answers to your questions. Such questions a concerning your character or a character class and all the abilities therein.

    Forth, the books are inexpensive. With each book being around 19.99, you don't have to worry about spending untold amount of money in order to figure out what the games are about. You can first purchase the Heroes of the Fallen Land, read about the characters, and then roll up a character or two. Later on, when you think you're ready, you can then get the Rules Compendium. Spend a little bit of money at a time goes a long way in helping you fall in love with a wonderful rpg system.

    The book itself, Heroes of the Fallen Lands, is a wonderful way of studying the meaning behind the main types of character classes and races you'll find in the D&D worlds. If you look back all the way to first edition and the basic sets of long ago, you'll see the same kind of character races and classes. Getting your feet wet a little at a time so that you (if you are starting out) don't feel as if you're being swamped. By creating your character in this particular book, you can then jump to the Rule Compendium and see how your character works in the larger scheme of the D&D rules.

    As an old gamer, I see the necessity if you are planning on going through a 4th edition series of games. The Essential books are the basics, but they can make a world of difference if you need quick guides to help set up and start up your 4th edition gaming.

    5-0 out of 5 stars Good options, great quality, September 22, 2010
    I was eager to see how wizards would pull off the essentials line and am happy with the result. This book has some interesting new takes on classes, and NO, they do not replace any of the classes, nor are they overpowered in comparison. I'm curious to see how they play, because if anything they seem LESS powerful. This is mainly because the melee classes in particular rely more on basic attacks much like they did back in 3.5 and previous. To be quite frank, it is a breath of fresh air. That was the main line between magic users and non-magic users before and with 4E I felt like now suddenly a fighter had as many unique attacks as a wizard, like some WoW character. Did not approve. This brings 4E forward while also paying homage to more traditional class roles.

    Much of the content is for new players, and I must make that very clear. About half of it is made of rules summaries geared toward people who are just learning, though a small amount of the race content is new for everyone. Still, it is a great resource that every group can profit from, provided you are open to classes being a bit more traditional. For people like me who want exactly that, I'm eager to see how the class builds will run.

    5-0 out of 5 stars Exceptional, October 3, 2010
    There are three portions to this review:

    1: For new players.

    This is a great way to introduce yourself to the world of 4th Edition Dungeons and Dragons, and have fun doing it. The book is designed to be very clear, with builds that are unique, easy to understand, and fun to play. Everything here works just fine along side of the rest of 4th Edition, so if the other players are using different books to build characters you shouldn't have problems keeping up with them.

    2: For existing players.

    This is not, not, NOT a new edition of the game. It is not 4.5. It's still 4th Edition D&D. All that Essentials does for you is add new builds to existing classes (much like every Player's Handbook so far has done), tweak races in a few minor ways to better match the races presented in later books, and incorporate two years worth of errata into the game. If you're interested in the new builds (which are fun, very classic, and well worth a look) then pick it up; at a lower price than any other 4th edition set, the Essentials books are a good buy.

    3: For players of previous editions who, for one reason or another, didn't like 4th edition before.

    You may want to give Heroes of the Fallen Lands a look. The races and classes presented are a nod back to the rich history of D&D that began with the 1st edition, and the fighter and rogue builds (the Thief! There's a Thief in D&D again!) are designed to feel a little more like they did in older editions. Give it a chance; it just might grow on you.

    5/5; Kudos to WoTC for an excellent product.

    5-0 out of 5 stars Streamlined 4th Edition, September 23, 2010
    I love the new Essentials Classes. I was really into 4th Edition when it first came out, but then lost a lot of interest as the character builds got more and more ridiculous. This has really struck a spark with me and gotten me back into D&D. This is 4th Edition as it should have been from Day 1.

    Plus, after 2 years of 4th Edition d20 being out and playtested with errata, you can be confident this book and the rules compendium will not become quickly outdated by new errata.

    3-0 out of 5 stars Heroes of the Red Box, September 30, 2010
    Well kids, if you're coming here after playing Dungeons & Dragons Fantasy Roleplaying Game: An Essential D&D Starter (4th Edition D&D), get ready to read. A lot! While the Red Box didn't provide any rules for creating new characters (other than running through the choose-your-path adventure, over and over), this book provides them in spades! You can only create new characters with much page turning and index hunting.

    I was hoping for some nice one-page checklists for starting characters, something like, to make a first-level fighter choose two stances from this list, pick a feat from this list, etc. Unfortunately the process is much less convenient. Clerics, for example will read some of their first level powers on page 88 and then have to leaf through thirty levels of advancement before finding their first level domain powers on page 109. It's more confusing than the Book of Common Prayer!

    Red Box players will encounter some moments of disorientation. The Red Box fighter stance called 'Battle Fury' is 'Battle Wrath' in this volume, and the wizards' 'Phantasmal Force' has polymorphed into 'Phantasmal Assault.' Red Box Wizards will also quickly notice that 'Stone Blood,' Leaden Transmutation' and 'Slimy Transmutation' have disappeared. (This doesn't bother me, since 'Slimy Transmutation' is over powered for first level, and even an easy Nature check will reveal that toads are not, in fact, slimy.)

    You Red Box Rogues, though, are in serious trouble. None of your at-will powers show up in this book at all! The thief build with its 'tricks' is a very different thing. (By the way, did it occur to anyone at WOTC that female players might find their character doing 'tricks' to be somewhat objectionable?)

    Ultimately then, Heroes of the Fallen Lands serves as an updated and focused Players' Handbook that doesn't compromise the richness of the fourth edition rules. But maybe it should have, because as a bridge for new players from the Red Box it's precarious. Some people might not be willing, or able, to make the leap.

    5-0 out of 5 stars New Directions, November 14, 2010
    For fans of 3rd and 4th edition alike, this is a real treat. The new rules and character builds are simple to learn, easy to implement and fun to play. The main goal of the essentials line seems to be adding some 3rd edition style flair to already an great system built for 4th edition. New and experienced players alike should be drawn to this. Experienced players should probably recognize the class changes to fit in more with the style of 3rd edition classes to give them a more specialized feel and it makes classes more personable than just gaining new attack powers, now the class of your choice has a specialized feel to it, now the class build and not the class itself melds into different roles. For new players, the game rules have been updated to be much easier to understand. All in all a great product for a new line that may be the future of tabletop gaming.

    5-0 out of 5 stars Perfect for those wanting to get in without the fluff., October 28, 2010
    This handbook is a must buy for anyone wanting to get into the fourth edition for numerous reasons as follows:

    1. No Fluff - No unnecessary, fan service type writing in here. The combat rules are front and center, no need to flip through pages. Also, the character powers are listed in a way that makes it painless to move up in levels.

    2. Latest edition (as of 10/28/2010) - This means the rules have been much better defined and explained, due to millions of other people testing the limits of the rules. I have heard there is some more additional Errata though.

    3. Perfect for beginners of any age - I have to admit, I have not been a DnD player since 2.0, so it is refreshing coming into a system that is still flexible but also streamlined, balanced, and simplified. Anyone new to the game, or 4th edition, would be best off by picking up this Player's Handbook.

    4. Very cheap - For $15~ it is definitely not a difficult purchase to make.

    The bad are as follows:

    1. Paperback - Decent, but definitely not as refined as the other (non-essential) 4th edition handbooks.

    2. Rules repeated in other books - While this is the only way to get the class/race information in the Essentials line, the other rules are repeated in Rules Compendium and Dungeon Master's Kit The reasoning for this though is to give the player's the rules they care about, and not all the other information that is not truly pertinent to them.

    3. Only half of the Essentials Player's Guides - The other book, Heroes of the Forgotten Kingdoms, is releasing the middle of next month. This means you are missing a few races and classes for an Essential game. On the other hand, it is much better than having three seperate Handbooks like the 4th edition already has. Everything in this book is all that is required, however, the other book will add some variety and options for the players. (Also, many of the other products in the Essential line are due to release next month).

    Overall, great buy. Ignore those giving this a low score and pick up this book. Definitely for those more focused on having the rules without fluff and a great system to have a good time with friends.

    Other items recommended: Dungeons & Dragons Fantasy Roleplaying Game: An Essential D&D Starter (Slightly recommended, good for dice, very basic explanation, maps, and a decent quest), Dark Sun Campaign Setting: A 4th Edition D&D Supplement (A great setting for a much more brutal campaign)

    3-0 out of 5 stars Not necessary if you have the 4e PH but a good beginner's book, October 16, 2010
    Comparing this $20 Essentials book with the $35 Players Handbook might be unfair, but, for casual players, if you have the PH, you don't need Heroes. Heroes contains character builds for the "bread and butter" classes: fighter, cleric, rogue, and wizard, plus combat and character generation rules. Each class receives a "subtype" build, with the fighter having two of them. These builds are different than the PH, but not enough for the casual player to particularly care.

    But, if you don't have the Player's Handbook, I'd sorta recommend purchasing this and the next Essentials book over it. The Essentials line contains the latest rules changes for various powers, rules, and whatnot. A second copy of the combat rules is always handy at the table. Splitting the Player's Handbook into two books means that one player can be generating a character from one Essentials book, while another player generates a character from the second. Likewise, when you're bringing your character to a game session, you only need to bring along one Essentials book, not a twice-as-heavy Player's Handbook.

    And, of course, it's an easier gift to buy for your budding D&D player. When I first played D&D, we "only" had the fighter, cleric, and magic-user and enjoyed the game. No reason he can't, either. ... Read more


    17. Pathfinder Roleplaying Game: The Pathfinder Bestiary
    by Jason Bulmahn
    Hardcover
    list price: $39.99 -- our price: $26.39
    (price subject to change: see help)
    Isbn: 1601251831
    Publisher: Paizo Publishing, LLC.
    Sales Rank: 8124
    Average Customer Review: 4.8 out of 5 stars
    US | Canada | United Kingdom | Germany | France | Japan

    Editorial Review

    The greatest monsters of fantasy gaming come alive in the very first hardcover release for Paizo's new Pathfinder Roleplaying Game! Backward-compatible with the 3.5 fantasy rules but packed with new solutions and options that place it firmly on the cutting edge, the Pathfinder Roleplaying Game is the culmination of the largest open playtest in tabletop RPG history. From the comedic-but-deadly goblin to the world-killing Tarrasque, this lavishly illustrated, full-color tome contains new takes on more than 250 of the best-loved, most popular monsters of fantasy ready for instant use in your Pathfinder or 3.5 campaign! ... Read more

    Reviews

    5-0 out of 5 stars A very good fantasy bestiary., November 1, 2009
    Following the release of the Pathfinder Roleplaying Game: Core Rulebook Paizo comes up with the Bestiary. Since the Pathfinder is a refreshed, upgraded D&D 3.5, there was no question that the Monster Manual needs an update as well.

    ===PRESENTATION===

    A solid sewn hardcover book with over 320 pages in full color. As usual, the artwork and layout is above and beyond. Paizo books have their unique art style, and it shows. There are several navigational aids, including indexes and CR tables. The book is a pleasure to look at and use.

    ===CONTENT===

    The Pathfinder Bestiary offers circa 350 monsters for use in Pathfinder games. A quick glance at the index shows that the vast majority of monsters from 3.5 Monster Manual are here. Several are missing, be them either intellectual property of WotC (beholders, mind flayers, giths, displacer beasts, carrion crawlers, kuo-toa) or left out as particularly unpopular (tojanida, delver).

    However, there are also monsters not found in the original MM - among others such fantasy classics as Cyclopi, Giant Slugs and Sea Serpents. A few classic D&D monsters, made open content via Tome of Horrors are here as well - Vegepygmies, Dark Creepers and Shadow Demons, to name a few.

    Curiously, the fantasy classic Hippogrifs are missing, likely an oversight.

    The monsters are presented in 1 page = 1 monster format, making the book far easier to use than the 3.5 MM. All the critters received a major refurbishing, with vital stats adjusted for the new rules. In a few cases, the upgrade fixed major 3.5 errors with monsters such as Rakshasa, Ogre Magi or the Undead in general.

    However the biggest changes lie with the streamlining of monster use for the DMs. A vast number of generic monster rules were lifted out of the statblocks and placed in a convenient chapter called "universal monster rules", meaning that rules such as Improved Grab are no longer reprinted in several places across the book. The monster advancement rules - a major pain in 3.5 - were reworked as well, with an extensive chapter on "beefing up" the printed monsters.

    A monster creation chapter is present as well, with advice on creating new critters from the scratch.

    The Paizo design team made a controversial decision of removing the LA and ECL mechanics, stating that the book is a DM's monster book and that the "monsters for players" rules belong somewhere else. There is a short chapter on playing the monster races, but fans of monstrous heroes should be warned that Pathfinder doesn't focus on the idea nearly as much as 3.5 did.

    ===CONCLUSION===

    Overall, this is one of the best fantasy bestiaries out there. With outstanding art, evocative flavor text and solid rules upgrade, this is a great purchase for both Pathfinder and 3.5 players.

    PS: Several additional monsters are available in the Pathfinder Roleplaying Game Bonus Bestiary (Pathfinder) which complements the Bestiary.

    4-0 out of 5 stars A Great Overall Manual of RPG Monsters - 3.5 Style!, November 5, 2009
    My gaming crew tested out the Pathfinder Beta rules when they first came out, and we were all impressed with how user-friendly it all was. Skip ahead about a year and, with the advent of the Pathfinder Bestiary, Paizo has continued their tradition of support for D&D 3.5 enthusiasts while, again, making things just that much easier for the DM to handle.

    The Bestiary is a beautiful hardcover volume of 320+ pages (with Wayne Reynolds art on the cover, by the by) and contains 350+ monsters, from Aboleth to Zombie and then some. Here are my thoughts:

    The Good: First and foremost, bang for your buck. The production quality of this book is exceptional, from the sturdy binding to the pages, which are decorated with arcane, gothic whirls and swirls throughout. The paper is of good quality, and everything is in full color - everything. Additionally, every monster is fully illustrated, and 90% of the art is of excellent quality. Paizo obviously spared no expense in printing this book and getting it to fans.

    Now, for the contents. There are some innovations that old-school players may have to get used to. The Bestiary uses a 3-symbol system (explained at the beginning) to define the monsters: for example, each monster, after its name, has three symbols - one denotes its kind (aberration, undead, etc.), another its native terrain (urban, aquatic, dungeon, etc.), and another its native climate (cold, extraplanar, etc.). Additionally, each creature, in addition to Challenge Rating, has listed its XP awards - no more flipping pages in a DMG to figure out how much XP to give to your players. Additionally, each creature is fully statted on one page, with no space wasted. In some cases, there are 2 related creatures to a page (such as Bear and Dire Bear), but by and large each creature gets its own page (or, if the creature is complicated, like a Vampire, 2+). There are no separate sections for Swarms or Vermin, or to separate regular and dire animals; spiders and spider swarms are listed together, for instance, under Spider, and boars and dire boars under Boar.

    Something else that's great - Appendices. The Monster Creation system offered in the book is comprehensive and detailed and seems able to take care of any contingency - you can tailor any creature you make to a particular CR without any problems, see how much XP and gp it should generate, and so on. Same with monster advancement and alteration: want to change the listed creature's size, for instance, but aren't sure how that would affect the stats? There's an app (or in this case, a table) for that. There's also a section on universal monster rules so to avoid stat block clutter, and another on traits of creature types, and even another on monster feats.

    The Bad: Not much, but a couple things worth mentioning. First, when viewed critically, this is essentially the D&D 3.5 Core Monster Manual, just dressed up a bit. Certainly its very nice and, I think, worth the money, but this is probably only going to be useful to you if you are planning on writing up your own Pathfinder Campaign, since most of the monsters in Paizo's pre-written campaigns are already statted out for you in those products. Second, the book could have set itself apart by creating a few new signature monsters (of which there are precious few). Third, I was disappointed that the guide paid short-shrift to using monsters as PCs; while not outright discouraging it (and providing PC guidelines for creatures like Goblins, Tieflings and Drow, for instance), it doesn't really encourage monsters as PCs outside of the basic races in the Pathfinder CRB. For some, this may be a minor nuisance.

    Overall, I have to say that the Pathfinder Bestiary is money well spent, especially for those of us who refuse to convert to 4th Edition.

    5-0 out of 5 stars A very, very good book, November 11, 2009
    It's rare to come across a roleplaying product that advertises what it does, delivers exactly that and still leaves you smiling with pleasure.

    The Pathfinder Beastiary simplifies and codifies a lot of what became very cludgy with 3.5 gaming mechanics. Rather than giving the rules for improved grab (now just "grab," which makes sense as 3.5 never had a "grab" option anyway) and trample in each monster description, it just notes that they have these attack modes. If you want more information on those attacks, there's an appendix in the back, clearly labelled, that has all those rules for you. I love the use of visual icons to describe the monsters - you can flip through the book rather quickly and just look for the icons rather than try to train your brain to pick up the words "temperate hills" on each page. And the icons will always be on the same level on the page because there's only and always one to two monster entries per page. Pathfinder understands: this is a book, not a scroll.

    The ruels for monster advancement feel looser than in 3.5 and at first seemed daunting but after running through them three or four times, I found I was moving much, much faster than I ever did adjusting monsters in 3.5, and the results were more satisfying - the creatures felt like new creations, not like the same monster, only with more hit dice.

    I do miss some of the monsters from 3.5 - the illithids are gone, as are the umber hulks - but that's a copyright issue and no fault of Paizo and, hey, free froghemoth. Who doesn't love the froghemoth?

    Based on this book, I am saving up my dollars and cents for some of the other Pathfinder products in the hopes that their design and layout are as keen as this book's. The main handbook is fantastic, but Paizo really hit it out of the park with their beastiary.

    5-0 out of 5 stars Layout, so important., November 10, 2009
    I grew up on D&D second edition. Loved it. Third edition wasn't simply a change to the rules, it was also a brilliant restyling of a classic system. I loved the new art. It was nice to see real artists drafted into the design of a game they probably loved as much as me. The one design problem I had was the layout of the Monster Manual. The art was good, and generally the design was superb; but they mashed all the monsters together. The info for one monster would start on the bottom of one page and finish on another. Pictures for monsters would appear next to other creatures stat blocks. This was just distracting.
    So far I love Pathfinder. They have all the style, artistic flare, and professionalism of D&D. I just got my copy of the Bestiary. And they fixed my only gripe aesthetically about 3.5! Each monster has their own page. No more split entrees.
    Thanks to the pathfinder design team. I can now say that I like Pathfinder as much, if not more then 3.5 in every way, system and design.

    5-0 out of 5 stars A perfect companion for the Core Rules!, December 19, 2009
    This weighty tome serves as the new 'Monster Manual' for the Pathfinder Core Rules. This book is a work of art! I was very impressed with the quality of the graphics, cover art, etc.

    It also goes a great way towards detailing many of the classic monsters from D&D's past: orcs, goblins, dragons, demon-spawn, all get equal treatment here, with an average of one monster detailed per page. Sadly, some of the classic beasts of yore are no longer covered: for example beholders and mind flayers did not make the cut, likely due to copyright issues with Wizards of the Coast. Still, I cannot recommend it highly enough. Buy this now!

    4-0 out of 5 stars The newer monster manual., August 20, 2010
    Overall, I like the Pathfinder Bestiary. Paizo puts out fairly solid products. I think they may be a bit on the expensive personally, but we can thank Amazon for putting it more in line with my price range.

    Pros:
    Updated version of what I consider the real updated version of D&D
    Well laid out book no random appendixes for bugs and animals, everything is where it logically should be
    tags for region and when you'd see the monsters
    a well written monster creation area
    easy to adjust CRs on the fly with their handy templates and they makes sense

    Cons:
    You don't get my favorite creep the heck out of me monsters the beholders or mind flayers. intellectual property issues. (though you could "steal" them from your Monster manual from 3.5 and convert them to pathfinder manually.)
    There isn't a lot on ecology, but this may be intentional since this book is supposed to be generic.

    5-0 out of 5 stars Classic Monster Fun, March 21, 2010
    This is a great bestiary. I would recommend this book over the standard 3.5 Monster Manual any day. This book is so much easier to read and a lot easier to find stuff. I recently converted over to Pathfinder due to the fact that I have been with D&D since 1st edition and this captured the classic feel of the game more than any other licensed product out there. Castles and Crusades was too "lite" on the depth (but still a great game regardless) and Pathfinder really hit the spot for what I was looking for in old style D&D. This book is a testament to that. One thing for those wanting this book should know is this: Not all classic monsters will be found here and some will look different. This is either due to "product identity" or artist copyrights or something or another. Example is I noticed some of the classic dragons the heads were a bit different than I remembered them. The goblinoids have a more streamlined resemblance to one another and its classic and refreshing. So Bugbears, Hobgoblins, and Goblins will not look like the 3.5 counterparts at all. I think they look good however. The trolls aren't the rubbery carrot nosed ones of old, etc. etc. The cover is an example of those two I just stated. I also found surprises such as a couple of extra golems which I felt were no brainers such as ice and wood. All in all I was quite pleased with this book and other reviewers here did an excellent job on the details more than I have. ... Read more


    18. Dungeons & Dragons Player's Handbook
    by Rob Heinsoo, Andy Collins, James Wyatt
    Hardcover
    list price: $34.95 -- our price: $23.07
    (price subject to change: see help)
    Isbn: 0786948671
    Publisher: Wizards of the Coast
    Sales Rank: 5829
    Average Customer Review: 2.8 out of 5 stars
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    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 Player's 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, more magic items, weapons, armor, and much more.
    ... Read more

    Reviews

    4-0 out of 5 stars 4th Edition: Pulling back from the complexity of 3.5, June 7, 2008
    4th edition D&D = Different.

    That fact alone would have spawned endless teeth gnashing from loyalists of prior versions - but what differences are we talking about? How different is it?

    In a word: very.

    4th edition is a sea change in the core rules that is easily on par with the change from 2nd Edition to 3rd Edition.

    Start with the thematic changes:
    The core races have changed. Humans, Halflings, Elves, Half-Elves and Dwarves are back - they've just been supplemented with three new races. Dragonborn (dragonmen), Eladrin (magical fey of the wood) and Tiefling (humanoids with an otherworldly taint).

    Classes from 3.0 and 3.5 have been dropped from this volume (There is no druid, monk, bard, or barbarian). These classes are promised in future Player's Handbooks. Not the most auspicious beginning.

    Thematic changes like this are easy to spot - but are perhaps the least important changes in the game. I dislike the concept of Dragonborn ("Dragon-anything" is a label I feel makes its subject seem cartoonish and clich�d), but as a GM - I can easily fix this. In my world Dragonborn will be lizardmen, with a backstory that I choose. I take the rules and make them my own.

    The WotC game designers have clearly tried to shift the game mechanics towards customized character development: (a rules buffet, so to speak) - so anyone who wants to have a druid could achieve a reasonable facsimile of powers and rituals and achieve the rest thematically.

    Many will have a problem with this - but I frankly don't. Being able to mix and match classes in 3.5 was a radical shift (and a brilliant one) and the re-thinking of that model that occurs in 4th Edition provides more options, not less.

    The artwork (particularly the book's cover) will come in for a large amount of abuse - but again, this is such a minor issue. Quality artwork is important for RPG (imagery is the lifeblood of storytelling), but any one picture will have those who love it/hate it. So long as the majority of the art isn't bad (like the schlock in 2nd edition) any gamer is free to switch to pictures they *do* enjoy.

    Again, thematic changes will get a lot of attention, but any GM is free to re-imagine any theme that they have a problem with.

    On to Rules:

    This is where the true sea change is. Any discussion of what is happening in 4th edition can be boiled down to this:

    4th edition wants to simplify things and speed up your gaming sessions.

    3rd edition and 3.5 attempted to create flexibility and lots of independent rulesets (feats, prestige classes). This was good - but the complexity inherent in this model caused a lot of problems. When scalable feats collided with spells and class abilities - often the only guidance the GM would have is the precise language in the rulebook. Is a charge an attack action? No, it is a full round action that allows you to attack - and so on.

    I sincerely believe that 3rd edition was superior to 2nd edition, but I never had as many rules disputes when I played 2nd edition.

    4th Edition was clearly intended to address this issue.

    Base attack bonus tables? Gone. You get a bonus of half your level, rounded down, to pretty much anything you do (as well as to many stats, like your AC). The advantage of this is twofold - it's easy to remember and it always scales.

    All attacks are now attacks: be they claw, sword or spell - the character will roll a die, add their modifiers up and try to hit a defense number. This streamlines combat spells, since instead of a saving throw, you will have a passive defense number that your opponents will try to beat. One roll, from the attacker - always.

    This kind of symmetry will allow players to better remember what to do. I'm a target, I do nothing. I'm attacking, I roll.

    The combat round has gotten an overhaul, as well. Characters are now allowed to perform the following in a round: A standard action, a move action, a minor action, and any number of free actions. These labels exist in a hierarchy, so the character can forgo a standard action to take an additional use of a lesser action.
    Standard actions are the big actions (attack, use a power, etc). Move actions are exactly what you'd think. Minor actions include readying a weapon or maintaining a spell effect. Free actions are virtually unlimited (drop something, speak, etc).
    The groupings are intuitive- and the initial adjustment aside - this structure will add some real clarity to the always problematic question of "what can I do in a round?"

    Now the biggest shift of all: Powers
    All 3rd edition/3.5 casters get weaker and less useful every time they cast a spell, resulting in the entire party needing to stop and camp just to get their magic back.
    If the party had an early morning encounter that was intense enough - the caster would spend the rest of the day "empty" and pretty much useless.

    4th edition tackles this issue head on. Character have powers that can be used once per encounter. Meaning: no matter how many encounters your spell caster has in a day, they will have something to contribute.

    This is brilliant. A real slap-the-forehead moment, even for gamers who (like me) have been playing for decades. Once per encounter powers are scaled to not be show stoppers - but they scale as you get more powerful.

    Powers that refresh for encounters are supplemented with powers that are refreshed after an extended rest (much like old times). The difference is that the rest need only be 6 hours long, which fits better with the model of dungeon crawls and treks in the wilderness.

    Spells weren't the only resource PCs needed to hole up and replenish. The other one was Hit Points. The old healing model was: everyone gets a pittance for resting, and then the healers burn magic to *really* fix people. This system exacerbated the previous problem of spellcaster depletion. Caster rests, uses all their spell slots to heal other PCs - and is useless for the rest of the day.

    Now - everyone can heal by themselves. Every PC has a healing reserve - a set number of times they can heal 1/4th their total hit points. In combat, most PCs are allowed to do this only once - magic and special abilities can increase this.

    This seems weird for lots of reasons, but it will free players to pursue action instead of good places to rest. Clerics can still be healers, without being straitjacketed to the role. This is good, really good news for gamers. Parties will still have to hole up and rest, but healing reserves and encounter based powers will ensure that they will never be completely out of options.

    And powers aren't just for spellcasters! This, too seems weird - but warrior types are given abilities called "Exploits." These are essentially special moves that enhance the warriors martial abilities. Call them magic or call them tricks their guild master taught them - they are expended in the same way as powers - and the advancement model ensures they will scale better than 3.5's feats.

    The last big change to magic is the creation of Ritual Magic. Rituals are spells that take too long to cast in combat (10 minutes or more) but have long lasting, or purely utilitarian effects: summon mounts, scrying, etc. Moving these abilities out of the realm of combat with casting times decreases the likelihood that their effects will collide with combat rules in unforeseen ways. As a GM - I like this a lot. Players will still get creative, but when combat is ongoing - I hate to stop and figure out if a utility spell like Prestigitation can have an effect on combat.

    There are many other changes:

    -Three tiers of level advancement, each containing 10 levels - entering any new tier affords you new powers and development paths. Each tier contains powers scaled to that tier - no more feat free-for alls.
    -Skills have been (mercifully) simplified so that there is better parity among PCs of the same level (The bonus follows the same format of 1/2 level + bonuses). You either are trained in a skill, or you are not. Training nets you a flat +5 bonus. (Gone is the insanity of 3.5 where a level loss had you searching prior versions of your character to reset your skill levels. Remember what INT drain did to skills? the horror!)

    There is a lot to like here. The long suffering DMs of 3.5 will finally get some speed back into their game. It will be an adjustment, but the goals of this system are admirable.

    That said, I have three gripes.
    One is just a personal bias. 3rd edition required miniatures for combat in all but name. 4th edition codifies miniatures. The idea of a purely "in your head" encounter is a rapidly fading memory for gamers like me. Sometimes, you just want to do a combat on the fly, without figures and without maps. WotC has clearly come down on the side of precise tactics - and I truly wish they'd made more accommodations for DMs who don't like to map every improvised encounter site.

    Second - while the 4th edition PH's index is merely lacking; its glossary is non-existent. In books of this size - a one page index is just inadequate. To be fair, the books explain any terminology as it is introduced *very* well, but any player who needs to know what a term means would have an easier time scanning a glossary than the entire rulebook.
    (DnD Insider claims to have many features to simplify things - but online access has not been the hallmark of my gaming sessions. This may change - but a good, frequently-updated glossary should be available for download on their website.)

    Lastly, the unpardonable yet unavoidable aspect of 4th Edition: It is so near the release of 3.5 - and has so many changes that it cannot help but spawn a 4.5 edition in the near future. I was a playtester for 4th edition, so I know they've gotten a number of kinks out of it. But there is no way playtesters and designers got it all. Like every other edition, players will find the weak spots of the new system and eventually rules will get revised.

    There is such a thing as buyer's fatigue. I've bought every ruleset since the Expert Set, and having invested deeply in 3.5, I am being asked (along with every other 3.5 player) to start over - again.

    I like the rules - and I obviously love the game - but there is a limit to the number of times a game can switch rulesets. If 4.5 comes out in the near future and we are yet again asked to pitch our (still like new) rulebooks in favor of the latest products - I suspect I will not be the only DM to slam on the brakes.

    There, rant over.

    Game on!

    2-0 out of 5 stars Streamlined, but boring, June 21, 2008
    I don't mind at all that WotC has sacrificed some sacred cows to make the system more streamlined. I don't mind that you have to roll to hit with magic missile. I don't mind that you have to use miniatures, or a battlegrid. I don't mind that the game is more combat-oriented.

    I do mind that the game just feels boring.

    Sure, I can make a Dragonborn fighter and an Eladrin wizard. But they don't do anything spectacularly different. Except that the wizard is, for some magically unknown reason, unable to whack anything with his staff. All of the powers that they've added essentially boil down to XdY + Ability modifier damage, and if you're lucky, a 1-turn status effect.

    I give great praise to WotC for making the classes blanaced. It's very difficult (if not impossible) to push your character off the RNG completely. The problem is that they made everything too balanced, so that no one does anything particularly flavorful.

    Not only that, but the character you make is essentially straight-jacketed into one of the two (and sometimes three) predetermined character archetypes that are presented. Taking a power from a different character build is inefficient, because it takes a different attribute to use, which you probably don't have as high.

    I don't care if my wizard impales people with ice spikes or burns them with fire, because there's functionally no difference. Defenses against particular damage types are so few and far between that you can do the same thing with the same spell, over and over again.

    The elite and solo monsters that are presented are a joke. They have anywhere from 2x-5x the amount of HP a normal monster should have, and have an extra 10%-25% chance to end any effect on them every turn. Considering that combat against normal enemies takes forever, you spend all of your encounter and daily powers against the enemy, and then sit there and grind away at its massive amount of health with your piddly at-will abilities, which do precisely jack squat in the long run.

    The rituals are dumb. All of them are assigned a cost. It takes 10% of your level-equivalent character wealth to detect a secret door. The rituals themselves are interesting, but I'd rather save up for the 3,000,000 gp required for a better sword (yeesh) than pay 5,000 gp every time I want to teleport.

    It seems like the playtesters didn't go past about level 10. Magic items are ridiculously expensive. The higher-level encounters just don't add up with the math the designers used. And you're chokeheld to even fewer options the higher you go.

    Overall, the system is great for a one-shot weekend thing. But if you want to make a long-running campaign, stick to one of the other editions.

    1-0 out of 5 stars Squandered Potential, September 9, 2008
    When I first heard about 4th edition I was quite excited. I couldn't wait to get my hands on all the brand new shiny rules. I read all the updates about the new races and classes from Wizards of the Coast online, and I thought "hmmm a little bit strange that they seem to be making so many changes, but they still sound like great ideas". When the books finally came out, I bought my copies right away, and read through them. At first I was confused by the fact that the new game was COMPLETELY new. There was basically nothing left of the old editions in 4th edition. It was a totally new game. Strange, I thought, but I ignored that little voice telling me to be wary and went ahead and started up a game with some of my friends, all D&D 3.5 players who had also been waiting for the new edition to come out... all except for one friend who refused to play because he hated the new changes. I tried to explain that they weren't changes as much as it was a whole new game, but he said that was even worse. I ignored his opinions, but now in hindsight, he was absolutely correct.

    As we played the game, at first we thought the game was a blast. It was fun having special "powers" as a fighter, and being able to use spells over and over again, but as the weeks progressed we started to notice some things as we reached higher levels (I think that 12th was the highest level anyone in our group reached). We weren't really enjoying the game like we did the first few times when it was still new, and 2 players started making excuses not to show up at the game, and 1 other player though he came to the game every time, constantly expressed an interest in going back to 3.5 or playing a totally different system. Essentially everyone was bored with 4th, and after having only played for about a month and a half. We'd had 3.0 and 3.5 games that had lasted years without players leaving or expressing boredom. No one was looking forward to the next game session and no one really cared about their characters. We played a few more times, but then agreed to quit and started a new 3.5 game, but we decided to use only the 3 core books of 3.5 (PHB, DMG, and MM) to see if we became as bored with it as quickly as we did with 4th. Needless to say, that game is still going (but we did allow one player to use a prestige class from complete mage).

    Overall, while 4th edition seemed fun at first, we quickly realized that character building choices, such as feats and powers mattered very little in the long run. It was almost impossible to build an interesting and unique character. Even the classes bled together, despite having different powers. The only element of the characters that seemed unique was the race, but still every character of the same race seemed the same, and if "you didn't play enough different characters to know if they can be unique or not" is your counter argument, then you would be wrong as far as I'm concerned. We played 2 times a week for almost 2 months, and with 3 complete parties wiped out by assorted "balanced encounters" each of us played at least 4 characters.

    Which brings me to another point that I haven't seen many people mention; the increasesd lethality of this edition. Our DM started with a module (keep of the shadowfall or something like that) and we were killed (one person escaped) by a group of kobolds. We chalked it up to inexperience with the new system, and tried to use better tactics next time. We made it through to the end of the module but were almost wiped again by the final encounter (2 people out of 5 died, but only 1 person was left actually conscious when the bad guy died). We figured that maybe the module was just designed to be a meat-grinder style adventure so the DM started planning his own game with encounters balanced according to the DMG. Two games later our party was wiped out completely (no one escaped) by an elite solo monster that was supposedly a balanced "boss" encounter for our party level. After this another player wanted to DM for a while, so we started new characters but at the same levels as our last characters. It went pretty good for a while, but then one player stopped showing up to games, for various reasons, and then some number of games after that (i think it was about 2 levels since we started over, I can't really remember) our party was TPKed again. In between the start over and the TPK 2 people had died in isolated situations but those seemed normal at the time. Even though we were TPKed the DM said that we'd "been captured" and we had to fight our way out of prison, which was kind of fun, but it felt fake and undeserved.

    When 4th edition info first started to appear on the internet, there was talk of characters being "pumped up" with hit points and that this would increase early level survivability. It turns out the opposite is actually true. The characters have more HP but so do the monsters; unbelievable numbers of HP in some cases. Fights seem to drag on and on as the players swing and do minor amounts of damage to the creatures massive HP scores which are in every case but "minions" equal to or greater than the players HP scores. Minions on the other hand may seem like a good idea; monsters that can be used as a howling horde of weaklings, but die quickly. However, in practice they take the fun out of the battle. When you hit a minion it feels like a "gimme", like patting a little kid on the head and saying "good job! you hit the ball!" (straight to the firstbaseman). They all have one hit point and die from a single hit, but they feel very gratuitous, almost pointless. Not only are they simply an annoyance, but they deprive the player the fun and excitement of scoring a critical hit for maximum damage, or even of rolling for damage at all. Very disappointing.

    I could go on detailing other oddities of play experience that our group encountered, but other reviews listed here have pointed them out over and over, and in greater detail than I really care to, mainly because I simply don't care anymore. 4th edition was an opportunity for WotC to fix and update the previous edition, but instead, judging by the final product, the only thing they truly ever intended to update was the company's stock price (Oooh, he made a joke about Wizards only being out to make a profit! Get him! Nerd Rage!). They created a detailed but boring board game, from which I am sure they will make quite a bit of money off of those fooled by the brand label still attached to this unrecognizable edition. I plan to recoup some of what I gave to Wizards by selling my books back to the local game store, since in just a couple of months I've had my fill of 4th edition.

    2-0 out of 5 stars A Different Beast, July 30, 2008
    The 4th edition D&D is a completely different beast than the 3.5 version or earlier versions. It has several significant advantages, but also what I consider to be very significant weaknesses

    First the advantages:
    1) Combat is streamlined, quick and effective.
    2) Every character class has its own special powers to make it interesting. Every level of advancement gives new powers.
    3) The new skill system is a significant improvement, giving a good range of activities in a simple to use format.
    4) Spellcasters having at-will powers eliminates a major weakness
    5) Game balance is clearly a major objective. All character classes seem to be roughly equally powerful - and assigning appropriate opposition is straightforward.


    Then the disadvantages:
    1) Character classes are combat platforms. They define how you fight. However, it seems that all the non-combat flavor of the classes has been nearly eliminated.
    2) Other than skills and a handful of rituals, there is almost nothing in your character class for activities other than immediate combat. Duration of powers is extremely short, usually only a single round.
    3) Character classes are rigid - characters are able to select from only a small number of options in character creation/advancement. It seems clear that to have a different type of fighter, you need to pick a different character class (and thus buy a new book).
    4) Many rules make no sense in defining a game world, but only exist to enforce game balance or speed up that next combat. Concepts like Mooks, unlimited healing surges after combat, transforming magic items to "dust", or the odd cavalry limitations imposed in the game seem silly.

    Overall, the game can be fun, but is clearly designed for gamers that prefer combat heavy games.

    2-0 out of 5 stars Great Ideas, But They Really Missed The Mark, June 15, 2008
    I've been playing D&D since I was 13, so about 7 years now, and it's a unique game. Why? Because it takes place in your head. The rules have always been there to help your keep your imagination on track. When I explain D&D to my friends I tell them that it's amazing because absolutely anything can happen. Any strategy you think of, you can implement. And I think that's the main draw of D&D. It's absolutely open-ended.

    But 4th edition does a great deal to destroy that.


    Here's what's good about 4th edition:

    --Having Daily, Encounter, and At-Will powers is a spectacular idea. It makes tons of sense to recharge some powers at different time increments. It's a great idea.


    --Gaining Something at every level definitely serves to make the game more exciting, and in 4th edition, any level you don't gain a power, you at least get a feat.


    --Making races matter more is good. Races now have no downsides, and you can take racial feats as you advance, so your race continues to affect you.


    --Combining a lot of the skills seems like a good idea. No need to have so many.


    --Making everything an attack may or may not be good, but it's definitely simpler. Spells are now an attack that goes something like Intelligence vs. Reflex. You make an attack based on intelligence vs. their reflex defense.


    So those things might all be good, but there are so many bad things that I'm definitely going to keep playing 3.5. I'm not trying to dissuade you from fourth, I just think they've made a completely different game that I'm not personally as interested in.

    Here's what's bad:


    --Spells are gone. There, I said it. Vestiges and memories of spells remain, but for all intents and purposes they're gone. WOTC has pretty much made all classes identical in an attempt to make the game easier to play, and in order to do that, they had to make spellcasters like fighters. Basically all classes get powers (you pick from three or four at each level that you gain them), and those powers are usually some sort of battle ability, though some are for puzzle solving. Spellcasters get powers just like any other character. Fireball is an attack that affects a certain amount of space and does 3d6+Int mod damage. That's right, 3d6. Not 1d6/level. Spells are just a basic attack that don't improve an don't do anything interesting. Basically, warriors now make attacks that do X[Weapon] damage, and spellcasters attack too.


    --Before, D&D was about imagination. We would cast stone to mud spells to weaken bridges to defeat enemies. We would polymorph mice to attack enemies. We'd teleport people off cliffs. It was all about coming up with the coolest strategies possible. Now you can't do that because there's only a couple abilities, and what they do is set in stone.


    --Feats are pretty worthless. Whereas before you could create a cool character build with feats, using them to give your character an interesting combination of abilities, now they are just basic boosts. Almost every feat just gives you some bonus to something instead of cool abilities that allow you to do something special.


    --There aren't even that many character builds available. In fact, each class comes with 2 suggested ways to build your character. Two! Just think how many different types of sorcerers and fighters you used to be able to make. Now, with the limited number of powers, there are very few options.


    --The way saves work is ridiculous. There are a bunch of abilities that do something interesting, like a rogue can grab someone and immobilize them until that person saves. Here's the thing: saving is a 50/50 chance. It's not based on the rogue's strengths or skills or even your strength's or skills. You roll a d20, and a 10-20 makes you save. That's it.


    --The game is pretty much an advanced strategy board game. About half of the abilities now allow you to shift position or slide opponents. The biggest part of the game is tactically positioning yourself and your enemies. You hit them, get to shift one square and slide them 4 squares. It's just about planning our where people end up. Where's the imagination in that?


    Here's what should have happened:


    --Keep spells, but make them at-will, encounter, or daily. Change their power to reflect how often you can cast them.


    --Keep charts of what you gain when you level, but have racial charts as well, so you gain racial abilities as you go.


    --Improve the fighting classes (rogue and ranger included) just like version 4 did, by giving them cool abilities as they level up.



    In Conclusion, 4th edition came up with a lot of good fixes, but rather than applying them to 3.5 to create a spectacular game with lots of strategy and imagination, they created a new game, one that is purely tactical. This is a game for those who simply want to roll the dice and move the pieces, not spend all your time thinking about how it works or how cool a certain strategy would be.

    2-0 out of 5 stars Good game, but it's not D&D., June 27, 2008
    People call 4th Edition many things- a World of Warcraft ripoff, a simplification of 3rd edition, a moneygrab by Wizards of the Coast considering D&D 3.5 was released not so long ago... but the one thing that most people are calling this is "different".

    For long-time fans, here's a list of some basic things you'll need to come to terms with to start playing basic 4th edition: You have to roll to hit with Magic Missile (yes it can miss now); There is no Bard, Monk, or Druid (though these are promised in PHBII- see the moneygrab comment); No classes get any ability minuses anymore, only pluses (Elves have average Constitution, Halflings have average Strength); Wizards and all classes for that matter in fact now have at-will powers they can use without depleting their spells or powers per day.

    Long-time D&D fans instantly scoff at a few of the above points (rolling for Magic Missile just seems intuitively wrong), but hey- it's a new edition. Every new edition means new mechanics, so let's go along with it- until you lean just how changed the mechanics are.

    All of the rules, all of the combat, and all of the encounter information is all provided in terms of a square combat grid. Essentially, Wizards is shortchanging free-form players and pushing combat requiring miniatures. It's entirely possible to play a game without using a grid and miniatures, but you'll probably wind up doing more on-the-fly conversions than ever to make it happen. Many players are already using miniatures anyway, so this might seem great for them, but even then the flavor makes it seem more like you're playing a generic strategy game instead of D&D. Change the flavor text a bit and the rules could easily read "This power lets you move your tank two spaces to the left regardless of physical barriers" or "The Knight piece can only travel in the four cardinal directions". There's just no more real-world feel like "Fireball can travel up to 100 feet before exploding and damaging a 25-foot radius".

    All of the characters have tons of at-will, per-encounter, and expendable refreshers that add up to players having more varied options than ever before in combat, especially at first level. This seems exciting, but anyone who's ever seen an MMO (like World of Warcraft) will quickly see exactly what this adds up to- combat is rarely going to be about just rolling a d20 and waiting for an attack to come out, and it's going to be more than ever about choosing from a list of fairly pre-fab powers to attack the enemy with. Even if you're just a "simple" Fighter, you still have access to a list of powers at first level that make a plain attack pretty useless. In the end, this does make for more involving combat, but the combat that comes out is tremendously different from previous editions (and again, tremendously more like a lot of MMOs out there).

    The final shift I'll mention here is the shift away from "utility" powers and entirely toward combat powers, and I don't want to beat a dead horse, but that's again very MMO-like. Every class has a ton of new powers, but read between the lines and you'll see virtually all the powers involve damaging enemies. Wizards can't, for example, use a spell to create a rope when the party needs one. Nor can they use a spell to help their Rogue woo over a crowd when he gives a speech at a banquet (technically you can write powers called Rituals for this, but the basic spell list doesn't have this flexibility). Most of what they can do is apply Force damage, Elemental damage, or more Force damage. If you were to divide Wizard powers into direct attack spells and everything else, you'd find nearly all their powers are the exact same thing: "Deal X (choose type) damage to target". This same trend applies to every class in different ways.

    So in the end, I'm left with a conundrum. I want to play D&D because I love the game that D&D has always been, even though the game has had some glaring flaws in every release. This edition has done a lot to address the flaws of previous releases, but in the process it creates something that just doesn't feel very much like D&D. Maybe the game that's in here is a really good one, but I'd feel a lot better if the cover said "d20 Fantasy Game" instead of masquerading around as a new edition of D&D. My suggestion is to look up some of the free sites out there that have produced try-before-you-buy quickstart intros to 4th edition, or find a friend who's bought it and see it firsthand. I can't recommend outright jumping into this edition to anyone.

    1-0 out of 5 stars New roleplaying game, roleplaying not included..., June 25, 2008
    I am sure by now that this review will be a rehash of what others have said, but I have never felt so moved to write a review, so I am just going to go with it. For starters, I have been either a player or a DM for over 15 years. I started in 1st edition and easily made the transition to the 2nd edition. I was really excited about the changes to the game mechanics that came with the 3rd edition. I never bought 3.5 because it seemed like a money-making scheme, but the point I am making is that I have loved this game throughout all of its various incarnations.

    Therefore, I was looking forward to 4th Edition. I had heard that there would be more character customization from the ground up (sort of like Skills and Powers) and that it would be structured something like the new Star Wars Saga Edition. I was intrigued at the notion and very excited to see the outcome.

    I cannot express to you how disappointed I was at the result. I agree with previous reviewers that this is not DND, and it is not a good system for roleplaying. I'll just give an itemized rundown:

    How do I hate thee, 4th Ed? Let me count the ways
    1. The book is cheaply made, so cheaply made that the ink comes off the pages if you rub it too hard.
    2. Of the limited races available, three are related to elves. That's overdoing it a little bit, no? Also, not only is the "dragonborn" simply a silly idea that panders to power gamers, they look laughable. And the idea that they would have a breath weapon as opposed to a bite or a claw attack is absurd. Since they were adding the tiefling anyway, how about the aasimar? And as for a monster class, they could have done something better than the dragonborn. They already have with the half-orc.
    3. The classes lost are not worth the classes gained. Who ever heard of DND without druids and bards? Instead, what did we get, the Warlord? Please! What place does a tactical leader have in a roaming band of adventurers? Frankly, with the people I play with, if somebody "ordered" one of their PC's to attack, I don't think it would be the NPC that would be getting the smackdown. Warlords are for military and tactical units, not loosely confederated treasure hunters.
    4. It doesn't matter what you play, the characters end up the same. Your warrior class characters end up having the same armor class and damage potential as your arcane class characters. It's like they are all fighters who just do different types of damage. The classes are sort of like 1% and 2% milk--sure, the composition is slightly different, but they pretty much taste the same. BOOOOORRRRING!
    5. The skills have been simplified to an alarming degree, again making characters homogeneous. I've personally never talked to a player who wants LESS options for making their character, so I'm not sure what the purpose was of that.
    6. The alignment system desperately needs a revamp and always has (either that or needs to be eliminated entirely), but the revamp they did made the system even more nonsensical. They have removed most of the choices, so once again, the characters are the same.
    7. I never really liked prestige classes because you have to spend time at lower levels making choices for skills, feats, etc. that you may not really want to get the prestige class you want, but this game makes a player's choices even more limited because you get shoehorned into a very small number of character paths.
    8. Multiclassing is destroyed in this edition. What's the fun in THAT? And again, because of this, characters end up all looking the same.
    9. I have no issue with the use of miniatures and maps in games, I use them when I run, but the requirement that they must be used smacks of a marketing ploy to me. I can't wait to see how many "must have" dungeon tile, game mat, and miniature sets come out after this.
    10. Finally, my problem with this edition is that it doesn't seem to show any regard for DND players, those of us that have supported and loved this game for over 30 years. It seems to be attempting to attract an audience of video game enthusiasts with a faster pace and a dumbed-down presentation, as if to imply that people who play games like WOW are too stupid to understand anything more detailed(which is incredibly insulting). I think it is a huge mistake. I think that video gamers who don't already play RPG's will continue to play video games, and I think DND lovers will continue to play DND--3rd and 3.5 edition, that is.

    I think as a tactical miniatures game this edition is fine. But they already made one of those, so I see this edition having limited appeal. What a shame. But not all that unexpected from a company that is owned by Hasbro.

    2-0 out of 5 stars I really wanted to like it..., July 1, 2008
    I've been an absolutely RABID fan of Dungeons and Dragons in all of its incarnations since about 1980. I had all of the 1st edition and 2nd edition books, 3.0 represented a big change for me, but I grew to like it - and then 3.5 really fixed some of the bugs in 3.0 making it one of the most modular and enjoyable systems I'd ever seen.

    When the 4th edition of D&D was announced, it seemed premature. When the video of the presentations about 4th edition hit YouTube, I was intrigued - a lot of what I seeing sounded very promising. I began to let myself get excited about the new edition, then I read one of the preview books - and began to get nervous, but I figured, hey, this is just a preview - they'll work out the bugs. After all, version 3.0/3.5 had a few clunky spots, but if you worked through those, BAM, you had an amazingly well oiled machine, right? Then I get the 4th edition rulebooks. Wow, talking about a head shot. We have "new Coke" in game form.

    First, I believe it is entirely misguided for WotC to try to turn D&D into a MMO, yet that's effectively what they've done. The various classes are too homogenous, their roles are too rigidly defined, all of the powers and abilities have to work on a square grid. While this certainly "simplifies" and "streamlines" the system, it's effectively thrown the baby out with the bathwater as there's no "system" left. Gone are perennial favorites like the Druid, bard, and monk, and we get the warlord???

    Character races are also subjected to castration, no half-orcs, no gnomes, but hey we get tieflings and dragonborn??? Alignment has gone from a tapestry of various viewpoints and world views to a system that works fine as long as your mentality doesn't branch beyond the 3rd grade level. Spellcasters have less power options and abilities than the characters in any game of Diablo II, and Diablo II does them better.

    Don't get me wrong, there are some interesting ideas out there - the Heroic, Paragon, and Epic tiers are a neat idea, but even they seem to be executed poorly - prestige classes in 3.5 did a far better job of doing the same thing.

    I sincerely hope that 4th edition is improved as additional supplements are released, but I'm not holding my breath (and I AM holding my dollars until I see evidence of improvement). At this point I see 4th Edition as an interesting game of below average depth and quality. I fear Gary Gygax is rolling over in his grave to see the "Dungeons and Dragons" name on it.

    2-0 out of 5 stars Interesting, but surely not D&D, June 17, 2008
    4th Edition is truly a revolution. Many bad and moth-eaten concepts are thrown away, game balance is corrected (at last!), and all characters have interesting choices in each round of battle.

    Superb? Yes and no. First of all, the classes are VERY MUCH ALIKE. You could confuse a ranger with a rogue... and possibly even with a cleric. Huge difference between classes is gone: ALL of them deal almost equal damage, all shift enemies on the combat grid and heal themselves... The Fireball spell deals 3d6 hp damage - oops! Just like fighter's exploits of the same level...

    Then, almost all adventuring options (skills, spells, abilities) are gone. No one now can tame wild fauna: druids are gone too (with bards, barbarians, sorcerers and monks - they "will come in next volumes"), and rangers are now only damage dealers, with no wilderness powers. Almost all noncombat features was dropped. This is really disappointing...

    Yes, 4th Edition has 2 new classes (and not bad ones!), new cosmology (better than old one, in my opinion) and good bestiary. But it is not D&D and it is TOO combat-centered. If it will not be change soon, I'll never abandon 3.5 for this ruleset.

    1-0 out of 5 stars Waste of time and money - it feels like a bad board game, not an RPG, July 15, 2008
    The newest release from WotC for D&D is truly awful. Unlike the previous, 3rd edition, release(s) this new 4th edition is just plain garbage. What was once a great game with the legacy of being a way to share with friends in adventure and imagination has been turned into a board game with no imagination and no sense of dramatic action. It instead uses "paths" of advancement that move characters towards god-like power (literally) and relies on "healing surges" and super-simple (55% odds of success) saving throws to ensure that character death is nearly impossible. Instead of moving away from the board game and the World of Warcraft style of "big flashy powers" but no real content WotC moved closer with huge leaps and bounds.
    They even admit that these newer books, which cost more than before and have fewer pages, were laid out with magazine inspiration - more whitespace, more graphics, high end glossy pages and 1 & 1/2 page spanning art on each chapter's onset, and less "blocks of endless tables and text". Basically, more money, less pages, less content on pages, and less in the content that is there... Combined with a very oppressive and uncooperative license (which is a complete 180 from the previous system which thrived thanks to an industry changing Open Game License (inspired by the Open Source license ideology, and it paid off in spades for WotC)) that makes it almost impossible for anyone to truly get into the business of making RPG material for the game (you either support this system at the cost of never again (for all time, literally) making anything for the previous system - despite it's popularity and several major publishers already stating they're not moving away from the OGL system) or you just don't play with the new system at all as a publisher). That's dreadful. The contemptuous attitude it shows towards other business mirrors that that is show to players too - monthly fees for a character generation system, to have access to their once-free web articles (on a system that already is failing to work with just simple log in accounts), and the promise a Player's Handbook 2 next year, and 3 the following - yes a new core book annually...
    For those that like this new game, they love it. More power to them. If you can stomach a game that's a board game without imagination and no real feel for the fantasy story adventuring that D&D is famous for then you may enjoy this new game. But be warned you're going to have to pony up for a new trio of core books adding to these first three annually, and there's no family discount to the online tools - everyone pays a $15 monthly fee per person... So this the name of this new D&D should be the "green edition" - not for anything environmental, but for the money you'll pay and the color you'll be when you realize how little that money really gets you. ... Read more


    19. Lords of Madness: A D&D Miniatures 6-pc Booster Pack (D&D Miniatures Product)
    by Wizards RPG Team
    Game
    list price: $21.99 -- our price: $14.95
    (price subject to change: see help)
    Isbn: 0786955295
    Publisher: Wizards of the Coast
    Sales Rank: 9222
    Average Customer Review: 4.6 out of 5 stars
    US | Canada | United Kingdom | Germany | France | Japan

    Editorial Review

    A randomized set of 60 monsters and characters for your Dungeons & Dragons® game.

    Lords of Madness™ is a fully randomized set of 60 pre-painted plastic D&D® miniatures, including several Huge figures. The set features iconic D&D monsters and characters—perfect additions to any Dungeons & Dragons campaign. Collect them all!
     
    Each booster pack contains:
     
    • 6 randomized, pre-painted plastic miniatures, including 1 Huge figure
    • 6 stat cards, one for each figure in the booster pack
    • Lords of Madness set checklist
    ... Read more

    Reviews

    5-0 out of 5 stars A return to Quality, September 30, 2010
    Lords of Madness represents a return to a level of quality not seen for many expansions. I have personally seen almost the entire set, and while the paint quality is only somewhat higher than the previous Wizards miniature release, the sculpture quality is far, far better. If you use the miniatures for D&D, DDI, or just as stock figures you will be well pleased with this set.

    Paint Quality:
    While this set is a definite improvement over Savage Encounters you will find numerous painting mistakes, some odd color choices, and a general lack of quality. Despite this, and certainly at a distance, the miniatures look quite handsome. It is obvious that the industrial design focus being applied to the miniature lines is paying off.

    Sculpture Quality:
    The digital sculpting process used to create these pieces has provided a marked improvement in the quality of the end-product. While some of the (very much) older D&D miniature sets are still superior in sculpt quality, this set shines overall and is by far and away the best current set. A few oddities of the digital process crop up: very thin sections that looks so good on the computer, and yet curl up thanks to polymer alignment (i.e. when they cool down from the mold!) Overall the set is quite handsome.

    Figure Choice:
    Lords of Madness returns with the current focus on "providing the pieces in the numbers you are likely to use them." The result of this is fairly good. Common and Uncommon pieces represent threats and utility miniatures that you will commonly reach for while rares and very rares present the opportunity for more ground-shaking encounters. While I am less than pleased with the inclusion of Very Rares in this set (I received three of these in an eight-box pack, and two of them in the same booster!), the fact is that you aren't going to actually use the Very Rares much. I love that stock figures such as kobold slingers and orc archers are available in plenty, while more fun, but less useful figures, such as Brain in a Jar and the Dracolich are relatively easy to obtain.

    Summary:
    If you are in the market for D&D miniatures for whatever purchase, this set offers good sculpts for a reasonable price. While each box only contains six miniatures, many of these are quite large and at ~$15 a box, you will find that boosters are competitive with buying miniatures from singles-websites.

    Not to mention discovering just what is in each booster is half the fun.

    4-0 out of 5 stars Review of Lords of Madness minis, October 18, 2010
    WotC continues to release a quality product with these plastic, painted miniatures. This set is nice as each box came with one huge and one large mini. I was a bit disappointed as I ordered three boxes and received three of several of the minis but these are released as a collecting and trading game.

    5-0 out of 5 stars Great series of miniatures, October 12, 2010
    Being fairly new to 4e I decided to buy a whole case of the Lords of Madness figures (yes, a whole case). I ended with a total of close to 70 miniatures, many in the Rare and Very Rare category. Overall, as a RPG and miniature collector I have to say that this series is incredibly detailed, colorful and vivid. Wizards D&D miniatures seem to be getting better with each series and this one has many iconic monsters including several unique solo creatures like a duke of hell, a powerful demon and demon prince, a blue dragon, a mind flayer and the iron golem! ... Read more


    20. Player's Handbook 3: A 4th Edition D&D Core Rulebook
    by Mike Mearls, Rob Heinsoo, Robert J. Schwalb
    Hardcover
    list price: $34.95 -- our price: $23.07
    (price subject to change: see help)
    Isbn: 078695390X
    Publisher: Wizards of the Coast
    Sales Rank: 8830
    Average Customer Review: 3.7 out of 5 stars
    US | Canada | United Kingdom | Germany | France | Japan

    Editorial Review

    Rules for psionic, divine, and primal heroes.

    Player’s Handbook® 3 expands the range of options available to D&D® players with new classes, races, powers, and other material.

    This book builds on the array of classes and races presented in the Player’s Handbook and Player’s Handbook 2 core rulebooks, presenting old favorites and new, never-before-seen options to the game. Player’s Handbook 3 also adds the psionic power source to the 4th Edition D&D game, along with several new classes that harness this power source.
    ... Read more

    Reviews

    4-0 out of 5 stars Great Ideas, March 19, 2010
    The Player's Handbook 3 is Wizards of the Coast's latest Dungeons and Dragons player supplement. Like the Player's Handbook 2, it introduces the player to new classes, races, feats, items, and character generation rules. While these rules are well-implemented and generally thoughtful in concept, a few oversights decrease the book's overall quality.

    The PH3 adds the long-awaited Psionic power source to the player's arsenal, and this new resource is very different from the past 4e power sources. Every role is filled, and the overall game mechanics are changed notably by three of these classes in order to provide a unique play experience. Instead of gaining encounter powers, Ardents, Battleminds, and Psions gain power points, a per-encounter resource that can be used to augment many of their daily powers, replaceable at-will powers, and even item powers. These augments might change the range, damage, or control effects of a given power. While it may take a while to fully understand the balance implications of these revisions, at first glance this mechanic appears fresh and useful.

    To complement the new classes, WotC included four races for player use. The Githzerai, Minotaur, Shardmind, and Wilden are all in this source book, and are given PH2 style racial paragon paths. These races fit the new classes well, and as usual grant the player a +2 to two ability scores. The twist is that, in all cases, the player is given a choice between two ability scores to increase. For example, the Shardmind always receives a +2 to Intelligence, but the player can choose between Wisdom and Charisma as a second ability score bonus. This flexibility increases the player's control over the character and provides more possible variety in the race roster.

    In terms of feats, items, and skills, it appears that the PH3 has the usual fare, with one notable exception. Skill powers allow players to swap utility powers for new powers that correspond to trained skills. This new option is flavorful and makes your character's skills more useful both in and out of combat. As usual, expect to find interesting new items and feats that work well with the new classes and races.

    Perhaps the most far-reaching development in the PH3 is the addition of Hybrid class rules. These rules allow an effective combination of character classes starting from level one, and result in more of a 50/50 split between the 2 classes than the PH1's multiclass rules. Every class is given a hybrid write up (features only, so you still need another source for powers), and the player is given rules for picking two of these write ups and combining them into one class. Many notable class features are lost, but some can be regained through the Hybrid Talent feat and more powers and features can be gained by forgoing a Paragon Path (much like Paragon Multiclassing). Hybrid rules do not stop a player from multiclassing into a third class, and this feature could result in some truly interesting three-class characters. Indeed, these rules will strongly affect every player supplement released in this edition of D&D, as every new class and class feature will need a hybrid version printed to be compatible with this rule.

    Finally, I have a few critiques to note. First, as I read, I ran into many powers and class features that are not well-edited. The Battlemind in particular may have real problems if the DM does not allow for some slight rule flexibility to make his features work as the rules clearly intend (if you are curious about a lot of these issues, I encourage you to check out the D&D forums). Second, a major inconsistency really bothered me. The Monk, a psionic striker in this edition, does not follow the power point rules that every other psionic class follows. While the Monk has its own interesting mechanics, it could have easily fallen under the martial source given its nature, and it's very disappointing to me that no striker exists that uses power points. Third, and probably most important, the Runepriest and the Seeker feel like filler classes. While they may be robust and interesting in terms of gameplay, they do not fit the psionic mold of the book, and unlike the PH2, the PH3 only adds six classes. These strange new divine and primal additions simply feel out of place, and I think the PH2's approach of adding four classes from one source and two from two others made it a better read.

    The PH3 is a buy for players who enjoy D&D and want psionic options, or even for those who just care about hybrid rules. The new player options are plentiful and are sufficiently different from past material that a simple reflavoring of other power sources will not do psionics or hybrid rules justice. A few implementation problems keep these great ideas from perfection, but I certainly hope WotC continues in this general direction for future supplements.

    5-0 out of 5 stars Very cool new classes and powers but not for beginners., June 6, 2010
    Summary:
    Like Player's Handbook 2, PHB three offers a wide variety of new character options. There are 4 new races, 6 new classes, prestige classes to go with these, 6 new Epic destinies, a slew of new feats and a bunch of Magic items. New to PHB3 are rules for Hybrid Characters and Skill Powers.

    The new races are Githzerai, Minotaurs, Shardminds and Wilden. The Shardminds have to be the oddest race released so far for any edition. They are made up of living crystal that shattered off of the gate to The Far Realm. Odd just odd. The Wilden remind me of Dryad's from Warhammer Fantasy as they can take on different aspects based on the seasons. The Githzerai and Minotaurs are old races that it's nice to see get the 4e treatment.

    The new classes are Ardent, Battlemind, Monk, Psion, Runepriest and Seeker. Most of these are psionic classes and full rules for how psionics work are included. Basically you get a set of power points that renew each short rest. You use these to improve your powers (augment). Instead of getting encounter powers your at-will powers have 3 different power levels each, a basic 0 cost version and then versions that cost 1 or more power points. It's an interesting change from the old Psi point system to be sure.

    The new psionic classes are the Ardent, Battlmind and Psion. The Ardent is a psionic leader. The Battlemind a psionic Defender. The Psion is a psionic controller and has many of the powers from the orgiinal psionic handbooks (Id insinuation ring a bell?).

    The Monk has a psionic power source but doesn't use powerpoints. At first I thought this was odd but then when you think of a Martial Artists focusing of Ki it actually does fit the psionic theme. Monks are quite a bit different from previous editions but do keep their mobility and things like Flurry of Blows.

    Two non-psionic classes fill the last two spots. The Runepriest is a Divine Leader and the Seeker is a Primal Controller.

    Hybrid character rules allow players to make what would have been a dual class character from previous editions. This is more in depth and more of a mix of two classes then the previous multiclass rues where you used a feat and got to select some powers from another class. These rules fully integrate two classes into one new class. Basically there is a hybrid version of each character class that gives you so many hit points, specific skill training, proficiencies, defense bonuses and powers. You chose two of these and combine the powers, bonuses and abilities from both. There are also suggestions on how to make an effective hybrid character.

    The chapter on skill powers gives all characters of all races and classes new options. Skill powers are utility powers that you can take when you would normally gain a utility power for your class. These are all based on being trained in specific skills and allow you options based on that training. There are multiple levels of power for each possible skill. There also is also a feat in the feat section of the book that lets you take a skill power without using up one of your 'class based' utility slots.

    Next you will find a ton of new Feats, most of which are specific to the races and classes in this book. Feats are followed by new magic items. What's interesting here are the new Ki Focuses and Rune powers which are totally new types for this book. There are some new expendable items as well. Also included are enhanced implements. These rules compliment the rules for special weapons and armour released in previous books (e.g. Adamantine Armour)

    A summary of how to read a power finishes the books. There are some rule updates in here as well mostly dealing with Implements and Weapons as Implements.

    The Good:
    I love the Skill Powers section! There are so many great character options here and they are open to any character of any race and class. They give some great alternative powers to the ones offered by the classes. They also really let you compensate for a characters weaknesses or even more so a parties weakness. For example: if you have no Leader in the group but you have characters trained in Heal, then have everyone train on the Heal Skill Powers Healers Gift and Physician's Cure. The Endurance Skill Powers are especially juicy finally giving reason for characters to train in what was an undervalued skill.

    The new classes, at least the ones I have played or played with are really great. They really offer a lot of options and combos on the battlefield. I personally love my Ardent that I put through Dungeons and Dragons encounters. I really liked all the reactive things I could do and the buffs I provided the party as long as they stayed close. I'm also a real fan of the Monk, I've played with two different players playing Monks and they have impressed me each time. I really like the way the Runepriest works as well getting two options an aggressive one and a defensive one with most powers really open up the options. If Darksun wasn't the next encounters campaign I would be trying out a Runepriest.

    The Bad:
    All of the included classes are more complex then the base PHB classes and are more suited to experienced players. All of them have a lot of options in their powers and most give a wide range of temporary buffs and de-buffs that need to be tracked. This is great for players who want more options but I suggest avoiding these classes for new players.

    I'm not sold on the Shardmind. It's just too odd. A living piece of a shattered gate bent on destroying Aberrant creatures. The whole 'every shardmind has a different view on how to fight the abyss' thing seems forced and a cop out for why they don't just all get together and fix the gate. This seemed to me to be a race better suited to Dragon Magazine then a core rulebook.

    I did not like the way the rules changes were just there mixed in with all the re-stating of existing rules in the 'how to read a power' section. It would have been nice to highlight where rules have been enhanced or clarified. I almost skipped over this section except for the fact that I knew ahead of time that there were some rule changes.

    The Ugly:
    I'm not a fan of the Hybrid rules. This seems like something WotC put in because fans wanted to play their old Fighter/Thief from previous editions. It just doesn't seem to mesh well with the other class rules and seems like it could be widely unbalancing in both making characters too weak and too powerful. I had no problem with the feat based multiclass rules and think they sufficed. Not that I should be complaining that a company is catering to their fans but these rules seem unneeded by 4th edition.

    Overall:
    I know it looks like I had more bad to say then good this time around but that's not the case with my overall impression of this book. The new races are cool enough (except for the Shardmind which is just too weird) but the new classes are excellent. I really like the way psionics are handled and I like what they did with the old favorrite The Monk. The rules on Skill Powers really top this one off as a great book. I personally don't like the Hybrid rules but I'm sure there are gamers out there that have been waiting for these rules since 4e was released. A word of warning for new players though, these new classes are quite a bit more complex then the basic ones in the PHB and I recommend skipping this book until at least your second character.

    4-0 out of 5 stars Growing your game, April 16, 2010
    As usual, Wizards of the Coast has released another book with more fully-playable races and new classes for Dungeons & Dragons. There's nothing really different, except for the Hybrid character options that allows to combine classes to make a more sophisticated PC that can sustain one or two of the roles of each class, or at least change its aproach to its primary role.
    Something that seems very interesting is the introduction of Skill Powers, which represent specific ways of using one of the skills your character have in form of in-combat powers. This seems like a nice way to increase your hability roster, besides giving options that enrich greatly your role-playing during combats.
    There are, however, some flaws on this book. The races featured are the Minotaur, the Githzerai, the Wilden and the Shardmind. These Shardgminds and Wilden are new races, and I do find them interesting both. However, why did they choose the Githzerai and the Minotaur? I'm not complaining, but of the great array of creatures that D&D has featured along four editions, a larger selection could have been presented in the book. Why the Minotaurs and Githzerai, then? Why not the Gnoll (also explored thoroughly in Dragon Magazine), or the Aasimar from past editions? Why not all six, to say something, or another six?
    The classes in this book are all nice; however, some of them are more appealing than others. The Monk (striker) and the Psion (controller) are, I believe, the main course in the book, but also the Runepriest has a certain charm, being a Divine Leader that uses runes to achieve its goals. The Seeker is a controller-role version of a Ranger, or at least it feels like it, and the Battlemind is a Psionic Fighter/Paladin. The Ardent is a Psionic Leader, but the concept itself is kind of blurry. It senses and enhaces emotions, or something like that.
    I have little more to say... more feats, more items... the Psionic powers are played in a different way (augmenting At-Will's instead of using Encounter's). This is a nice book. Maybe not all of the stuff will be as good as the Monk or the Psion, and you may feel the same thing I do about the races, but don't worry. I'm positive there will be another Player's Handbook in a few months.

    4-0 out of 5 stars 3rd players handbook (4e), March 24, 2010
    I just got it yesterday, and haven't read it ALL yetI've also been playing D&D off and on since about 1987. For the record, I think 4e is the best.

    I do like the new races, but they did power down the wilden from when it was first shown to D&DI subscribers some months ago. The gith is great, imho. I think the minotaur should do d8 or even d10 with goring charge. d6 seems too weak. as a dm, I might house-rule that up. Like, if you're playing a minotaur barbarian, with a great axe, and you charge...what would you rather do? 1d12+str mod (plus maybe more, with a barbarian power), or 1d6+str mod. and knocked prone? To me it seems they made the one minotaur racial incounter power pretty useless. (half-orcs get an extra d8 or 1[w] damage, and dragonborn do d6, but in a blast 3)

    The new crystal people race bothered me at first, but they are interestingly different stat-wise, and would make excellent psions or wizards. I think I just don't like their art...they look like, well, stupid elementals or something. Unlike the wilden, who have a cool look, and some personality in their features. (I still think the gith look like the Grinch...but, this isn't an art crit, so I'll move on :)

    I've playtested the psion and the seeker already (again, from D&DI pre-release content) and they work really well. The seeker is an arcane archer, like from 3e. It's not at all like a ranger who specializes in bows. (sorry). Being able to make arrows or thrown weapons explode, slow, immobilize, daze, and grant combat advantage is great. Couple that with an at-will that lets you choose an elemental damage type for your ranged weapon strike, AND a buch of abilities to shift away, or fire up close w/o granting combat advantage and it's a pretty kick ass class. Basically a gun-slinger. A dual hand crossbow build should come along as a paragon path, hehe. The psion has a lot of versitility, and regains power points with a short rest. So, they are balanced dispite not having encounter powers. There's a first level daily that even lets you dominate (sort of) you can make a creature throw a basic attack against another creature adjacent to it. it's vs. will, so...making a zombie slam the deathlock whight that re-animated it was an awesome thing in our 1st level group.

    I am disapointed that they made a psionic warlord (the ardent). I wanted something more like the old "shaper" A psionic healer, and crafter of items. ie: someone who could mend, meld, and make flesh, bone, wood, steel, stone, etc. But, if you want the ultimate 4e crafter, they do have the artificer (in the ebberon books, and on D&DI)

    I am also dissapointed in the monk. a) no power points, like other psionics, b) mobility is great, but damage is really weak for a meelee striker. I don't mind unarmed strike being d8, but...a well played rogue can dish out 3d6+4 with a short sword EVERY ROUND at 1st level. The monk doesn't even come close. If any of my players want to try out the monk, I'll house-rule them too...maybe make flurry of blows not just an instant hit, but double it's damage...right now, (yes, it is an instant hit...but only for 2 or 3, plus wisdom or strenth mod.) So, a level 1 monk can do about 1d8+10 per round. I dunno, I'd rather rely on a rogue, 3d6+4, AND from a disntance, with a hand crossbow, or a shuriken, and combat advantage...You be the judge. I need to get someone to play a monk, or NPC one before I really know. I played a 3e monk for about a year, taking him up to level 12...and he was rediculously badass. Almost over-powered, so maybe I'm baised about the monk.

    On to Hybrids....I like this system. They should have started with this in PHB1. You basically take half a class, and smash it into another half of a class. It seems mechanically sound, with all the ups and downs of trying to be two things at once. You sacrifice some awesomeness for more versitility. Expect to spend your first few feats on getting more talent options, however.

    Skill powers are a good idea. Basically, you can trade a class utility power for a skill-based power you are trianed in. Some are really cool, and allow you to use your skills much more actively in combat. Although, when I DM, I always let my PCs say something like "I want to jump over the goblin, and try to stick him in the back" and I let them roll for it. (hard DC, and provokes an oppertunity attack, of course) But if the rogue passes those rolls, they get their bad ass summersault-through-the-air sneak attack. But, if you have a straight up by the books DM, these will help you.

    Well, that's about all I've got for now, hope this is helpful. I'd recomend buying, if you have the other two PHBs, and DM. If you are just starting, as a player...you can save money and paper just by subscribing to D&DI...you get the character builder, which is updated monthly, and has everything from every book and article. Sorry, I'm not a shill, but I do like DMing and playing with wLAN and a laptop. (and a set of dice) Saves time, paper, money....but thats me. If you like tomes, though. it's the same good quality hardbound WoC book as the rest...clear text, lots of art, and easy to read and navigate through.

    I just really hope they don't make a PHB4....:)

    3-0 out of 5 stars 4E Players Handbook 3, April 15, 2010
    Looking over the players handbook I was impressed with some aspects and also a little disappointed with others.

    Races:
    In my opinion half the races presented in this handbook were a great addition while the other half were not up to par. Since starting gaming many years back I have had many players ask me if they could play a minotaur, but it being a EL8 didn't allow them to until far into the campaign. The addition of this race and the gith were good. The Shard-whatever and the wilden-leaf/stick people were to a bit of a stretch, they just seemed strange and weird (not that their abilities or stats were bad).

    Classes:
    Overall not bad, some were interesting. There's much controversy in my gaming groups about whether or not the monk should be psionic... I see both arguments so I guess I just don't really care either way.

    The addition of the hybrid characters was to me awesome. It in a way brought back multi-classing... At least I feel it's closer to multi-classing from 3.0/3.5.

    The girth of the book was a bit small but there is good information in it. It is just starting to feel like Wizards is pumping off books for quantity and no longer for quality/length. On another note, pathfinder has completely captivated my attention, a nearly 600 page book for practically the same price as one (when comparing prices on amazon).

    1-0 out of 5 stars Increadibly disappointing, March 23, 2010
    I don't have the book in front of me but after reading twice, I've come to the conclusion that this book is one any D&D 4th edition player or DM wants to avoid.

    The race section is okay. They add Minotaurs and Githzerai. They also add two new races, one crystalline and another fey plantlike. They're okay. I wish they had added Baurians/Centaurs. I was also disappointed they weren't listed as possible character classes in Monster Maunal 2. For fans of the old Planescape setting, I was hoping they would add the races from there along with Githzerai. They didn't, but I can always make something up.

    Unfortuately, after this section, the book becaomes unusable. The big news was the introduction of Psionics. They could have just done something that works within the existing system. Basically make just like the other classes except the damage is "Psionic, Psychic" like you might read "Martial Weapon" or "Divine, Fire"

    Instead, they introduce a whole new mechanic, and I think the reason is a flaw of this book. This entire book is like an algamation of 3.0 and 4.0 rules. Thus, they bring back power points, and the whole system of powers is different for psionics.

    Let me give a basic example. A Regular mid-level character has a 2/3/3 (not counting prestige) power cap in 4th E. Two at-will, three encounter, and three daily powers. Psionis follows a 3/3 progression at mid level. Psionicist have 3 at-will powers and 3 daily powers. As an alternative they get power points, a holdover from the old psionics system. So, they start with I think 2 points, and gain more as they level. As a rough example of the pattern, powers work like this:

    At Will Effect - 1W + Int and target takes a -2 penalty to AC until end of turn
    (2 Augment) - Power effects all enemies in Burst 1.
    (4 Augment) Power now does 2W + Int and all enemies in burst suffer -3 to all defenses.

    So that's the general gist of how psionics works but there are some huge problems with this system.

    1) Not enough points. Until a psionic character reaches the mid 20's, they never have enough points to be on equal footing power wise with any other non-psionic class. Remember, regular classes have three encounter powers. Psionic characters do not get enough points to use their at will powers like an encounter power three times. Until pretty much the epic tier, they can only use their at will encounter powers like 1 full and two 1/2 full times. Also, as the at will powers go up, they need more points to augment. So the mid level balance of psionics makes them very weak.

    2) Not enough variety. With 2 at-will and 3 encounter powers, normal classes have a greater variety of things to do. In other words, they have more powers, with a variety of different effects, so they have more options on what actions to perform on the battlefield. Psionic characters don't have that. Their powers are as I described above, basically the same effect but slightly more powerful. But they only get three. So they have less variety in powers on the battlefield. A regular character has five powers that might do radically different things. Psion's don't. I don't think this was taken into account at all.

    3) Not balanced with the rest of the system. The psionic characters are underpowered. They just are. I read over their attack powers and they just plainly are not as powerful as their equivalent replacements in other classes. They don't do enough damage or have good enough effects, again until you get high level. So, low level a psionicist is slightly underpowered but okay in a group. Mid level they're way underpowered. Epic Level they''re probably okay as they finally start to get some points. But if you're going to limit a Psion to three from five attacks, you should at least compensate them by slightly increasing their power. At least being par to the other classes. They don't.

    As a player, and a DM, I would never play or recommend any of the psionic classes to ever be used.

    And the proof that this system is broken is the Monk. He's the psionic striker. But what do they do with this class. They make the characters operate like any other class. Not this stupid points system. It's like someone said, "Everyone likes the monk. Let's not mess with how he works in the system." They introduce a nice feature called full discipline I won't get into here. But it works like any other class in 4th edition. They should have done that with all the psionic classes.

    They introduce a few non-psionic classes, but there's really no point. They add rune casters which are neat but not necessary. Then they add something I think called the seeker. Basically it's a Ranger except focused on ranged weapons. Wait, Rangers can focus on ranged weapons. Duh.

    The next chapter is again, a throwback to 3rd edition. They introduce multiclassing. Old school multiclassing. It's garbage. They even have a disclaimer, "Please don't use this, it'll break the game." If you want old school multiclassing, play 3rd edition. The books are cheap, everywhere, and it's not as if the Wizard's Police will break down your door. For 4th edition, this chapter is a waste of paper.

    The final chapters incuide a few new utility powers based on skill. They're okay I guess, but each class has plenty of utility powers and they're better. Then you have feats and magic weapons specifically for the new classes and races.

    In summation, I can't recommend this book at all. I have PHB2, I liked it, it's good. Buy that. Stop there. This book is 75% broken. You'll use the Monk, maybe a couple races, and none of the rest of it. I'm really disappointed by that too because I was expecting good stuff. This also leaves a very, very bad taste in my mouth for the new Dark Sun game. I'll be playing it this weekend at PAX East and before I got this book I was stoked. But now knowing the 4th edion rules for psionics, and knowing Dark Sun is full of psionics, I have mixed feelings on how the return to that setting will work out.

    *** Update ***
    Got a chance to play the items in this book at PAX East.

    1) Monk is awesome. I thought the full discipline system was a neat idea but in practice it's even better. The monk in our party was jumping across caverns, doing flying kicks and knocking villians off ledges, he was awesome. It really gets the flavor down and makes the class special and unique.

    2) Seeing and playing psionics characters, I still belive it's broken. I talked with a wizards guy there and of course he disagreed with me. But he understood where I was coming from and did admit there were some flaws. He pointed out that starting characters get 2 points and two at-will. The equivalent of two at-will and one encounter. I pointed out that at level 13, psionic characters get seven points. But to use three encounter powers it costs 4+2+2=8. I pointed out the variety in powers issues. That psionic characters encounter powers were basically the same as their at will except stronger. So there was less variety in actions and effects. I even pointed out that at 21st level, the at-will powers remain at 1W. All other classes have their powers automatically improve to 2w. But psionicist need to spend power points for that which means those points can't be used for full encounter powers. The Wizard's Guy's response was, "Nobody ever gets to 20th level."

    All I can say is that I played two sessions involving Battleminds. I played the character in one and somebody else played the other character in another. It's the Psionic Defender. He was useless. And another Wizards guy who was DMing commented that the Battlemind needed "adjustment."

    3) Dark Sun looks good. Played a Thri-Kreen Shaman. It was great.

    4-0 out of 5 stars Broadening 4E Horizons, May 14, 2010
    While adding the Monk class and some neat races is a good step for 4E, I see the skill-based powers and the Hybrid Class mechanic that is instituted in this book as the more interesting design choices. Now, people who really want to create the "smidgen of everything" classes that were possible in 3E can go to town (without playing a Bard). As someone who's always liked the Minotaur as a playable race, they "had me" early on. I've played the Psion, the Runepriest, and the Ardent thus far. All had interesting options and tricks during play. The power point mechanic adds a new strategic element to the combat, and I found it to yield some fascinating results in the heat of battle (when the dice cooperated).

    As with 4E in general, I find that there are few to non "stinkers" here. That is, it's hard to find a class or race that immediately strikes me as un-fun or just badly balanced. Your mileage may vary, but for me, I think that the designers have done a great job at making a cinematic, easy to grasp system for combat in 4E. Some say that it's just a glorified skirmish system that is the analog equivalent to a computer game, but you can't really design in roleplaying. That comes from the great stories that friends create together at the table. I've had many a game where hardly a die was rolled in anger, and it was no less fun. In the end, the system is only there to enhance and clarify the fun when weapons are drawn.

    You can have good fun with just the first three core books, if the budget is tight, but the additional Player's Handbooks and so on can add new wrinkles to the game. I think they're a worthwhile addition. Recommended.

    2-0 out of 5 stars 80% Psionics, March 31, 2010
    If you like Psionics then you should get this, otherwise I wouldn't pick it up. There are two other classes, the Monk and the Runepriest but they don't make up for the lack of useful (to me) material. Plus, unlike previous editions where at least the feats could be of some use to other classes, Psionics and the powers of the Monk are basically their own system and non-transferable.

    The races presented (gith, minotaur, shardmind, wilden) are all HIGHLY fantastic and may be of interest to those raised on a diet of WoW and Harry Potter, but if you're more of a Tolkien and George RR Martin mindset they will have little appeal.

    I've purchased every book Wizards has produced and this is the only one which I have been disappointed in.

    5-0 out of 5 stars Twists of flavor and mechanics abound, March 28, 2010
    PHB3 features some some fun new twists to some old DnD stereo types. I heartily believe that the new PHB is good sign that WoTC's theory that the new transparent rule set and defined player roles would allow them to come up with new classes and builds that do the same basic tasks in very different and interesting ways, while remaining very balanced

    The psionics rules are back of course which have allways been a love it or hate it thing in DnD. By and large I like what they've done, blaancing psi effectively has allways been an issue, they've either been way over or underpowered through out the editions. The overall consensus between myself and those of my players that are willing to admit psionics has a place in DnD is that psionic classes are fairly well balanced, trading the ability of the other power sources to really specialize, in order to really be able to conistently pull out the right tool for any given fight. I'm refering of course to the replacing of the typical encounter power progression with the gaining of additional at wills that can be augmented up by spending power points. While not necessarilly as potent as the encounter power equivalants in the later stages of the game, one can't put a price tag on being able to use all of the all of the time. It also helps make psi chracters feel very distinct from others as well in a fairly flavorfull way.

    My friends and I also agree that A) that ardents are just silly they should have made a more castery empath and B) Leaving The monks off the power point system was good move.

    Speaking of monks.. I always felt monks could benifit from the "special" move feel of some of 4th edition and they do here. Each monk power also inlcudes a special component to be used with your move action as well which makes them easily the most mobile striker so far which is both cool and fun on the table.

    The seeker is cool as all get out to, and likely will be my next character if one of my friend ever frees up the time to DM, but the other new class the Rune priest? that sucker trully rocks. It's a melee heavy leader with an interesting mechanic of protective and destructive runes that can be used with each power, which not only affect the powers results, but also shift the chracter back and forth between stance like offensive and defensive states. It's a cool mechanic that really affects the way class functions down to your most basic strategic choices. It really looks like a lot of fun.

    The hybrid rules are interesting as well, and while a little complex easily handled through the character builder software if one is so inclined. It reallly opens up a ton of character build choices, easily enough to fit almost any background, but as others have mentioned it's damn near impossible to game the way you could in 3e. In fact it's one of the few ways in 4e to be able to make a truly useless character if your not careful, but can make for some fun and funky mixed class characters with some patience and thought.

    Oh and the races...all of them are kinda so so good efforts, but nothing to groundbreaking...except the wilden. The plant race's ability to change like the seasons really warms my pagan little heart.

    Sooooo while not perfect this book is the best implementation of psi in any of the various DnD editions, which some really cool feat, race and class options to help spice up games that need a little newness.

    3-0 out of 5 stars Meh..., June 3, 2010
    If you want to buy a D&D book, there are probably better options. My main issue with this book is that there is very few exciting/interesting options for campaigns in progress. ... Read more


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