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1.Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition by: Wizards RPG Team
June 06, 2008
Average Rating:  out of 5 stars

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 : Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition
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I believe this title to be a sold buy. Most people are distressing over the fluff that was left out of the book; I rather like this approach. It gives me as a DM the ability to customize most of my monster selection to what I need.

This title gives you everything to run monsters. Thats what it is a monster manual. The stats are streamlined into easy to read and run stat blocks, and the encounter experience is labeled right with each monster. Over-all this is a easy to use and master Monster Manual.

It is nothing more or less; if you are looking for a fluff filled book with more about the back story then tactics and stats find one of the upcoming specialized monster handbooks (for instance Open Grave).

2.Dungeons & Dragons Player's Handbook: Roleplaying Game Core Rules, 4th Edition by: Wizards RPG Team
June 06, 2008
Average Rating:  out of 5 stars

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 : Dungeons & Dragons Player's Handbook: Roleplaying Game Core Rules, 4th Edition
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As someone who was very skeptical about the 4th edition I can say confidently that it is better than 3.5 edition. It turns out, it is incredibly fun to play and the way everything functions is actually very fluid. For one, I can make a character in roughly 10 minutes(if I don't worry about creating a backstory). One thing that is the cause of this drastic reduction in time over the other systems is that they combined many different skills into a broader category. Also one huge bonus for me is that all of your skills increase as you level, which makes more sense really. 1/2 you level is added onto all skill checks. This means that your adventurer improves in general with experience, not just in specific ways that you choose arbitrarily. You still do pick skills to train but it is a lot simplier ... Read More

3.Keep on the Shadowfell (Dungeons & Dragons, Adventure H1) by: Bruce Cordell, Mike Mearls
May 20, 2008
Average Rating:  out of 5 stars

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 : Keep on the Shadowfell (Dungeons & Dragons, Adventure H1)
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There are positive and negative things one can say about the 4th edition rules, but I'm baffled how anyone can be impressed with "Keep on the Shadowfell". The included maps to cover the key encounters are a nice addition, but the adventure itself is sophomoric and thoroughly uninspiring. The storyline feels flat and linear and the encounters are so basic, even for a first adventure, that boredom set in for some players in my group quite quickly. In an attempt to introduce everyone to the mechanics of 4th edition, I was left feeling that the author had taken a purely clinical approach to the encounter designs, leaving artistic concerns, such as character/world development and plot nuance, completely out of the picture.

I've purchased the second adventure and hope that it reanimates my excitement ... Read More

4.Adventurer's Vault: A 4th Edition D&D Supplement by: Logan Bonner, Eytan Bernstein, Kolja Raven Liquette, Owen K.C. Stephens
September 16, 2008
Average Rating:  out of 5 stars

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 : Adventurer's Vault: A 4th Edition D&D Supplement
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When I first saw the selection of items in the PHB I was appauled at the lack of options for the players, I got the adventurers vault to be able to add more variety and choice to the equipment available in the game. For this purpose, the Adventurer's Vault is perfect. There are hundreds of new items contained within the pages, and as such, it adds to the choices availble for players and GM alike.

That said, there are a lot of strange design decisions that my group cannot figure out why they were made. Some items are virtually unstoppable, while others (with the same cost rating) are difficult to imagine a reason to use. Once again, Wizards places a lot of emphasis on specific story element scenarios (like water breathing, lizard killing, etc.) which brings to mind the years of "I found another useless ... Read More

5.Thunderspire Labyrinth (Dungeons & Dragons, Adventure H2) by: Richard Baker, Mike Mearls
July 15, 2008
Average Rating:  out of 5 stars

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 : Thunderspire Labyrinth (Dungeons & Dragons, Adventure H2)
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This really is the kind of adventure you can wrap a whole campaign around. In fact, for the past month I have been! It's the best of 4th edition D&D. Gone is the quaint little thatch roof village surrounded by farmland. Gone. This is the Seven Pillared Hall, a trade city built in the ruins of an ancient minotaur city, ruled by the ironfisted peacekeepers the Ordinators Arcanis, deep underneath a mountain and lit with magical green flame. Duergar, drow, halflings and dwarves meet and trade beneath it's vaulted stone roof.

It's populated with a wonderful mix of nonplayer characters, a guilt ridden man cursed with lycanthropy, an exiled drow curio shop dealer, the big ogre bully tasked with keeping the peace, the grim righteous dragonborn who finds herself being bent down the path of warlockery by the corrupting ... Read More

6.Dungeons & Dragons Dungeon Master's Screen from: Wizards of the Coast
August 19, 2008
Average Rating:  out of 5 stars

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 : Dungeons & Dragons Dungeon Master's Screen
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Contains the most used tables of rules and other statistics set for a quick review. Standard (must have) equipment for easier DM-ing.

7.Forgotten Realms Campaign Guide, 4th Edition by: Bruce R. Cordell, Ed Greenwood, Chris Sims, Philip Athans
August 19, 2008
Average Rating:  out of 5 stars

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 : Forgotten Realms Campaign Guide, 4th Edition
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It is interesting to start the guide with a full 1st level adventure as chapter 1. It is also interesting to see the new maps and art. The book is a guide to the realms. The book is clear that the FR players hand book is also needed. The rules are mostly in the FR PHB and not in this book and maybe that is OK. It was just a surprise that you needed both.

Like previous books it lists all the lands and tells you a bit about each. It also has a few interesting new rules. The FR PHB has much of the same information but presented differently and at a player view. It reminds me of a Fodor's Guide more than a rule book.

8.Forgotten Realms Player's Guide: A 4th Edition D&D Supplement (Forgotten Realms Supplement) by: Wizards RPG Team
September 16, 2008
Average Rating:  out of 5 stars

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 : Forgotten Realms Player's Guide: A 4th Edition D&D Supplement (Forgotten Realms Supplement)
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A must have for playing in the Living Forgotten Realms. Swordmages are pretty dang cool. Much more helpful than the DM's guide. Some extra feats for core book characters, so at least another staple to have on the shelf.

9.Dungeons and Dragons Core Rulebook Gift Set, 4th Edition by: Wizards RPG Team
June 06, 2008
Average Rating:  out of 5 stars

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 : Dungeons and Dragons Core Rulebook Gift Set, 4th Edition
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The new d&d is great,mine don't yet it arrived but already read of my friends. Sensational.
Ps: sorry my english.

10.Pyramid of Shadows (Dungeons & Dragons, Adventure H3) by: Mike Mearls, James Wyatt
August 19, 2008
Average Rating:  out of 5 stars

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 : Pyramid of Shadows (Dungeons & Dragons, Adventure H3)
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This one adventure I didn't find so interesting. The encounters have not much links between them, only different monsters to overcome. The main plot is not so impressive. This demonstrates the fight emphasis of the 4th Edition.


 


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