HjemGrupperSnakMereZeitgeist
På dette site bruger vi cookies til at levere vores ydelser, forbedre performance, til analyseformål, og (hvis brugeren ikke er logget ind) til reklamer. Ved at bruge LibraryThing anerkender du at have læst og forstået vores vilkår og betingelser inklusive vores politik for håndtering af brugeroplysninger. Din brug af dette site og dets ydelser er underlagt disse vilkår og betingelser.
Hide this

Resultater fra Google Bøger

Klik på en miniature for at gå til Google Books

Indlæser...

Dungeons & Dragons Player's Handbook (4th Edition)

af Rob Heinsoo, Andy Collins, James Wyatt

Serier: Dungeons & Dragons 4th Edition (WTC 217367200)

MedlemmerAnmeldelserPopularitetGennemsnitlig vurderingSamtaler
662325,903 (3.33)Ingen
"The Player's handbook features the 4th edition game rules, including character creation, combat and adventuring, classes and races, equipment and magic items, skills, feats, powers, and more"--Cover p. [4].
Nyligt tilføjet afEmilyDomSaam, pThomasOSB, Chkai, privat bibliotek, ggheingartner, wicarso, Menagerie2020, LusidPixel

Ingen.

Ingen
Indlæser...

Bliv medlem af LibraryThing for at finde ud af, om du vil kunne lide denne bog.

Der er ingen diskussionstråde på Snak om denne bog.

Viser 3 af 3
Hugely better organization; too combat-heavy. ( )
  morbusiff | May 9, 2013 |
I haven't played any edition other than 4th, so I can not compare it to other DnD games. However, compared to certain other RPGs, it is fairly combat heavy and drama light. Great for when you want to smash things!

One disadvantage I found is that battles last MUCH longer than many other systems. Especially when the dice are not with you. ( )
  rglightyear | Aug 27, 2009 |
First Impressions: Well, they certainly dealt with 3.5's rules bloat. Which needed fucking doing, right enough, when the only way to tote around all the reference books you wanted to stew up a creditable encounter was to buy a laptop or a minivan. Obvs more books will come out, but the core mechanic still rules, and a stripped-down version of it even. So: Clean, crisp, nubile and built for speed - score one.

As we know, the game lives and dies by class balance, and I think taking the ad hoc advances in gaming theory - in party roles - that have been made by MMOers - tank, buffer, etc. - and systematizing them - striker, leader, controller, and whatever they're calling the fighter role - was a great thing. It discourages four-wizard parties, I suppose, but it brings out and makes explicitly exploitable - with feats and items and so on - a hardcore, small-scale tabletop strategy aspect to the game that has been present ever since Chainmail I suppose, but has been strongly inconsistent. Score two. The core races all remain, except gnomes, who were the poor man's dwarf or halfling depending on your poison (and I say that as a gnome fan), and they have high- and grey-elf surrogates, which is cool. More elves means more good times.

Build options? They are here, and at a cursory glance they really cover ground, without being a threat in their multitudes like in both 2e and 3e. I'm gonna look forward to pushing adorable feyborn wizard Ianire Zaitequi Llogbregas up the rungs of the net to "Deadly Trickster" and beyond. Result!

And here is where it falls down. the point of the D&D rules, to me, is to give you an easy way to clap together your character, resolve combats and situations, and then get out of the way and let "imagination practice" (thank you, Vin Diesel) reign. And the incredible, annoying combat-centredness of these rules just does not let that happen. It makes it easier to calculate good value for money when you're buying yer magic armour, but where's the wand of wonder? It gives you a hundred subtly different ways to ambush the shit out of foes and feel cleverer than DMsie, but where's a goofy-yet-awesome mainstay like "rope trick"? I'm not some conservative nerd who's all "I can't believe you took out _____", nor do I think they need to fill it all in for us - we can come up with out own hilarious magic and scenarios and characters choices - but when you take out all hints in the direction of whimsy and laffs in the core rules, even pushing us toward a straight diplomacy roll to resolve negotiations, it feels . . . yeah, mechanistic. Numbing. It makes D&D a great strategy game with some RP gracenotes that hopefully affect your decision-making, but not a role-playing adventure.

But hell, this is just the first book. Maybe that stuff will come with the DMG - a better division of content, really, when you think about it. And keeping it simple, stupid, and then making the other stuff all supplementary and blowing the minds of the eight-year-olds raised on video games who have no idea all the ways D&D can go, well, that sort of makes sense to me. Still, I can't help but feel like something is lost, at least until the first appearance of an Apparatus of Kwalish or Huggles, the psychic, psychedelic, psychotic pig.

I guess this is really a review of 4e. The book is laid out well and the art is bland in a 3e way, the end. ( )
1 stem MeditationesMartini | Jul 7, 2008 |
Viser 3 af 3
ingen anmeldelser | tilføj en anmeldelse

» Tilføj andre forfattere (3 mulige)

Forfatter navnRolleHvilken slags forfatterVærk?Status
Heinsoo, Robprimær forfatteralle udgaverbekræftet
Collins, Andyhovedforfatteralle udgaverbekræftet
Wyatt, Jameshovedforfatteralle udgaverbekræftet
Du bliver nødt til at logge ind for at redigere data i Almen Viden.
For mere hjælp se Almen Viden hjælpesiden.
Kanonisk titel
Oplysninger fra den engelske Almen Viden Redigér teksten, så den bliver dansk.
Originaltitel
Alternative titler
Oprindelig udgivelsesdato
Personer/Figurer
Vigtige steder
Vigtige begivenheder
Beslægtede film
Priser og hædersbevisninger
Oplysninger fra den engelske Almen Viden Redigér teksten, så den bliver dansk.
Indskrift
Tilegnelse
Første ord
Citater
Sidste ord
Oplysning om flertydighed
Forlagets redaktører
Bagsidecitater
Originalsprog
Canonical DDC/MDS

Henvisninger til dette værk andre steder.

Wikipedia på engelsk (4)

"The Player's handbook features the 4th edition game rules, including character creation, combat and adventuring, classes and races, equipment and magic items, skills, feats, powers, and more"--Cover p. [4].

No library descriptions found.

Beskrivelse af bogen
Haiku-resume

Quick Links

Populære omslag

Vurdering

Gennemsnit: (3.33)
0.5 1
1 2
1.5 1
2 9
2.5 2
3 25
3.5 3
4 12
4.5 1
5 13

Er det dig?

Bliv LibraryThing-forfatter.

 

Om | Kontakt | LibraryThing.com | Brugerbetingelser/Håndtering af brugeroplysninger | Hjælp/FAQs | Blog | Butik | APIs | TinyCat | Efterladte biblioteker | Tidlige Anmeldere | Almen Viden | 155,761,527 bøger! | Topbjælke: Altid synlig