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Dungeons & Dragons Player's Handbook: Arcane, Divine, and Martial Heroes NICE!

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Excellent condition!
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Item specifics

Condition
Like New
A book that looks new but has been read. Cover has no visible wear, and the dust jacket (if applicable) is included for hard covers. No missing or damaged pages, no creases or tears, and no underlining/highlighting of text or writing in the margins. May be very minimal identifying marks on the inside cover. Very minimal wear and tear. See the seller’s listing for full details and description of any imperfections. See all condition definitionsopens in a new window or tab
Seller Notes
“Excellent condition!”
ISBN
9780786948673
Book Title
Player's Handbook : Roleplaying Game Core Rules
Book Series
D & D Core Rulebook Ser., D & D Core Rulebook
Publisher
Wizards of the Coast
Item Length
11.2 in
Edition
4
Publication Year
2008
Format
Hardcover
Language
English
Illustrator
Yes
Item Height
0.9 in
Author
James Wyatt, Rob Heinsoo, Wizards Rpg Team, Andy Collins
Genre
Games & Activities, Référence
Topic
Personal & Practical Guides, Reference, Role Playing & Fantasy
Item Weight
38.8 Oz
Item Width
8.6 in
Number of Pages
320 Pages

About this product

Product Information

The first of three core rulebooks for the 4th Edition "Dungeons & Dragons"(R) "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.

Product Identifiers

Publisher
Wizards of the Coast
ISBN-10
0786948671
ISBN-13
9780786948673
eBay Product ID (ePID)
63114070

Product Key Features

Edition
4
Book Title
Player's Handbook : Roleplaying Game Core Rules
Number of Pages
320 Pages
Language
English
Publication Year
2008
Topic
Personal & Practical Guides, Reference, Role Playing & Fantasy
Illustrator
Yes
Genre
Games & Activities, Référence
Author
James Wyatt, Rob Heinsoo, Wizards Rpg Team, Andy Collins
Book Series
D & D Core Rulebook Ser., D & D Core Rulebook
Format
Hardcover

Dimensions

Item Height
0.9 in
Item Weight
38.8 Oz
Item Length
11.2 in
Item Width
8.6 in

Additional Product Features

Dewey Edition
22
Publication Date
2008-06-06
Target Audience
Trade
Dewey Decimal
793.93
Copyright Date
2008

Item description from the seller

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Cookies And Time

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Product ratings and reviews

4.5
21 product ratings
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Most relevant reviews

  • Top favorable review

    4th editition

    Very useful, as an extended resource, but it is a bit vague in spots and does not give complete details of some things mentioned. Apparently, you must have players guide also. That may clear things up it seems.

    Verified purchase: YesCondition: Pre-OwnedSold by: decluttr_store

  • No real bottom line, you need this book to play.

    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. ...

  • New edition of D&D.

    I have played D&D for years, and I have to admit, I was nervous when I first looked at the new players handbook. The new core races were over the top, and all the classes seemed as complicated as the wizard. After reading through it and playing a game, however, I have enjoyed this edition more than any previous version of the game. If you are looking for an update of Dungeons and Dragons, this isn't it. Instead, this game was totally redesigned from the ground up. It takes several of the things I loved about D&D and streamlines them. Wizards are no longer firecrackers, and clerics are no longer walking bandaid boxes. A party of adventurers can now last more than two encounters without having to rest for the night. New simpler rules, and more abilities without daily limits let the ...

  • Help is Here at last

    Is your thief always getting caught? Is your swordsman(woman) always at the wrong end of the sword? Is your archer always looking like a pin cushion? Is your knight being turned into a knight in a can, always in need of can opener? Does every spell your wizard uses turns him into a pile of goop or a toeasted marshmellow? Are you just new to the game and can't tell a wizard from a jester? Well, help is here at last not only will you be able to tell the difference between a wizard and a jester. Your wizard will be able to rule the magic world. Your swordsman(woman) will will always come out on top. Your knight will always walk away from the battle victorious and claim all the fair maidens that he wants. Your archer's arrows will fly straight. Your thief will be rich beyond your wildest ...

  • A Good Change

    I love fourth edition, it took out the majority of the bad things from 3rd edition. Sure, losing some of the optimization sucks, but dear god. It's stupid spending hours on working on NPCs when you get above lvl 14, only for them to die just as quick as any other monster. 3rd edition was overly-bloated with rules, worthless abilities, worthless classes, and furthermore awful combat for any martial class while the magic users were laughably overpowered to absurdity as the meek martial classes trudged around to make sure the casters survived the painful lvl 1-2 stages. I will not miss lvl 20 combat with it's 6 attacks in a row, that after which the first 2 attacks none of the other 4 will hit, and over-the-top druid/cleric/wizard. Combat is simple, intuitive, and fun. Very fun, I also ...