- Hardcover: 320 pages
- Publisher: Dungeons & Dragons (29 August 2014)
- Language: English
- ISBN-10: 0786965606
- ISBN-13: 978-0786965601
- Product Dimensions: 21.6 x 2.1 x 28.4 cm
- Boxed-product Weight: 1.1 Kg
- Average Customer Review: 4 customer reviews
- Amazon Bestsellers Rank: 329 in Books (See Top 100 in Books)
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Dungeons & Dragons Wizards of the Coast RPG – DandD – Books and Modules Hardcover – 19 Aug 2014
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Hardcover, 19 Aug 2014
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From the Publisher
When the Dungeons & Dragons Player’s Handbook rolled out [in September 2014].
This edition of D&D is fresh take on the beloved game, while also echoing back to classic older versions, rightly putting the emphasis back on story, roleplaying, and worldbuilding. The reboot should have the effect of both luring back jaded former players and attracting hordes of newbies. The books are smartly designed, too, with just enough artwork to inspire your next adventure. And they call it a game...a game!
From the Designers
With this book and a set of dice, you have everything you need for a lifetime of D&D gaming
The Player’s Handbook provides everything you need to create your own character for the D&D game. Create a wood elf fighter who is the champion of the peasantry, a mountain dwarf cleric who guards the relics of the gods, a dragonborn rogue plagued by guilt over a past crime, or a human wizard delving into the secrets of the cosmos. Those are just a few of the character options available. The choices you make and the story you tell are all yours.
The book details the most popular options for characters—enough to make an unlimited number of heroes—including wielders of weapons, wondrous spells, ingenuity, and magical healing.
About Dungeons & Dragons
An innovator in providing contemporary fantasy entertainment, Dungeons & Dragons is the wellspring for the entire modern game industry, digital as well as tabletop. Fifth edition D&D draws from every prior edition to create a universally compelling play experience, and exemplifies the true spirit of a game that holds captive the hearts and minds of millions of players worldwide.
- All the rules you need to play Dungeons & Dragons including exploration, socialization, and combat.
- Discover the many spells available to spellcasters, including clerics, druids, bards, and wizards.
- Playtested by hundreds of thousands of gamers to ensure an easy-to-use set of rules.
With the Player’s Handbook, you can:
Create Infinite Characters
A elvish cleric, driven from society for trespassing on tradition. A dwarven paladin, atoning for an ignominous past. The Player’s Handbook provides the skeleton for your characters. Flesh them out however you choose.
Use dice and paper to step into the D&D world. Discover new lands, creatures, peoples, and legends. Arm yourself with sword and shield or cast powerful spells to take on your enemies.
Discover Spells and Magic
Learn to resurrect your allies with the touch of your hand or punish your enemies with blazing orbs of fire. The book includes a directory of spells, from rudimentary illusions like Dancing Lights to devastating attacks like Meteor Swarm.
Immerse Yourself in the D&D World
The stories you create are unique to you and your friends, and the memories you make can last a lifetime.
|Player's Handbook||Monster Manual||Dungeon Master’s Guide||Starter Set|
|Get this to:||Learn to play D&D, create characters, expand your skills||Create monsters, discover lore to inspire your adventures, get guidelines for using monsters in-game||Run and modify your adventures, encounters, adventures and campaigns, discover lore to inspire your stories||Learn to play D&D, join your first adventure, get pregenerated characters|
|Audience:||New & experienced players, new & experienced Dungeon Masters||New & experienced Dungeon Masters||New & experienced Dungeon Masters||New players & New Dungeon Masters|
|Contents:||Walkthrough of building D&D characters / Rules for roleplaying and combat / Directory of 350+ spells with descriptions and illustrations||Guidelines for populating your adventures with iconic D&D monsters / 150+ monsters illustrated in vivid color / 400+ tables with rules for each monster / History and lore to inspire your adventures||Rules and inspiration for running your adventures / Guidelines for non-player character creation / 240+ magic items with desciptions, lore, and illustrations / Dozens of tables to inspire in-game outcomes||Adventure book with everything the Dungeon Master needs to get started / rulebook for playing characters level 1–5 / 5 pregenerated characters, with character sheet / 6 dice|
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Most helpful customer reviews on Amazon.com
I have to admit that I completely steered clear of the earlier play test versions, and was more than a little skeptical of the approach taken in getting feedback from so many play testers. I was worried that we would end up with a "too many cooks spoil the stew" situation; a game that was a convoluted mish-mash of everyone's "favorite rules" creating an incoherent and largely unplayable mess. I am pleasantly surprised to say that I was 100% wrong about the effectiveness of the play test process and the finished product. Contrary to the opinions in some of the lower star reviews, what I am holding in my hands and have read cover to cover is a very "tight," comprehensive, elegant, and fun set of rules.
Who is likely to like these rules? I think both the veteran player who cut his or her teeth on any version before 3.0, and a brand new player will like them. The mechanics most definitely have a "return to the basics that made the game great in the 70's and 80's" feel, while at the same time keeping a more elegant version of the more modern mechanics, like feats, attacks of opportunity, etc., that people generally love from 3.0 and later editions. For the most part, all of these things have been streamlined and made more elegant in application, but they are there.
I will end with my favorite thing about this book. A little background first to provide some context for my opinion. And let me say that this is just my opinion and some will disagree with me. For me, D&D started to trend downward in my enjoyment of the game at 2nd edition, and then it really did so at 3.0 and 3.5. For me, although I did not have the strong dislike for 4.0 that many people did, it just was not D&D to me anymore, I think primary because I had cut my teeth so much on 1st edition and the Basic and Expert sets in particular. D&D 5th edition has produced a steep positive trend for me for I think one general reason. When playing even 2nd edition, but very much so for 3.0, 3.5, and even 4.0, I found myself interacting with my character in the game more as a playing piece than a character in a story. Concerns about where to put skill points, and if a particular collection and order of choice for Feats began to dominate my thoughts and game choices. It was almost as if my character, and my decisions about playing the character, began to be dominated more by my interface with the rules in the book, rather than with my ideas about my character and my interaction with the game world. As my character advanced in level, I found that my focus on the book and what was written therein became more pronounced, not less as it did with earlier editions. As I reflected while playing these later editions, I found that I was not really playing a character, but instead was playing a set of rules. So far, the gift that 5th edition has given to me is a change in focus. My character has again become a protagonist in an adventure story, rather than a playing piece. I worry now more about the choices and decisions I make while interacting with the game world, and those choices making the character fun to play, rather than fretting over whether or not I have chosen the right Feats or if my modifier for a particular skill is as high as I want it to be. The way that races, and even classes, are discussed, the used of a character's background and the ideals, personality characteristics, etc. that are randomly determined from the background choice, and the lack of mathematical modifiers except for the familiar ability modifier, and the soon to be ubiquitous global proficiency modifier, instead using the elegant advantage/disadvantage mechanic all have worked to focus my attention back on my character as protagonist. For that I want to thank the play testers and writers of 5th edition. For me this has been the most nostalgic aspect of the rules, not so much the mechanics per se.
Do I like all of the rules? Absolutely not. Frankly, I think that is impossible to attain and do not expect that from any set of rpg rules. To me that's not fair to expect that of the writers. And frankly, I am not even looking for that in a set of rules anymore. As I start down the path of the twilight of my gaming career given my age, I want a set of rules that provides enough structure that a DM can make consistent rulings on the fly that fit in with the general mechanics used in the game, and that foster my appreciation as a player of the development of my character in a game world where playing the game is smooth and produces memories of an interesting character who is the protagonist in an interesting story line. Most importantly, I want a set of rules that stays out of the way of that process, and helps me to focus on the game aspects that will produce those kinds of memories.
For me, D&D 5th edition, although not perfect, will accomplish this just fine.
I thought that I would share my experience with obtaining a replacement book from the manufacturer after my initial review. I contacted Wizards via phone and email to report a defective product. The info to do so may be found here: [...]
After explaining my situation to the customer service rep, they promptly scheduled a pick up via FedEx of my defective book and when it was received, I was sent email notification that a replacement was in route. Fast forward to today, 9/30 and my replacement book has arrived and is in perfect condition. Time will only tell if this one holds up, but for now, I am optimistic. So for those out there that have had issues with the pages coming free of the binding, there is hope! Contact Wizards and explain the situation to them, they have been more than fair in my case. Just a word of advice, be persistent and patient and your replacement book will come.
First, the book quality is top-notch. The hardcover and binding are not cheap and can withstand a nice amount of passing around( which you will do alot). The artwork is also highly detailed throughout the entire book.
Second, as far as learning the game goes, it will require a few dedicated hours of reading, but shouldn't be seen as a daunting task (if I learned to play this, then you definitely can as well). Regardless of that though, this book makes everything very easy to learn and thoroughly details everything you need to know, including amazing examples where necessary. My party and I were able to get at least all the basics down and begin playing within a few days of reading most of the rules (Check out the basic rules online first; you only need half to most of them, the rest of the rules will come with experience). Its very helpful to try it out with someone who has played before, but its not at all necessary.
Lastly, this game is as fun, challenging, complex, and immersive as you make it. You can literally do anything you can think of (within reason of the rules), it really just depends how good your character is at certain things.
The attitudes your players bring in to it will affect the game in all aspects, so its best to have people who are ready and willing to role play and really get into the thick of the game. My group and I were very excited about getting into DnD, and it surpassed all of our expectations. It is highly addictive, and requires every player to use their creativity, strategy, and imagination in different ways.