Reddit Reddit reviews Dungeons & Dragons Player's Handbook: Arcane, Divine, and Martial Heroes (Roleplaying Game Core Rules)

We found 19 Reddit comments about Dungeons & Dragons Player's Handbook: Arcane, Divine, and Martial Heroes (Roleplaying Game Core Rules). Here are the top ones, ranked by their Reddit score.

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Dungeons & Dragons Player's Handbook: Arcane, Divine, and Martial Heroes (Roleplaying Game Core Rules)
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19 Reddit comments about Dungeons & Dragons Player's Handbook: Arcane, Divine, and Martial Heroes (Roleplaying Game Core Rules):

u/illusio · 14 pointsr/rpg

Lets include more nonsense in this pointless debate.

4e D&D outsells Pathfinder!

4e Amazon Sales Rank: #4,549

Pathfinder Amazon Sales Rank: #14,423

Lets all just play the game you enjoy. Who cares which sells better.

u/ameoba · 9 pointsr/rpg

You can get the 4th edition PHB for only $20.

I always bought previous edition textbooks in college to save money. Shouldn't I be able to do the same with D&D?

edit: /s

u/RTukka · 4 pointsr/DnD

First, I'd recommend that you keep the box and all of the components in good condition, so you can consider re-selling it once you're done with it. The Red Box seems to be out of print and is selling for far above its $20 MSRP, and if you can recoup some of the money you spent on it to buy some resources that will have more lasting value, it might be worth it (depending on how highly you value your time), since you will have little use for most of the contents of the box once you're through with the initial adventure.

Or, if it's not too late, you may want to cancel your order. The Starter Set is a relatively gentle introduction to D&D, but not necessarily the best one and certainly not the cheapest.

To prepare, you might want to read, and have everyone else read, the quick start rules. You can also have the players choose pre-generated characters from that document and print off the corresponding character sheets. The Red Box method of character creation involves running through a solo "choose-your-own-adventure" book, which you might not want to do 3 or 4 times in succession for each of your players. Note that the the quick start rules uses slightly different versions of the character classes presented in the Red Box, but the characters/systems are compatible.

You will not immediately need to create your own group adventure, as one is included with the Starter Set.

Also, as an alternative to the Starter Set, /u/Dracoprimus posted a bunch of links to free adventures. You can also choose to run one of these adventures after you finish with the Red Box.

However, neither those those links nor the Red Box will not give you the resources needed to build your own characters or advance them past level 2, nor do they contain the info a DM needs to create his own campaign, or extensively modify an existing one. For that, I recommend getting the following resources (buying some of the books used may yield a good savings):

  • Heroes of the Fallen Lands (alternatives/supplements: Heroes of the Forgotten Kingdoms, the 4e Player's Handbook)
  • The 4e Dungeon Master's Guide (alternative/supplement: the 4e Rules Compendium)
  • The Monster Vault (buy a new or like-new copy so you can be sure you get all of the included components)

    With those three products, you have everything you need to run a level 1-30 campaign. A D&D Insider subscription can substitute for those resources to a large extent, and supplement them with tons of content, but it's most useful as a convenience and reference. I would still recommend getting the core books even if your group has a DDI sub.

    On top of that, a few game aids are nice to have:

  • A blank, reusable flip-mat, like the Paizo basic flip-mat, plus some dry- or wet-erase markers.
  • Alternatively, a 1" gridded easel pad, which you can probably get at an office supply store.
  • Enough dice for everyone. Bulk dice like Chessex Pound O' Dice can be a good way to go.
  • Tokens or character markers. The Monster Vault and Starter Set include some. You can make your own, buy miniatures or products that come with miniatures, like the Descent board game or the Legend of Drizzt, or WotC's Dungeon Command games.
u/stingernick · 3 pointsr/DnD

Again, keep in mind I'm talking about 4e. The Player's Handbooks (1, 2, & 3) are the ones I'd go with, starting with Player's Handbook 1 since it has a lot of general reference on rules and so forth (though some have been changed with errata). Each one has a number of races and classes that you can choose. For PHB1, it has Elves, Eladrin, Dragonborn, Dwarves, Humans, and Half-Elves (I may be missing one) as far as races, and Clerics, Warlords, Wizards, Rogues, Rangers, Warlocks, Fighters, and Paladins as far as classes.

Edit: Link

u/HighTechnocrat · 3 pointsr/DnD

>It's possible that it already exists, of course
Baldur's Gate and Neverwinter Nights are both highly regarded video game recreations of the Dungeons and Dragons rule sets, but they are built on 2nd and 3rd editions, respectively. Dungeons and Dragons Online is also built on a somewhat modified version of the 3rd edition rules.

>I'd like it if someone could tell me what version would be the best to make as a game

4th edition, the current edition of Dungeons and Dragons, is probably your best option. It has a very gentle learning curve, and the mechanics are easy to understand. It also lends itself very well to play on a grid due to its emphasis on tactical combat. In my experience (I'm a software developer), portraying the world in a grid makes things super easy.

>I need someone who know the rules of D&D and can explain them to me

You should consider checking out "Dungeons and Dragons Encounters" at your friendly local game store (link has a search box to find your nearest location). They run hour-long weekly sessions, and provide pre-made characters. It's a very easy way to get acquainted with the game, and they always welcome new players.

The game is a bit big for someone to explain via reddit, but if you feel up to it you could pick up a copy of the Player's Handbook or the "Red Box" starter set.

>I'm not sure if it's legal to make it

Provided that you don't actually use any of Wizards of the Coast's intellectual property, you're fine. Things like "Elves", "Dwarves", "Halflings" and other things from classic fantasy are fair game. Specific things like the names of feats and powers might be a little more dangerous. The easy way to get around this is to make users type the names themselves. If your user has to type "Dragonborn" in a field titled "race", no on could blame you for it.

>With this I must say that my skills are limited, and therefor I won't be able to make it 3D, and I'll only be able to implement a limited AI. The game will be playable online with friends.

You may consider just building a "virtual table top." Essentially it's a program that emulates having your game group (3-6 players and a Dungeon Master) at the table. You need a gridded map, dice, icons to represent characters, and a way to handle character sheets.

There are several very good virtual table top programs in existence, but that shouldn't stop you from building one. I've built one myself (entirely in Javascript), and it was an incredibly fun project.

u/Dawnstar9075 · 3 pointsr/DnD

Just googled the player handbooks for older editions.

3e: $3

3.5e: $19

4e: $14

u/locolarue · 2 pointsr/rpg

Pretty sure 4e books aren't $40 anymore.. And yeah, 4e character creation is going to probably be a PITA. I assume character creation will take a session for most games. Make pre-gens or do it individually with each player...there are solutions to this problem.

Unless CoC has massively changed since I looked at it ten years ago, there's very little freedom in character creation, skill are pretty terribly split up and so the major selections are what archetype/class am I, how do I split up my few skills I'm free to choose, and do I have a gun (a standard one from the book) or some mundane equipment like flashlights or a car or whatever. Do I have it about right? Even winnowing all your choices down in D&D 3.5, that's fewer than most characters have, even simple ones like fighters and rogues.

u/Both_Of_Me · 2 pointsr/Random_Acts_Of_Amazon
u/tyro_neophyte · 2 pointsr/newjersey

If you are really serious about learning and wanting to play D&D, I would strongly advise getting the 4th Edition Player's Handbook. Then after that I would suggest getting the Dungeon Master's Manual.

There are a ton of places online where you can download PDF copies of the books if you don't feel like shelling out the money for it.

Once you have a copy, read it, cover to cover. If you find yourself reading through it quickly, you know you are getting into the right hobby for you.

Understand that all play groups are different. Some are more relaxed when it comes to the rules, and care more about the role-playing aspect of the game. Others are rule nazis, and make sure that the game is played to the T. You need to find the right balance for you to make the hobby interesting.

What is most important to make D&D work is to have a thoughtful Dungeon Master(DM). One that is able to control the group, have an average to above average understanding of the game, and make for a fun experience.

If you have any more questions, PM me. I live in Atlantic County, about a 45 min drive to Tom's River, but I might be able to help you out.

EDIT** This goes for everyone in this thread that are stating that they are new and want to play. Let me know and maybe I can start to organize something, I don't mind teaching new people 4E rules.

u/KarateRobot · 2 pointsr/rpg

If you are planning on playing 4e with a group of non-gamers, go for the Red Box since it's relatively cheap and is designed for non-gamers. It's not the complete version of the game, it's a tutorial adventure to teach players some core concepts .

If you decide to go with the full game, you need the Players Handbook, Dungeon Master's Guide, and Monster Manual. These are three separate books. There are other volumes to each of these (for example PHB II) but you don't need them.

There's also an online subscription called D&D Insider that I've never used, but it seems like about 50% of people find it invaluable and the other 50% call it a racket.

Downsides to switching are well covered in this thread. Personally I found 4e to be so oriented towards combat that every other part of the game suffered. It felt like everything except the tactical combat module had been tacked on half-heartedly.

But this is after 20 years of playing older editions of D&D, so I may just be predisposed against the design changes they made in a way that newer players won't be. You may love it, and that's all that matters.

I think the better question though is what are your reasons for choosing D&D? Is there something about the system that makes you think you'll like it? What are you looking for? What did you like and dislike about Pathfinder? There are literally hundreds of other systems out there, you may want to look around at some of them, and I know /r/rpg loves to give recommendations if you want them to.

u/moose51789 · 2 pointsr/DungeonsAndDragons

there are 3, but the second and third cover more classes and more advanced topics, the first covers all the basic classes as well as how to create characters and rules of the game etc. The starter set is merely to just get you going quickly without inundating you with too much at once.

http://www.amazon.com/Dungeons-Dragons-Players-Handbook-Roleplaying/dp/0786948671

u/Arluza · 2 pointsr/DnD

the core rulebook is on Amazon for ~$10 used. That is a good starting point for you guys as well. There are no starting adventures in that book, but I know that there are lots of free adventures avalible online, Here are some free adventures published by the game makers.

I've run the first adventure on that second link before for my gaming club before. It is solid.

u/inventor226 · 1 pointr/rpg

4th E did not follow that trend. MSRP for the players handbook $34.95. The price history on Amazon shows a price of about $23. That's a going price of 65% of MSRP. If we apply that to the MSRP of 5th edition we get about $32. That's $4 more than 2E in 1989 (in today's dollars). That isn't a big change.

u/hahmlet · 1 pointr/gaming

My brother got it, and no. The map is kinda cool, and the powers on cards is kinda handy, but I would suggest simply buying or downloading these books.

[The Player's Handbook] (http://www.amazon.com/Dungeons-Dragons-Players-Handbook-Heinsoo/dp/0786948671/ref=sr_1_1?s=books&ie=UTF8&qid=1368486398&sr=1-1&keywords=player%27s+handbook+4) Will teach you the majority of the mechanics and how everything works.

While the Monster Manual Will give your Dungeon Master (DM) tons of baddies to kill everyone

There are TONS of more books, but I would start with these and then get the Player's Handbooks 2-3 for more options.

It seems like a lot of money, but have everyone chip in. For these two books its about the same cost as other prime board games, but months of creative, unique fun that's different every time you play.

(Oh, and just get a medium sized white board for the playing mat. Draw out a grid in sharpie and get pieces of paper or tokens to signify the bad guys and party members.)

u/simpledave · 1 pointr/Harmontown

This depends on what type of D&D you want to play. I play 4e. From my understanding of previous editions, much more of 4e happens on the table. If you have experience with tabletop games like I, and my friends, had, you should try this out. If not, it's very easy to pick up.

I'm pretty sure that Spencer is DMing a Pathfinder game in the podcast. It's definitely 3.5.

Anyway, back to the starting point. If you're interested in trying 4e, skip the starter set. It's useless. It gives you enough information to get 4 classes to level 2, and incorrectly at that. The provided adventure is boring, and you're not left with a whole lot to do after that.

If you're looking for the cheapest game possible, you'll need:

Players Handbook 1 http://www.amazon.com/Dungeons-Dragons-Players-Handbook-Roleplaying/dp/0786948671/ref=sr_1_1?s=books&ie=UTF8&qid=1381660555&sr=1-1&keywords=4e+players+handbook

Monster Manual 1 http://www.amazon.com/Dungeons-Dragons-Monster-Manual-Roleplaying/dp/0786948523/ref=sr_1_1?s=books&ie=UTF8&qid=1381660601&sr=1-1&keywords=4e+monster+manual

Core Rulebook http://www.amazon.com/Dungeons-Dragons-Dungeon-Masters-Guide/dp/0786948809/ref=pd_bxgy_b_img_y

If you want to play 4e correctly, these are the three books you need. Characters, maps, and monsters can be improvised as needed.

If you're willing to spend more, I would suggest this map:

http://www.amazon.com/Chessex-Role-Playing-Play-Mat/dp/B0015IQO2O/ref=sr_1_cc_1?s=aps&ie=UTF8&qid=1381660750&sr=1-1-catcorr&keywords=d%26d+vinyl+mat

With some wet erase markers (WET, not DRY), you can build any dungeon, castle, or moon colony you can imagine. Beyond those three books, I think this is the best investment you can make to immerse yourself and your friends into another world.

Wizards provides character sheets at the backs of some books, but there are better ones on their website for free.

https://www.wizards.com/dnd/Tool.aspx?x=dnd/4new/tool/charactersheet

Last, if you really want to make things as simple as possible, subscribe to D&D Insider.

http://www.wizards.com/dnd/tools.aspx

It's worth it for the character builder alone.

EDIT: Don't forget the dice!

u/spitfish · 1 pointr/DnD

Yup. Do you have the Player's Handbook? It will tell you how to create your character and what you should roll. Also, your DM should be able to provide some guidance as well. Ultimately, your DM will hold the final word on what is and is not allowed.

u/Davdak · 1 pointr/gaming

I'm gonna blow your mind with an RPG book!

u/kodemage · 0 pointsr/rpg

> You are mistaken about WotC owning PFRPG. It is owned and operated by Paizo which formerly published Dungeon and Dragon magazine before WotC decided not to renew the contract.

I don't believe I said that. Also, I know about Paizo. I've played pathfinder. Pathfinder is piggybacking on the success of D&D and yet at the same time they and their player base look down on the rest of the gaming community as though they are some how superior. I say that Paizo is milking the 3.5 SRD for all they can.

>These were used to illustrate that D&D's cost of entry is almost double what most of the big players charge.

$66 D&D books != 2x $50 pathfinder books. The PHB only costs $23 on amazon. That's your barrier to entry, that's all you need to get started playing, $60 covers the whole group's starting package.

edit: looked on amazon, $66 for the 3 book set.