$49.95Original price was: $49.95.$41.95Current price is: $41.95.
Detailed description:
The essential rulebook for Dungeons & Dragons (5th edition)
Contains all the rules you need to know to play D&D
Step-by-step guide to creating and leveling up characters
Go-to player reference for over 350 spells, equipment, and more
1 of 3 D&D Core Rulebooks—the Player’s Handbook (rules for playing the game), the Dungeon Master’s Guide (how to run the game), and Monster Manual (creatures to encounter in your game)
I started playing D&D 28 yrs ago as a player in 1st ed. I then went on to run several long campaigns in 2nd ed, including through the “Players Options” period towards the end. I pretty much ignored 3.0, and took some time off. 3.5 got me fired up and I ran 2 more long campaigns with those rules, one of which I continue to run currently. Never touched 4th. I’ve been ignoring 5th, and Pathfinder for that matter, because I’m so heavily invested in my current campaign and I don’t just drop things and start over because “newer, cooler” stuff comes out.
3.5 really began bothering me once my group hit 9th level or so. I still considered myself new to it, I had never played high levels in it, and I held out with 2nd ed. for so long I totally missed 3.0, and frankly, by the time I started playing 3.5 it was very old. So I really didn’t know what to expect from 3.5 and it takes me a couple years to really grasp all the pros and cons of a system, and also to understand the way it’s rules subtly effect the way people play, and the actual flavor of the game. Going into it, I was excited about 3.5. They appeared to both streamline and unify things with the d20 core mechanic. I liked what they did with the classes. I likes the artwork, and I thought the indepth skill system and the idea behind feats were both really cool..in theory…
In play, as both player and DM there was this feeling of being held back, and it was hard to pin down, and it just got worse the longer I played. 3.5 was difficult to run if you honor the rules and like to do things legit like I do. Don’t get me wrong, winging it is a time honered tradition and an artform I love, but I also enjoy keeping to the rules in a way that feels both realistic and fun for everyone. I believe the very rules of the game themselves can be a inspiration for stories, themes, and ideas, for both players and dms.
Anyways, I’ll stop now because this is not supposed to be a review of 3.5.
Got the 5th ed PHB. I was blown away. This reminded me of something that had almost died, a deep desire to imagine and play, it reminded me why I love this game so much, and it really brought me back to the kind of game I want to be playing. Here are the highlights 5th ed has added or changed:
-First, I applaud the writers. 3.5 edition books were tedious to read. The rules read like text from a technical manual. The fluff was either cliche, or trying so hard to be different that it came across again as, cliche. This entire book is just interesting and inspiring to read. I literally get adventure ideas from every other paragraph, it’s just easy enough that you could hand it to your little brother and he could struggle through it, yet rich enough, deep enough, intelligent enough that you don’t feel lame reading it as an adult.
-The have made your character’s background actually important. For instance, if you’re fighter was a criminal, he might be really good a sneaking around in addition to beating people up, but it he grew up in a temple, he might be versed on religious studies, as so fourth. Each character picks a background which gives them a few skills and a lot of flavor. There’s more to it, but it’s nice this game has finally brought character background into the mix in a formal way, instead of being just this thing you “should come up with”, that a lot of people ignore, or gloss over. Where you came from now effects your character, and at the same time gives you another layer of customization without complicating things too much.
-Combat is less herky-jerky. They’ve somehow simplified things without taking away variety. In fact, in a couple sessions I played, it just felt like you could get more done with your round. They’ve also added in reactions, so different classes have the opportunity to interrupt the flow of the round and sneak something in that can change the battle or save the day. People have a lot more reason to pay attention when it’s not their turn, because they may have a chance to act.
-They changed the way spells work in a way that nearly brought tears to my eyes…so much simpler, much more flexible, and still all the variety there was before in spells.
All in all I can’t put this book down and can’t wait to start a new group. 5th edition appears to really empower the DM, without taking away options from the players. I don’t know if this makes sense to anyone, but the direction 5th is taking feels more like a fantasy game, and less like a superhero game. It feels a bit like 2nd edition, but still keeps the d20 core mechanic, and makes tangible, rather brilliant improvements on many areas of the game. I have to applaud WOtC, for doing this right beyond what I thought was possible. I didn’t know if the spirit of the game could be recaptured after 3.5 and from what I’ve heard, 4th ed, turned it into an escalating numbers game that felt like WOW on paper. The rules add to the story now, instead of burdening it. The rules make combat exciting now instead of slowing it down. Magic feels magical again instead of being a handful of dice doing fire damage. D&D is back, it had regained its soul. If you’ve been out of the game for years because it just stopped feeling right to you, if you miss the game, if you’re playing Pathfinder/3.5 but you’re tired of the cold war/numbers escalations between you and your DM, and especially if you’re tired of battles taking 3+hours, and being mentally exhausted because of the constant need to track so many numbers, if you’re a gamer and you’re curious about the godfather of all games, you should really check this out. There is so much content and flavor in this book. I paid $30 for it but would have been just as excited to pay more for it…it’s just the best thing I’ve seen in some time.
Rated 5 out of 5
Paula –
O livro é lindo e muito bem feito!
Rated 5 out of 5
Mostafa Hashemi –
Price and deliverance
Rated 5 out of 5
Produkt uszkodzony –
muito boa qualidade
Rated 5 out of 5
Jason N. Beil –
Dungeons and Dragons, the granddaddy of all role-playing games, has finally released its long-awaited fifth edition. The new rule set provides the perfect opportunity for lapsed players to return to the game, as well as allowing new players to get in on the ground floor. The new edition takes a back-to-basics approach, returning to an old-school feel while maintaining the best game mechanics from the last few editions. The rules have been streamlined without being over-simplified, making the game more inviting than ever for new players of all ages.
And new, preferably young, players are needed if the hobby is to survive into the future. Tabletop RPGs have always been a niche market, and while D&D enjoyed a brief period of mainstream popularity, it has had a difficult time competing for the attentions of the youth market. Video games, television, and movies have largely replaced board games, books, and table-top RPGs as their primary sources of entertainment. But if any edition of D&D has a chance to recapture some of that market, it is this one.
The new Player’s Handbook, the first of three core rulebooks for the new D&D, is an exceptional product. It provides an excellent introduction to playing the game, with simple, clear rules for adventuring and combat. It provides details for the major player character classes and subclasses, along with all their abilities as they advance from levels one to twenty. All the classic classes and races are represented, as well as a few of the newer ones from third and fourth edition.
The writing is top-notch, with a lot of flavor and description provided on top of the necessary crunch of the rules. Far from a dry listing of rules and tables, the books is actually enjoyable to read. The artwork is fabulous, and its diversity should be applauded. Characters are male and female, black and white, and all the fantasy races are well represented. As others have pointed out, there are no gratuitous pictures of female warriors in scanty attire; all characters here are appropriately dressed for adventuring, not the boudoir! It is as if Wizards of the Coast has finally realized that D&D has a very diverse audience: male, female, black, white, Asian, gay, straight, and all permutations thereof. Instead of catering to one group, they have made an effort to be inclusive, and that can only be a good thing.
New in this edition are “backgrounds,” which is a profession you practiced or life you led before you started adventuring. From criminal to noble, soldier to acolyte, these backgrounds provide additional skills, proficiencies, and role-playing hooks to help you get into character. Along with your class and race, your background rounds out your character into a life-like persona.
Races include your standard human, dwarf, elf, and Halfling, along with more exotic choices such as gnome, dragonborn, and tiefling. Classes are the classic fighter, wizard, rogue, and cleric, joined by the druid, sorcerer, bard, warlock, and more. Each class has two or more sub-classes (archetypes) which allow you further customize your character. Further, an optional feat system and the ability to multi-class can provide players with everything they need to make their character unique.
A great many spells are included in the book, and many of the classes have at least some spell-casting ability. Cantrips, or zero-level spells that can be cast at-will, provide wizards and sorcerers with useful powers they can use any time, so they won’t find themselves relegated to throwing daggers once their sleep spells and magic missiles are exhausted for the day.
Combat is greatly simplified and will move much faster than it did in fourth edition, or even third. Gone are the slew of modifiers players and Dungeon Masters were forced to keep track of in previous editions, replaced by the Advantage and Disadvantage mechanic (roll 2d20, take the highest roll if you have Advantage on an attack, save, or ability check; roll 2d20 and take the lowest roll if you have Disadvantage). It is elegant, easy, and in practice, fast and fun. Using a grid and miniatures is optional, and combat in the imagination, called Theater of the Mind, is completely viable. Many players and Dungeon Masters will still prefer to use a grid to keep track of position, but it is not required since combat is not as tactical as it has been in the past. Or rather, it can be, but that is completely up to each individual group.
The rules are simplified, and intentionally left open to interpretation in places. This is because fifth edition is returning power to the Dungeon Master, or referee, as was the intention in 1974 when the game was created. Adding optional modular rules from the Dungeon Masters Guide and other sources should be simple with this system, as should creating house-rules. Each game will be different, and, depending on the skill of the referee, fast, deep, exciting, and unique. Role-playing and exploration are emphasized as much as combat (the Three Pillars of Adventure), and there are plenty of rules and suggestions in each category.
Physically, the book is beautiful and well put together. There have been some reports of faulty products, with pages missing, faded, or falling out, but my copy is pristine, as I am sure most are. If you purchase the book and receive a faulty copy, return it for a good one!
In all, the new Player’s Handbook is a great product, and a must for the serious D&D player, or those wanting to give the game a try. The rule system is the best yet, and the book itself is a beautiful addition to any bookshelf. I am more than pleased with it, and highly recommend it to any role-playing game enthusiast.
Rated 2 out of 5
Produkt uszkodzony –
Szybka dostawa, niestety produkt uszkodzony jak na zdjęciach.
Rated 5 out of 5
Rui Plácido –
Great book, step by step guide to creating characters. Mine arrived in good condition but D&D books are notorious for having crushed corners. The illustrations are nice and the book explains the core mechanics of the game very well. Especially good with MOnster Manual and DM guide, but these are definitely not required, if you do not DM then save yourself the £50. I know that there are PDF’s online but it is so nice to have a paper copy to easily refer to, and I think this contains more information than most PDF’s I’ve seen. Definately worth the price if you are new to D&D or just want a more in depth view.
Amazon Customer –
I started playing D&D 28 yrs ago as a player in 1st ed. I then went on to run several long campaigns in 2nd ed, including through the “Players Options” period towards the end. I pretty much ignored 3.0, and took some time off. 3.5 got me fired up and I ran 2 more long campaigns with those rules, one of which I continue to run currently. Never touched 4th. I’ve been ignoring 5th, and Pathfinder for that matter, because I’m so heavily invested in my current campaign and I don’t just drop things and start over because “newer, cooler” stuff comes out.
3.5 really began bothering me once my group hit 9th level or so. I still considered myself new to it, I had never played high levels in it, and I held out with 2nd ed. for so long I totally missed 3.0, and frankly, by the time I started playing 3.5 it was very old. So I really didn’t know what to expect from 3.5 and it takes me a couple years to really grasp all the pros and cons of a system, and also to understand the way it’s rules subtly effect the way people play, and the actual flavor of the game. Going into it, I was excited about 3.5. They appeared to both streamline and unify things with the d20 core mechanic. I liked what they did with the classes. I likes the artwork, and I thought the indepth skill system and the idea behind feats were both really cool..in theory…
In play, as both player and DM there was this feeling of being held back, and it was hard to pin down, and it just got worse the longer I played. 3.5 was difficult to run if you honor the rules and like to do things legit like I do. Don’t get me wrong, winging it is a time honered tradition and an artform I love, but I also enjoy keeping to the rules in a way that feels both realistic and fun for everyone. I believe the very rules of the game themselves can be a inspiration for stories, themes, and ideas, for both players and dms.
Anyways, I’ll stop now because this is not supposed to be a review of 3.5.
Got the 5th ed PHB. I was blown away. This reminded me of something that had almost died, a deep desire to imagine and play, it reminded me why I love this game so much, and it really brought me back to the kind of game I want to be playing. Here are the highlights 5th ed has added or changed:
-First, I applaud the writers. 3.5 edition books were tedious to read. The rules read like text from a technical manual. The fluff was either cliche, or trying so hard to be different that it came across again as, cliche. This entire book is just interesting and inspiring to read. I literally get adventure ideas from every other paragraph, it’s just easy enough that you could hand it to your little brother and he could struggle through it, yet rich enough, deep enough, intelligent enough that you don’t feel lame reading it as an adult.
-The have made your character’s background actually important. For instance, if you’re fighter was a criminal, he might be really good a sneaking around in addition to beating people up, but it he grew up in a temple, he might be versed on religious studies, as so fourth. Each character picks a background which gives them a few skills and a lot of flavor. There’s more to it, but it’s nice this game has finally brought character background into the mix in a formal way, instead of being just this thing you “should come up with”, that a lot of people ignore, or gloss over. Where you came from now effects your character, and at the same time gives you another layer of customization without complicating things too much.
-Combat is less herky-jerky. They’ve somehow simplified things without taking away variety. In fact, in a couple sessions I played, it just felt like you could get more done with your round. They’ve also added in reactions, so different classes have the opportunity to interrupt the flow of the round and sneak something in that can change the battle or save the day. People have a lot more reason to pay attention when it’s not their turn, because they may have a chance to act.
-They changed the way spells work in a way that nearly brought tears to my eyes…so much simpler, much more flexible, and still all the variety there was before in spells.
All in all I can’t put this book down and can’t wait to start a new group. 5th edition appears to really empower the DM, without taking away options from the players. I don’t know if this makes sense to anyone, but the direction 5th is taking feels more like a fantasy game, and less like a superhero game. It feels a bit like 2nd edition, but still keeps the d20 core mechanic, and makes tangible, rather brilliant improvements on many areas of the game. I have to applaud WOtC, for doing this right beyond what I thought was possible. I didn’t know if the spirit of the game could be recaptured after 3.5 and from what I’ve heard, 4th ed, turned it into an escalating numbers game that felt like WOW on paper. The rules add to the story now, instead of burdening it. The rules make combat exciting now instead of slowing it down. Magic feels magical again instead of being a handful of dice doing fire damage. D&D is back, it had regained its soul. If you’ve been out of the game for years because it just stopped feeling right to you, if you miss the game, if you’re playing Pathfinder/3.5 but you’re tired of the cold war/numbers escalations between you and your DM, and especially if you’re tired of battles taking 3+hours, and being mentally exhausted because of the constant need to track so many numbers, if you’re a gamer and you’re curious about the godfather of all games, you should really check this out. There is so much content and flavor in this book. I paid $30 for it but would have been just as excited to pay more for it…it’s just the best thing I’ve seen in some time.
Paula –
O livro é lindo e muito bem feito!
Mostafa Hashemi –
Price and deliverance
Produkt uszkodzony –
muito boa qualidade
Jason N. Beil –
Dungeons and Dragons, the granddaddy of all role-playing games, has finally released its long-awaited fifth edition. The new rule set provides the perfect opportunity for lapsed players to return to the game, as well as allowing new players to get in on the ground floor. The new edition takes a back-to-basics approach, returning to an old-school feel while maintaining the best game mechanics from the last few editions. The rules have been streamlined without being over-simplified, making the game more inviting than ever for new players of all ages.
And new, preferably young, players are needed if the hobby is to survive into the future. Tabletop RPGs have always been a niche market, and while D&D enjoyed a brief period of mainstream popularity, it has had a difficult time competing for the attentions of the youth market. Video games, television, and movies have largely replaced board games, books, and table-top RPGs as their primary sources of entertainment. But if any edition of D&D has a chance to recapture some of that market, it is this one.
The new Player’s Handbook, the first of three core rulebooks for the new D&D, is an exceptional product. It provides an excellent introduction to playing the game, with simple, clear rules for adventuring and combat. It provides details for the major player character classes and subclasses, along with all their abilities as they advance from levels one to twenty. All the classic classes and races are represented, as well as a few of the newer ones from third and fourth edition.
The writing is top-notch, with a lot of flavor and description provided on top of the necessary crunch of the rules. Far from a dry listing of rules and tables, the books is actually enjoyable to read. The artwork is fabulous, and its diversity should be applauded. Characters are male and female, black and white, and all the fantasy races are well represented. As others have pointed out, there are no gratuitous pictures of female warriors in scanty attire; all characters here are appropriately dressed for adventuring, not the boudoir! It is as if Wizards of the Coast has finally realized that D&D has a very diverse audience: male, female, black, white, Asian, gay, straight, and all permutations thereof. Instead of catering to one group, they have made an effort to be inclusive, and that can only be a good thing.
New in this edition are “backgrounds,” which is a profession you practiced or life you led before you started adventuring. From criminal to noble, soldier to acolyte, these backgrounds provide additional skills, proficiencies, and role-playing hooks to help you get into character. Along with your class and race, your background rounds out your character into a life-like persona.
Races include your standard human, dwarf, elf, and Halfling, along with more exotic choices such as gnome, dragonborn, and tiefling. Classes are the classic fighter, wizard, rogue, and cleric, joined by the druid, sorcerer, bard, warlock, and more. Each class has two or more sub-classes (archetypes) which allow you further customize your character. Further, an optional feat system and the ability to multi-class can provide players with everything they need to make their character unique.
A great many spells are included in the book, and many of the classes have at least some spell-casting ability. Cantrips, or zero-level spells that can be cast at-will, provide wizards and sorcerers with useful powers they can use any time, so they won’t find themselves relegated to throwing daggers once their sleep spells and magic missiles are exhausted for the day.
Combat is greatly simplified and will move much faster than it did in fourth edition, or even third. Gone are the slew of modifiers players and Dungeon Masters were forced to keep track of in previous editions, replaced by the Advantage and Disadvantage mechanic (roll 2d20, take the highest roll if you have Advantage on an attack, save, or ability check; roll 2d20 and take the lowest roll if you have Disadvantage). It is elegant, easy, and in practice, fast and fun. Using a grid and miniatures is optional, and combat in the imagination, called Theater of the Mind, is completely viable. Many players and Dungeon Masters will still prefer to use a grid to keep track of position, but it is not required since combat is not as tactical as it has been in the past. Or rather, it can be, but that is completely up to each individual group.
The rules are simplified, and intentionally left open to interpretation in places. This is because fifth edition is returning power to the Dungeon Master, or referee, as was the intention in 1974 when the game was created. Adding optional modular rules from the Dungeon Masters Guide and other sources should be simple with this system, as should creating house-rules. Each game will be different, and, depending on the skill of the referee, fast, deep, exciting, and unique. Role-playing and exploration are emphasized as much as combat (the Three Pillars of Adventure), and there are plenty of rules and suggestions in each category.
Physically, the book is beautiful and well put together. There have been some reports of faulty products, with pages missing, faded, or falling out, but my copy is pristine, as I am sure most are. If you purchase the book and receive a faulty copy, return it for a good one!
In all, the new Player’s Handbook is a great product, and a must for the serious D&D player, or those wanting to give the game a try. The rule system is the best yet, and the book itself is a beautiful addition to any bookshelf. I am more than pleased with it, and highly recommend it to any role-playing game enthusiast.
Produkt uszkodzony –
Szybka dostawa, niestety produkt uszkodzony jak na zdjęciach.
Rui Plácido –
Great book, step by step guide to creating characters. Mine arrived in good condition but D&D books are notorious for having crushed corners. The illustrations are nice and the book explains the core mechanics of the game very well. Especially good with MOnster Manual and DM guide, but these are definitely not required, if you do not DM then save yourself the £50. I know that there are PDF’s online but it is so nice to have a paper copy to easily refer to, and I think this contains more information than most PDF’s I’ve seen.
Definately worth the price if you are new to D&D or just want a more in depth view.