Top D&D 4th Edition Products
Top D&D 4th Edition Products
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Here are the current top products for 4th Edition Dungeons and Dragons.
Open Grave: Secrets of the Undead: A 4th Edition D&D Supplement

All about the most horrifying monsters of D&D(R)–the walking dead!
The sourcebook provides information about undead origins, tactics, myths, lairs, behaviors, and more. In addition, this book provides elaborate lair entries (including tactical encounters) for undead at each tier of play. Broad story and campaign elements in Open Grave give DMs ready-to-play material than can be easily incorporated into a game, such as undead templates and power substitutions, adventure hooks and quests, and statistics for unique undead such as Acererak and Vecna.
Open Grave: Secrets of the Undead depicts a host of new undead, including new varieties of zombies, wraiths, skeletons, ghouls, and vampires. Open Grave also introduces several completely new types of undead, such as moongaunts, forsaken shells, and death oozes, to name just a few.
User Ratings and Reviews
4 Stars Only the needed things
In this book we get a lot of useful things regarding undeads. It put together useful rules from the book of vile darkness, with a bunch of monsters and handful background information. It contains also a demo adventure.
5 Stars All you could want
It has lots of great new undead creature stats, lots of legendary named undead characters, and rules and stats for Vecna himself. If you picked up the Draconomicon, you know what you’re in store for.
5 Stars Excellent!
Just got this, and have already used about half of it. Well laid out. Full of useful content. If only the other 4E books could be of this same quality.
5 Stars Undead brought to life
This a five-star supplement. It provides extensive background and ideas on undead and how to incorporate them into your existing campaign or how to create an entire campaign based around undead. It also offers new monsters and rituals, magic items, etc.
Dungeon Delve: A 4th Edition D&D Supplement (D&D Adventure)

Dozens of dungeons ready to play without preparation…
Dungeon Delve(TM) is designed for groups looking for an exciting night of monster-slaying without the prep time. It contains dozens of self-contained easy-to-run mini-dungeons, or “delves,” each one crafted for a few hours of game-play.
The book includes delves for 1st- to 30th-level characters, and features dozens of iconic monsters for the heroes to battle. Dungeon Masters can run these delves as one-shot adventures or weave them into their campaign.
User Ratings and Reviews
5 Stars Versatile and Fun!
After struggling to get all of our gaming members together again for the next installment of our campaign, we decided to take a break and jump into a couple of dungeon delve sessions. Also, to give our usual DM a break (and a chance to play a character he created) I took the helm for the delves using this book. End result, we had a great time and I was very pleased with what WoTC put together for this product.
This was my first DMing experience in over a decade and I found that the way Dungeon Delve is constructed is ideal for those who are new DMs or who want to give DMing a go. Each of the 30 delves (one delve for each level) has three encounters that get progressively more difficult. They also have a very basic story context (though nothing like a campaign arc). The introduction gives a lot of ideas on how to adapt these delves to your needs incase you want to use one of the delves as a quick drop-in for a current campaign.
The concensus of our group was that the delves were a lot of fun and challenging. There are plenty of standard play monsters and also a number of monsters with tricky tactics that add a sometimes chaotic element to the encounters. Another benefit to running the delves, if you’re not running them as an insert in a campaign, it gives players an opportunity to try new characters. If these characters aren’t what the players expected (happened in our game) then there’s no long term investment in the unsatisfactory character as there might be if the same character was introduced into a campaign.
One warning though: Dungeon Delve is designed to be used with the dungeon tiles products produced by WoTC. As far as I can tell, they used just a handful of dungeon tile products. However, one of those products is Halls of the Giant Kings: DU1.
Halls of the Giant Kings: DU1 - Dungeon Tiles (D&D Accessory)
I was disappointed to see them use this product only because I think it is now out of print. What this means is, the price has gone up significantly for what’s still left on the market (when I searched this product again on Amazon today, the prices ranged from $36 into $100plus! . . . this, for a product that was originally $10!) Not cool . . . but this is really a complaint that this series of dungeon tiles is no longer in production. So if you happen to be one of those who don’t necessarily buy dungeon tiles frequently and missed this series (like me) you’ll be left recreating these dungeon maps by hand. That’s not necessarily a bad thing, I enjoyed creating them personally, but it will add some time to game preparation.
Entertaining: 5 stars
Versatile: 5 stars
Ease of use: 4.5 stars (minus .5 for the Halls of the Giant Kings problem)
Value: 5 stars (Amazon price $19.77, 30 delves, 90 encounters)
Overall score: 5 stars!
This is a Dungeons and Dragons Hit.
5 Stars Fun for an evening
Great fun for a spare evening with no prep. Get your dungeon tiles to make it easier. Make sure you read the delve before hand to know which sets you need and how many.
5 Stars 30 Dungeons, 90 Encounters
This is one of the best books for 4e yet. It literally comes with 30 different dungeons. They supply the monsters, the rooms, and a few possible hooks so tying it into your pre-existing story is simple. There are also great if you just want to try out some new characters (PHBII??) to run them through the gauntlet.
It also comes with a plethora of new monsters in addition to some Monster Manual fodder, which is always good.
Also a great stepping stone for players that wouldn’t mind trying on the DM hat for a while. I DM a lot, but wanted to play, so I had one of my players run a delve for us, and he had no trouble whatsoever.
4 Stars Great book!
Especially for starting DM’s, this book is great. The pre-made encounters/dungeons are well balanced and there is a great variety of monsters. The explanations are clear and well, my players loved it.
You can enhance each encounter with your own story, but there are also suggestions given for a story around the encounters.
Dungeons and Dragons Core Rulebook Gift Set, 4th Edition

All three 4th Edition core rulebooks in one handsome slipcase. The Dungeons & Dragons Roleplaying Game has defined the medieval fantasy genre and the tabletop RPG industry for more than 30 years. In the D&D game, players create characters that band together to explore dungeons, slay monsters, and find treasure. The 4th Edition D&D rules offer the best possible play experience by presenting exciting character options, an elegant and robust rules system, and handy storytelling tools for the Dungeon Master.This gift set features a handsome slipcase containing all three of the 4th Edition D&D Roleplaying Game core rulebooks: the Players Handbook rulebook (320 pages), the Monster Manual rulebook (288 pages), and the Dungeon Masters Guide rulebook (224 pages).
User Ratings and Reviews
5 Stars Everything I needed to play and more.
This boxed set was a fantastic price, and received all three core books. I was given a tracking number and everything, and received it in 2 business days of ordering.
I was at first leery of this new edition, but I figured I would give it a shot. I couldn’t be happier. Opinions differ, sure. That may not help too much, but I think for many it turns out to be hit or miss. Do your research on it. It is a big investment.
5 Stars A good choice for me
These books are excellent! I’m so glad I bought them. they arrived in a timely manner, and in fine condition. I have no complaints at all.
5 Stars i like mine!
i don’t know what it is with amazon and smashing everything that comes in a box that i order.. but aside from having to send mine back twice to get one with a good box…… i love these! it is a lot more user friendly for people just starting out in gaming. i haven’t really had any issues with it, but i’m not a hardcore gamer. i game on the weekends for fun. this is simple and beginner friendly… and amazon has the best price!
Dungeon Master’s Guide 2: A 4th Edition D&D Core Rulebook

A source of inspiration for Dungeon Masters of any level
This core rulebook for the Dungeons & Dragons® Roleplaying Game features advice and rules for Dungeon Masters of all levels of experience, with a particular focus on running adventures and campaigns in the paragon tier (levels 11—20). It includes advanced encounter-building tools (including traps and skill challenges), storytelling tips to bring your game to life, new monster frameworks to help you craft the perfect villain, example campaign arcs, a comprehensive look at skill challenges, and a detailed “home base” for paragon-tier adventurers–the interplanar city of Sigil.
User Ratings and Reviews
Arcane Power: A 4th Edition D&D Supplement

New options for wizards, warlocks, sorcerers, bards, and swordmages…
This tome focuses on the arcane heroes: characters who wield strange and mysterious spells and rely on their mastery of magic for survival.
This book provides new archetypal builds for the wizard, warlock, sorcerer, bard, and swordmage classes, including new character powers, feats, paragon paths, and epic destinies.
User Ratings and Reviews
4 Stars Good book, ok construction
Arcane Power is a good supplement for those looking for more options for the arcane classes in the PHB and PHB2 as well as the Forgotten Realms Players guide. It contains a new set of directions for every tier of play. Unfortunately the binding is not quite as good as the Core Books and has me uncomfortable as to how long it will last if it gets read as often as I think it will. A five star product that looses a star for it’s fragility.
5 Stars Great extension of arcane classes and powers!
This book is chock full of arcane 4E goodness.
There are loads of new feats, powers, paragon paths, and epic destinies for wizards, warlocks, bards, sorcerers, and swordmages too.
5 Stars Excellent Expansion
The book expands on the existing spell repertoire of existing arcane casters. It also adds several interesting new builds and an extensive list of new feats (obviously geared toward arcane users). Illusionist and summoning spells have also been added. The simplicity in how they are incorporated is perfect — adding interesting options but without overpowering the game or slowing it down. Gone are the days of one character taking an hour or more to conduct a round of combat while everyone else twiddles their thumbs, waiting for a host of summoned creatures to complete actions… yet, the summoned creatures remain quite viable and useful and interesting (without being overpowering). I also applaud the way in which familiars have been added. They add an interesting element to the game (both in and out of battle) without the game becoming slowed down or unbalanced. Way to go WOC!
Dragon Magazine Annual, Volume 1: A 4th Edition D&D Compilation

The best of a year’s worth of Dragon® magazine content in one handy tome
This book collects the best Dragon magazine content from the past year into one easy-to-reference source. The articles contained herein provide exciting character options for players as well as inspiration and campaign-building support for Dungeon Masters. All of this material is 100% official and suitable for any D&D® game.
In addition to the compiled articles, the book contains never-before-seen notes from the designers, developers, and editors that take you behind the curtain, offering a firsthand glimpse into the origin and evolution of each article.
User Ratings and Reviews
Player’s Handbook - Deluxe Edition: A 4th Edition Core Rulebook (D&D Core Rulebook)

The first of three core rulebooks for the 4th Edition Dungeons & Dragons Roleplaying Game.These deluxe volumes are special editions of the 4th Edition core rulebooks that every Dungeons & Dragons player and Dungeon Master can appreciate. These books feature embossed, premium foil covers, and premium, gilt-edged paper.The Dungeons & Dragons Roleplaying Game has defined the medieval fantasy genre and the tabletop RPG industry for more than 30 years. In the D&D game, players create characters that band together to explore dungeons, slay monsters, and find treasure. The 4th Edition D&D rules offer the best possible play experience by presenting exciting character options, an elegant and robust rules system, and handy storytelling tools for the Dungeon Master.The Players Handbook presents the official Dungeons & Dragons Roleplaying Game rules as well as everything a player needs to create D&D characters worthy of song and legend: new character races, base classes, paragon paths, epic destinies, powers, magic items, weapons, armor, and much more. * Core Rulebook: The Players Handbook is the first of three core rulebooks required to play the 4th Edition Dungeons & Dragons Roleplaying Game. * Quick and easy play: The improved page layout and presentation enables new and established players to understand and learn the 4th Edition D&D rules quickly. * D&D Insider: The Players Handbook will receive enhanced online support at www.dndinsider.com.
User Ratings and Reviews
3 Stars The quality is improved, but the ink smears… inexcusable!
What is good: The bindings of these deluxe books are much better than the standard, cheaper printings. And the cover is much nicer (though leather would have been even better). The paper quality is also better. Lastly, and most importantly, these books contain updates/corrections to the rules that the standard printings do not yet include.
What is bad: The ink on the pages of these books still smears, just like the cheaper printings. This alone causes me to knock off a full two stars from the rating. Paying this much money, I expect them to be of perfect quality… and running my fingers across the ink and having them smear is just inexcusable. I only had one other trivial complaint (and no I did not knock off any stars because of this). The gilt edges stick together when you first get them. I fail to see how the gilt makes them look any better and I had to carefully separate them upon my first reading to assure I caused no damage. Without the ink-smearing debacle I would have otherwise given these books a 5 star rating.
4 Stars Correcting the typos and omissions in the regular edition
It was “nice” that Wizards of the Coast posted the steady stream of typo corrections, omissions and rewritten rules on their web site; it would have been even “nicer” if a better editing effort had been performed on the regular version of the 4.0 edition PHB, so that some of the more annoying omissions had been caught before the regular version came out. Still, if Wizards can refrain from making more corrections to the PHB for at least the next 12 to 24 months, it will give me a chance to actually use the PHB without having paste yet another corrections page into the book.
Manual of the Planes: A 4th Edition D&D Supplement (D&D Rules Expansion)

If you seek to stem this tide of chaos at its source, follow my lead–I set out for the dreaded Abyss on the morrow.
–Lord Amgar the Bold, Paladin of Bahamut
The planes have always been a place of great mystery and danger in the Dungeons & Dragons Roleplaying Game, and the new array of planes debuting in 4th Edition continue that grand tradition. Home to gods and devils, demons and genies, fey and titans, these strange dimensions offer unlimited adventure opportunities for Dungeon Masters and their players.
This useful travel guide also comes in handy for players seeking to battle demons, devils, elementals, and other iconic D&D monsters native to the planes.
User Ratings and Reviews
5 Stars Excellent for any edition
Very useful book. While it uses 4E cosmology it’s far better than 3E version.
There is a guide for using Great Wheel instead if World Axis. Lots of fluff, not too much rules, so it’s useful for any edition.
5 Stars Excellent Job, WotC!
This is an excellent book. If you’re at all interested in the planes, buy it. The new planar material is much more fresh and interesting than the old great wheel stuff, and I recommend all DMs check it out.
4 Stars Take a plane
This book contains a lot of useful information for the dungeon master. It contains also useful information regarding feywild for eladrin player. I’ve been hated manual of planes in older version, but this version is very good.
Dungeons and Dragons 4th Edition For Dummies

Explore the fantasy world of D&D and delve into dungeons, slay monsters, and gain treasure!
If you’ve been thinking of playing D&D or you’ve played before and you want to get up to speed on the all-new 4th Edition, this is the book for you. Here’s what you need to know to join the fantasy fun.
User Ratings and Reviews
5 Stars Great Title for Beginers
An Amazing resource for starting players. The D&D books can be overly complicated & confusing to new players & non-RPGers. This Helps ALOT in explaining vast amounts of info. Some of it is a little out of date(it’s a 3.0 book)but still a great resource. There are 3 premade characters for 4 of the base classes & notes on all classes that really help you out in the begining. The top 10 spell & monsters lists are a gream way for a beginer player or DM. It includes a premade adventure& sample map!
5 Stars Great help for me!
This book was a great help for me in figuring out the 3.5 edition of D&D game play. I would definitely recommend it for someone just starting to play, or if you just want to learn how to play older editions of D&D. 3.5 is used in a wide variety of games & is quite handy to know!
5 Stars It works well for me
seeing that the three “core books” cost over $100 and this was slightly over thirty, I was very attracted to it since I am by no means experienced. I am what the book calls the novice player. I didn’t know what saving rolls, feats and multiclassiong were until I picked up this book. I find the official books confusing and slightly unreadable. Everywhere there are little illustrations that are supposed to make the text easier to understand, but I eventually became frustrated with the official books becauise I have limited money. I don’t feel ashamed to carry or stor a book that says “Dummies” on the cover because there is also the moniker of Wiley and sons publishers on the back (the publishers of the dummies books. Wiley has been at the forefront of the scientific publishing field for years and I am not ashamed of it. Further, Bill Slavicsek is a great author who does high quality work for WOtC. I like this book and recommend it heartily to any new D&D gamers out there. It claims to be useful for “experienced” players, too, but I wouldn’t be so sure. This is a hard game and needs to have extra non-Wizards tutorial if not on the web, in a small handbook.
Kingdom of the Ghouls: Adventure E2 for 4th Edition Dungeons & Dragons (D&D Adventure)

A D&D(R) adventure for 24th-level characters.
In this adventure, demonic forces plot to usurp the Raven Queen’s power over death, and all paths lead to an ancient kingdom hidden in the subterranean depths of the Shadowfell.
This adventure can be run as a stand-alone adventure or as Part Two of a three-part series of adventures that spans the epic tier of gameplay. E2 Kingdom of the Ghouls is a D&D adventure designed to take characters from 24th to 27th level.
User Ratings and Reviews
Martial Power - Rogue Power Cards: A 4th Edition D&D Accessory

Speed up your game with official D&D® power cards.
Players using Martial Power(TM) Cards don’t need to crack open a rulebook every time they swing a sword–all the crucial information is right in front of their eyes.
Each and every power appearing in the Martial Power sourcebook has its own card. Simply select the cards for your character’s powers and you’re ready to play!
Each deck of 110 cards includes all the powers from Martial Power for one of the four classes featured in the book–fighter, ranger, rogue, and warlord–plus a few blank cards for players to use for other powers.
User Ratings and Reviews
Demon Queen’s Enclave: Adventure P2 for 4th Edition Dungeons & Dragons (D&D Adventure)

A D&D adventure for 14th-level characters.
In this adventure, the heroes must unravel the plots of the vile minions of Lolth, the infamous Demon Queen of Spiders. Along the way, they’ll face off against drow, demons, and worse!
This adventure can be run as a stand-alone adventure or as Part Two of a three-part series of adventures (starting with P1 King of the Trollhaunt Warrens) that spans 10 levels of gameplay.
Demon Queen’s Enclave is a D&D adventure designed to take characters from 14th to 17th level.
User Ratings and Reviews
3 Stars No One Has Reviewed This Yet?
Just looking for some feed back on Demon Queen’s Enclave. I was considering running this adventure for my group but being there is no reviews on it, i’m little worried it may not be worth the purchase.
3 Stars It’s just OK
I admit I was really excited to hear of this when it first came out. I was hoping for a re-incarnated adventure combining “Queen of the Demonweb Pits”, “Kingdom of the Ghouls”(from Dungeon#70), “Expedition to the Demonweb Pits”, and possibly some other Drow adventures etc.
At first, things looked good because they start off describing the many factions that are vying for control in a drow enclave deep in the underdark. There are 3 or 4. The enclave has been decimated by undead and demons. The factions are holed up trying to survive. The party gets to encounter each faction, and can choose to parlay or they can kill them outright. The problem is the NPC characters are not very well fleshed out. They are the stereotypical drow matron, drow wizard, drow fighter, etc. They just tacked on “motivation A” to the matron who wants…guess what… more power. Considering that the only contact you get with them is a 5 minute encounter maybe they didn’t need to be fleshed out. The characters fall very flat and an average DM would need to be an expert at improvisation to give them any personality that made them memorable. Luckily the DM that ran it for me put a lot of work into that. There’s no intrigue, there’s no subterfuge other than: meet matron, she asks you for something, you do it, she rewards you, you kill her anyway for the XP. Repeat with the other 3 factions. There’s never any fear or feel of drow society since the city has been sacked. SPOILER ALERT: none of the factions ever sell the party out. It would have been awesome if the party was relying on a faction only to find out they sold the party out to another faction and betrayed them at a pivotal time. END SPOILER ALERT.
I think it would have worked better if the factions weren’t just shells of their former selves. It would have been better if defeating the main undead faction were impossible unless you got help from at least one of the factions. Then there would have been more moral discussion on who to ally yourself. The party would have to discuss taking the lesser of two evils and also have to investigate the factions more to find out who they want to join; who’s the strongest, who’s the most evil. That investigation could have opened up lots of role-playing etc. It also would have been better if the factions had more of a backing. For example, if you walk into a gang leader’s house in Chinatown and kill him. He’s not the supreme leader so you know that the gang will not just fall apart. The gang has thousands of members that will take retribution on you. It makes for a more scary negotiation with them. Even adding a non-drow faction would have been cool, like a trek to negotiate with the Kuo-Toa like in the old-school modules. As it is, you can walk through and kill everything in the adventure all on your own including the main bad guy and his faction.
A lot of the fights are in really tight quarters. 4th edition is more fun when the battles are in places with tons of tactical possibilities. It seems a lot of the fights just got stuck in some doorway or in a small 4-by-4 room. My rogue wouldn’t have been able to maneuver even if he was an artful dodger.
I would recommend a 3.5 adventure:”Endless Night” published by paizo. They captured drow and the flavor of their society very well.
5 Stars Undead Underground
I am currently taking my team of players through this module, and I have gotten multiple compliments from the group, saying they are some of the best sessions that have ever played.
The encounters are built superbly well and are a real treat to run. It helps when you have creative players that take complete advantage of every piece of terrain given to them. Each fight is different since there seem to be 4 or 5 factions vying for power, between demons, undead, spiders, and drow.
The material given makes it easy to tie it into your homebrew campaign. We’ve been running these characters from level 1 in a homebrew world, and now that they are level 14 they are carving through the Underdark like they were born to do so.
My one complaint is that it comes with 1 two-sided poster map while some of the others seem to come with more. A good thing about it is that the encounters flow pretty logically, so before the session begins I draw two or three detailed maps on my wet-erase battle grid assuming that they will go there. Sure enough, the characters pick where they feel they need to go next, and they manage to go to each drawn location.
There is enough material to last months if you are doing weekly sessions like I am. Pick this one up!
Dungeons & Dragons Character Record Sheets: Roleplaying Game Character Sheets, 4th Edition

Official character sheets for the 4th Edition Dungeons & Dragons® Roleplaying Game.
Encased in a handy pocket folder, these official Dungeons & Dragons character sheets contain all the information players need to build, run, and track their 4th Edition D&D Roleplaying Game characters. Each character sheet is double-sided and designed for optimal playability. In addition, these character sheets are designed to support characters of all classes and levels.
User Ratings and Reviews
4 Stars Worth the cards?
This is basically a folder with to formats of character sheets and some cards. Worth $10? I’m not sure, but I like it. First the character sheets. One is the standard one found in the back of the players handbook. But I really like the horizontal one, which gives you more room on the table for your battles (or snacks). The cards are for your powers (at-will, encounter, and daily), for magic items, and for utility powers. They are color and good quality. Worth $10? Almost…
Dungeons & Dragons Dungeon Master’s Guide: Roleplaying Game Core Rules, 4th Edition

The second of three core rulebooks for the 4th Edition Dungeons & Dragons Roleplaying Game. The Dungeons & Dragons Roleplaying Game has defined the medieval fantasy genre and the tabletop RPG industry for more than 30 years. In the D&D game, players create characters that band together to explore dungeons, slay monsters, and find treasure. The 4th Edition D&D rules offer the best possible play experience by presenting exciting character options, an elegant and robust rules system, and handy storytelling tools for the Dungeon Master. The Dungeon Masters Guide gives the Dungeon Master helpful tools to build exciting encounters, adventures, and campaigns for the 4th Edition Dungeons & Dragons Roleplaying Game, as well as advice for running great game sessions, ready-to-use traps and non-player characters, and more. In addition, it presents a fully detailed town that can serve as a starting point for any D&D game.
User Ratings and Reviews
5 Stars Finally, the DMG that’s meant for DMs only
First off, not a review of the 4.0 rules as a whole, which contain elements I mostly like, but a few I don’t.
However, the DMG is the best one that I’ve read so far, starting back since 2nd Edition. I like the fact that they have put most of the core rules in the Player’s Handbook, and left the Dungeon Master’s Guide to discuss how to actually write adventures and generally run the game. Also, and this is good for their business as well, they actually designed the book to instruct *new* DMs how to run adventures even never having played the game. Now, it might actually be a little more feasible for a group of completely new players to pick up these books and start gaming, rather than getting drawn in by experienced friends or family members which, IMHO, has been the de facto experience for the past 20-30 years.
The 3.5 DMG was absolutely horrible, possessing way too many charts, tables and material best suited for players like Prestige classes. I found myself only looking at the DMG for the XP charts and treasure generation, and the occasional glance at random story-ideas for inspiration when I was running a game on short notice.
3.0 and 3.5 also broke from previous editions by introducing the idea of declining XP values for monsters, to reward players for taking on harder opponents and discouraging them from trying to attack larger numbers of weak creatures. Unfortunately, it was a somewhat unwieldy system that made it more difficult to calculate XP and had some wonky side effects- If two players who were one level apart but only a few hundred or a thousand xp apart from each other, going through a long adventure could result in the lower-level one having more XP at the end of the adventure, unless you rewarded XP after each encounter and allowed players to level up on the spot.
4.0 has reverted back to the older system of having flat XP values, and it’s up to the DM to ensure players are facing properly challenging opponents at least part of the time. On a tangent, 3.X’s rules for building fighting encounters tended to lean heavily on having homogenous challenge levels of opponents together. I’ve always favored the Big Bad, flanked by a bodyguard or two, one or two weaker spellcasters and a large group of weaker minions. Although you *could* build encounters like this in 3.X, it would be hard to establish the numerical Encounter Level which would then lead to appropriate treasure generation. I often founding myself having to just chuck the clunky system out the window and making an ad hoc ruling on the actual Encounter Level or even going even further and just creating the treasure myself. Yes, I understand that experienced DMs are free to do things as they want, but the default system should at least work to some extent instead of almost forcing you to deviate from it. Fortunately, 4.0’s DMG tends to view interesting encounters in the same way that I do, and the mechanics make it easy to create an encounter on the fly.
As a disclaimer, I would have rated this 4 Stars, but I found myself in the unfortunate position of seeing too many 1 Star reviews slamming this book not for its content, but for the 4.0 rule-set itself. Of course, those who slam the book because they don’t like its specific content have completely legitimate opinions. So, here are things I *didn’t* like:
1. Like all 4.0 books, the price is just too high. If these books were in the $15-20 range, I’d be buying at least twice as many of them. So, if they charged less, they would probably sell a whole lot more. I’m not sure of the actual variable cost of the book and distribution itself, but even selling the books at $20-$25 would probably result in a doubling of sales, in my opinion.
2. Like the other 4.0 books, the quality of the book itself is not very good, with cheaper magazine-quality paper in the books. Don’t handle the books when sweaty, and definitely don’t spill anything on them.
3. I really don’t like a lot of the art direction of these books either. To me, it does smack of appealing to a younger crowd with overly muscled men wielding ridiculously over-sized weapons. Way too Gears of War or Final Fantasy for me. Page 95 is an example of what I don’t like, and the more photo-realistic 77 is an example of what I do.
4. The book could have used more examples of some adventure ideas, but that’s just a personal gripe. Since it’s so thin, I think newer DMs could have benefited from a few standard adventure ideas without having to buy additional larger modules just yet. Also, an entire chapter or two devoted to having basic ideas for starting adventures or sprucing up adventures you’re writing would have been really helpful. For example, having the list of sample names per race, tiny architecture details, adventuring concepts, etc. all in one place would have been great.
4 Stars A new DMG for a new game
Quickly: somewhat conflicted book that definitely sets 4th edition up as a new game and not your old D&D.
Summary: I think anyone reading this knows what a Dungeon Master’s Guide is so I won’t spend much time on a summary. Basically it’s the book that tells you how to DM a game of 4th edition D&D.
What’s surprising is that it’s very rules light. Chapters include How to Be a DM, Running The Game, Combat Encounters, Building Encounters, Non-Combat Encounters, Adventures, Rewards, Campaigns, The World, The DM’s Toolbox and Fallcrest. The back of the book also has some Initiative cards and a two page battle grid.
Hot to Be a DM goes over The Gaming Group, types of Players, the role of the DM and some ideas on Table Rules. Running the game covers prep work and getting started, different game modes, narration and pacing, props, giving out information, improvising, ending a game, troubleshooting and a short section on teaching the game. Combat Encounters goes over the fundamentals then has some additional rules for mounted combat, 3D combat, underwater combat, disease and poison. Building encounters goes over monster roles, parts of encounters with templates and settings for encounters. Non-combat encounters go over Skill Challenges, puzzles, Traps and Hazards. Adventures covers published modules, fixing in game problems, building your own adventures, quests, mixing up encounters, settings and casts of characters. Rewards covers Quests, XP, Action Points and Treasure. Campaigns talks about published campaign settings, themes, super adventures, story, running and ending a campaign. The World introduces the generic D&D world, civilizations in it, the wilderness in between, the planes, the gods, artifacts and languages. The DM toolbox gives rules on customizing and creating monsters and NPCs, writing house rules and generating random dungeons and encounters. Amusingly it also has rules for playing with no DM. The final chapter gives a sample starting city and region with a short 5 encounter adventure.
The Good: As you can probably tell by the chapter headings alone this isn’t any old edition DM’s guide. Way more text and pages are devoted to being a good DM then to rules. I’ve never before seen an RPG that breaks down different players into types and gives suggestions on what to add into your games to make the game fun and interesting for all players. Similarly I’ve never seen an RPG that has a chapter on how to best spend your prep time including telling you what you should prep if you have one hour to prep, or if you have two, etc. In all this book has the best ideas and suggestions for DMing I have ever read. I would actually suggest any DM of any game read through all the non-crunch sections of this book.
Regarding the book itself it’s laid out rather well with each chapter progressing in a logical manner. One page chapter introductions are nice for finding exactly the rule you need. The index is also very appreciated. Interior art is top notch and better then the PHB.
The encounter creation section of this book is probably it’s most valuable part rules wise. The new method of generating encounters for 4th edition games is much more GM friendly and I think actually makes more interesting encounters then any previous edition. Challenge Ratings are now out the window and you return to the days of picking monsters by XP. There’s a 4th edition twist on this though where you balance the encounter and make it interesting by choosing different monster roles. Gone are the days of fighting 6 identical kobalds. In are the days of facing a wall of Kobald Minions, supported by a pair of skirmishers and a Wormpriest and his Two Dragonshield guards. This section combined with the DM toolbox at the back of the book, which allows for the creation of Elite and Solo Monsters as well as templates that can be added to any monster, basically means that no two encounters ever need to be the same and all of them will be quick and easy to make.
The Bad: I personally would have liked a bit more Crunch. I can’t tell you exactly what is missing but it just felt like there was something missing. Rules for creating your own Races and Classes would have been a nice start (though that’s not something I usually do). Some repetition from the PHB would have been nice as well, though I do appreciate the cost savings. Especially in the section that gives additional rules for combat, there are a lot of references to the PHB. I think I would have preferred just having two copies of the movement rules for example instead of having to reference them while reading about flying. The random dungeon also confused me as half of each page shows a layout of Dungeon Tiles but no where in the text are they referenced. This was also true about a section on buying magic items in a low magic campaign. It noted to make the items cost more then the usual 10-40% more then list price. I don’t recall ever reading that magic items cost 10-40% more then list price when bought from vendors and not created with the Enchant Item Ritual.
The Ugly: you hear a lot now a days about the ‘next generation’ being raised with a sense of entitlement. Well this game is written with that demographic in mind. This is a touchy feely D&D where players and characters get what they want because they are entitled to have fun at the table and have get treasure that they want. DM’s are encouraged to say yes to anything a player tries (not so ugly are the great rules for coming up with damages and difficulties on the fly to support this). It’s suggested that the DM get a list of Magic Items that the player’s actually want from them and then when designing the encounters put these items in. It’s strongly suggested that even players who aren’t present for a game get full xp and that the encounters are weakened so that the challenge isn’t too high so that everyone is kept at the same level and everything is fair. This isn’t all of it, there’s lots of suggestions like this. Now maybe to you this sounds great and is something that has been missing from the game for years. To me though it’s just not very D&D like. If the random magic item found in the dragon’s horde isn’t for the party, too bad. If someone can’t make it for a game (unless it’s like a death in the family) then they don’t get XP. To me it just feels like you are handing everything to the players and that the sense of accomplishment when they actually earn something they wanted instead of having the DM hand it to them (by level 5 all characters in the party should have 4 magic items). Now of course there is a really quick fix for all of this, and that’s just to ignore it all and run the game how you want. Personally I’m trying my first campaign in 4th edition using their modules and running things the ‘4th edition way’. Maybe after a few sessions I will decide I like it, if not then my next game will be run more like the old style players vs. the module. Lastly, a pet peeve of mine, two references to page XX. Come on people, you couldn’t hit Ctrl-F and typed in XX and hit find?!?
Overall: this is a great book for teaching you how to DM. Covering everything from how to prep for a game to what types of players you can expect to play with to what kind of challenges to face those players against. The book was well produced and well written. Personally I guess I’m a little old-school for the style of play described in the book, but I’m willing to give it a chance and see how it works. I strongly suggest any DM or prospective DM read the tips and suggestions in this book though, there is some great stuff in there. Regarding the sense of entitlement: I’ll let you make your own call on that one.
5 Stars Finally, a D&D ruleset which my little sisters not only tolerate, but enjoy!
You know what is great about the 4E rules for D&D? They made it easy, and fun, for NEW PLAYERS to get into the game. They simplified and streamlined a lot of the nit-picky stuff (which, granted, some people love), and made it easier to just jump into the game.
What this means is that I can start an impromptu game with my little sisters, and actually keep and HOLD their attention all the way through an entire gaming session of about 2 hours. That is AMAZING! They have always liked the game, and the fun of the dice rolls, etc. What they DIDN’T like, was dying (or being knocked unconscious), limited spell use, confusing power rules, and almost no low level party members being able to to HEAL!
With 4E, EVERYONE can heal with the new “healing surge” abilities. I don’t know about anyone else, but my parties generally ALWAYS suffered from healing problems in their lower levels. Either because nobody was playing a cleric, or there weren’t enough healing potions to go around. Mages/wizards can now cast spells whenever they please (only being able to cast magic missile once per day/rest cycle is a real bummer to a little girl who wants to play a magic casting bad-arse as her character!), and all of the powers quickly and easily divided up into “at will,” “once per encounter,” and, “daily” powers. Given the almost unlimited choices available in 3E and 3.5E, they would get confused, overwhelmed, and stop wanting to play. Most little girls do not want to sit down and do homework to “play.”
I am a 3E and 3.5E rule set owning DM, and I am here to say that 4E is not for everyone! But, if you are like me, and are trying to get new people into D&D, give 4E a try. I am fairly certain you will enjoy running a game for those people using 4E rules. I am switching over entirely to 4E for all new games I will be running hereafter. I will be hanging on to my 3E and 3.5E books, but those will be used for campaigns for D&D veterans.
Enjoy!
Dungeons & Dragons Player’s Handbook: Roleplaying Game Core Rules, 4th Edition

The first of three core rulebooks for the 4th Edition Dungeons & Dragons Roleplaying Game. The Dungeons & Dragons Roleplaying Game has defined the medieval fantasy genre and the tabletop RPG industry for more than 30 years. In the D&D game, players create characters that band together to explore dungeons, slay monsters, and find treasure. The 4th Edition D&D rules offer the best possible play experience by presenting exciting character options, an elegant and robust rules system, and handy storytelling tools for the Dungeon Master. The Players Handbook presents the official Dungeons & Dragons Roleplaying Game rules as well as everything a player needs to create D&D characters worthy of song and legend: new character races, base classes, paragon paths, epic destinies, powers, magic items, weapons, armor, and much more.
User Ratings and Reviews
5 Stars Much needed improvements, accessibility
I was a veteran D&D player (occasionally a DM) from the old version 2 days, and haven’t played the game in about 14 years. I was quite surprised by the changes, and streamlining done for version 4. Character classes and levels are more even, the huge pantheon is reduced, as well as things like alignment and so on. Having spent so much time in version 2, I was pretty uncomfortable with the changes, but after a couple good sessions with a version 4 DM (who was a veteran like me), I found that I appreciate more and more what Wizards of the Coast were trying to do with this new version.
First, I find that the new version is polished and well-thought out. The player’s handbook anticipates a lot of ambiguities that cropped up in older versions, and provides some good guideline rules (specific rules trump general rules for example), as well as simple, easy-to-read sections on how to do this or that. The fact that they removed the confused d20 roll issue (sometimes low is good, sometimes high is good), such that high-rolls are always desirable, means less contingencies to remember, but with the same good game play.
Second, I like the new Daily, Encounter, and At-Will powers, as they can apply to any power, magical or non-magical, and remove annoying aspects like having a wizard spend 8 hours memorizing a spell (only to forget it later) or the constant upkeep of prayer. The system is realistic, sensible and easy to apply once you get familiar with it.
Speaking of powers, I like the new system of describing them. Again, no ambiguities, and easy to read. For new players, it doesn’t take long to get started and enjoy the fun.
I also like the Handbook’s explanation of each races benefits and class benefits. It simply states “if you like doing X, play Y”, which lets the player be informed, while making decision simple to follow. I played sessions with some completely new D&D players, and they seemed to catch on well.
So, if 4th edition makes you nervous, just find an experienced DM, and just play a few sessions and enjoy D&D version 4 on its own merits. I really think Wizards did D&D a great service by reviving D&D, streamlining it so new players could join in, and giving us veterans fewer things to have to memorize. THe new handbook is well written, excellent format, and frankly just fun to thumb through.
Thanks much WoC!
5 Stars You might love it after you hate it
I personally hated 4.0 for about a year, and I have to admit I hated it for what it did to the Player aspect of the game. But just recently I decided to give it a try when the Players handbook 2 was released. Pretty much what 4.0 did was limit the amount of information they provided and almost makes you use your imagination to get to the character you image. Another thing they did was average out the damage the characters put out. No more is there such an imbalance in the fighter>wizard at the lower levels or the vast wizard>fighter at the high levels. Another thing I really enjoy about this version is the lower level survivability. Even playing a wizard you won’t be dead in 1 or 2 hits. Combat is another thing I enjoy a little more now it functions a little more smooth than it did in 3.5, with the use of the 4 player types. (defender, striker, controller, and leader) As I said in the title you just might love this edition, but it will come after hating it a bit.
4 Stars 4th Edition
This is an update of most of the 2nd edition classes. Introduced is the concept of cloth armor, so you don’t have to worry about plate or even chain mail. A cleric is a divinely inspired warrior. A fighter is a master of martial combat. A paladin is a champion of a specific deity. A ranger is a ranged or two weapon specialist. A rogue uses stealth to thwart enemies. A warlock is a wielder of arcane power. A warlord ia front commander. A wizard has the most powerful magic. I really like this 4th edition making a paladin playable and not just a career squire in the AD & D 2nd edition. You get base hitpoints plus your constitution score for each level. You get special powers up to 29th level. Overall, a vast improvement over 2nd edition.
5 Stars Fast Shipping
Ordered this for our all girl DnD group- arrived way earlier then expected. Book in mint condition. Way less expensive then if I had bought anywhere else.
Death’s Reach: Adventure E1 for 4th Edition D&D (D&D Adventure)

A D&D(R) adventure for 21st-level characters.
In this adventure, players learn the very foundation of reality is threatened by those seeking to usurp the powers of the god of death. To prevent this cosmic coup, players must trace the disruptions into the Shadowfell’s timeless core, where all things find their end.
This adventure can be run as a stand-alone adventure or as Part One of a three-part series of adventures that spans the epic tier of gameplay.
User Ratings and Reviews
4 Stars Epic Adventuring
The adventure continues, upon entering the Epic tier WotC steps up the fun and danger.
Player’s Handbook 2: A 4th Edition D&D Core Rulebook (Bk.2)

New classes, races, and other options for your D&D(R) game.
This book builds on the array of classes and races presented in the first Player’s Handbook(R), adding both old favorites and new, never-before-seen options to the game.
The book adds a new power source for 4th Edition D&D; classes using the new primal power source include the barbarian and the druid.
Player’s Handbook 2 expands the range of options available to D&D players with new classes, races, powers, and other material.
User Ratings and Reviews
4 Stars A much needed expansion to a game that became very tight.
I have been role-playing for over 20 years and am always excited to see an expansion or revision to a rules system. D&D 4th edition became a very tight game. It’s original players handbook limited a player to a decently limited number of races and classes with very little crossing between classes.
Thanks too this new book, the number of races and classes has pretty much doubled. There is alot of original material. There is also a decent amount of expantion on material from the first book. A 4th edition must!!
5 Stars just what he wanted
I ordered this for my grandson and he was very pleased with it. He said it was just what he was looking for.
4 Stars Got What I ordered
The new classes definitely add more to the game. There are a number of new races as well. A must have for a 4th edition gamer.
5 Stars Primal classes make their debut.
This greatly expands the class selection, and puts on display the strengths of combat roles. Primal classes make their debut here which, as a long-time druid fan, makes me happy.
Here’s the breakdown of the new classes: Avenger (divine striker), Barbarian (primal striker), Bard (arcane leader), Druid (primal controller), Invoker (divine controller), Shaman (primal leader), Sorcerer (arcane striker), and Warden (primal defender).
There’s not much else to the PHB2, but really, does there need to be?
Game On!
Prince of Undeath: Adventure E3 for 4th Edition Dungeons & Dragons (4th Edition D&D)

The Demon Prince of Undeath is calling you out!
This epic-level D&D® adventure is designed to take characters from 27th to 30th level. In this adventure, the demon lord Orcus tries to usurp the Raven Queen’s power over death using a shard of evil plucked from the depths of the Abyss. Only the world’s most powerful heroes have the slightest hope of stopping him.
This adventure can be played as a stand-alone adventure or as the final adventure in the “E” series of adventures that began with E1 Death’s Reach™ and continued with E2 Kingdom of the Ghouls™.
User Ratings and Reviews
Forgotten Realms Campaign Guide, 4th Edition

Dark perils and great deeds await!
Welcome to Faerûn, a land of amazing magic, terrifying monsters, ancient ruins, and hidden wonders. The world has changed since the Spellplague, and from this arcane crucible have emerged shining kingdoms, tyrannical empires, mighty heroes, and monster-infested dungeons. The Forgotten Realms Campaign Guide presents a world of untold adventure; a land of a thousand stories shaped by the deeds of adventurers the likes of which Faerûn has never seen before.
This book includes everything a Dungeon Master needs to run a D&D campaign in the Forgotten Realms setting, as well as elements that DMs can incorporate into their own D&D campaigns. The book provides background information on the lands of Faerûn, a fully detailed town in which to start a campaign, adventure seeds, new monsters, ready-to-play non-player characters, and a full-color poster map of Faerûn.
User Ratings and Reviews
5 Stars a great FR book
I love the new 4th ed books. whether you like the new system or not, this is a great quality book. worth every penny.
5 Stars My Favorite 4E Book thus Far
I spent a long time thinking about this one before I purchased it. On the one hand, I had no experience with Forgotten Realms in any campaign and wasn’t sure I wanted to start. On the other hand, there were so many negative reviews that I started to believe them. Long story short, it was my loss that I waited so long. To date, this is hands-down my favorite 4E book.
Many of the negative reviews center on the changes in this edition of FR as opposed to the previous edition. I can’t speak to that because this book was my introduction to FR. As someone who has just started DMing, the $26 Amazon price for this campaign guide is a STEAL.
What do you get for that $26? Almost everything a new DM would want when it comes to world creation, back-story, and politics for the context of a campaign. Much of the grunt work is done, with just the right amount of detail to tweak things to your own tastes and insert your players into your campaign’s story arc.
The book starts with a VERY brief introduction to the world of Faerun. This is followed by a series of encounters in the town of Loudwater to kick things off (if you like . . . I skipped this for my campaign but may use a variation of it later). Next, is a history of the world, magic, the pantheon, and cosmology. My favorite chapters, however, are the last two. Chapter 6 is an overview of many of the regions of Faerun, Returned Abeir, and the Underdark. I found them quite useful to think about in the context of where I’d like my players to go in the campaign and what challenges they’ll encounter when they get there. Chapter 7 adds the element of danger and room for political intrigue by addressing common threats in FR. Being a new DM, I found this invaluable. It saves so much time to have a series of nefarious organizations, people, and creatures that I don’t have to create on my own. The nuggets of information are laid down in this chapter, now all that I, or any DM, has to do is to weave those ideas together in whatever plot or storyline a see fit.
A minor complaint, I don’t like that small part of the information in the Campaign Guide refers to the FR Player’s Guide for further explanation. Thus, the DM needs both books in some cases. However, this was a rare situation and as long as a player has the book, all should be well.
In short, if you are a new DM, or just want an introduction to a complete campaign world for your game, don’t let the negative reviews scare you off - I think you will find that this book is a very valuable addition to your collection.
Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition

The Dungeons & Dragons Roleplaying Game has defined the medieval fantasy genre and the tabletop RPG industry for more than 30 years. In the D&D game, players create characters that band together to explore dungeons, slay monsters, and find treasure. The 4th Edition D&D rules offer the best possible play experience by presenting exciting character options, an elegant and robust rules system, and handy storytelling tools for the Dungeon Master.
The Monster Manual presents more than 300 official Dungeons & Dragons Roleplaying Game monsters for all levels of play, from aboleth to zombie. Each monster is illustrated and comes with complete game statistics and tips for the Dungeon Master on how best to use the monster in D&D encounters.
User Ratings and Reviews
5 Stars finnaly it arrived
its the monster manual for 4th ed. d&d. Lots of good art work and some interesting creatures for you gaming fun.
5 Stars Finally, a D&D ruleset which my little sisters not only tolerate, but enjoy!
You know what is great about the 4E rules for D&D? They made it easy, and fun, for NEW PLAYERS to get into the game. They simplified and streamlined a lot of the nit-picky stuff (which, granted, some people love), and made it easier to just jump into the game.
What this means is that I can start an impromptu game with my little sisters, and actually keep and HOLD their attention all the way through an entire gaming session of about 2 hours. That is AMAZING! They have always liked the game, and the fun of the dice rolls, etc. What they DIDN’T like, was dying (or being knocked unconscious), limited spell use, confusing power rules, and almost no low level party members being able to to HEAL!
With 4E, EVERYONE can heal with the new “healing surge” abilities. I don’t know about anyone else, but my parties generally ALWAYS suffered from healing problems in their lower levels. Either because nobody was playing a cleric, or there weren’t enough healing potions to go around. Mages/wizards can now cast spells whenever they please (only being able to cast magic missile once per day/rest cycle is a real bummer to a little girl who wants to play a magic casting bad-arse as her character!), and all of the powers quickly and easily divided up into “at will,” “once per encounter,” and, “daily” powers. Given the almost unlimited choices available in 3E and 3.5E, they would get confused, overwhelmed, and stop wanting to play. Most little girls do not want to sit down and do homework to “play.”
I am a 3E and 3.5E rule set owning DM, and I am here to say that 4E is not for everyone! But, if you are like me, and are trying to get new people into D&D, give 4E a try. I am fairly certain you will enjoy running a game for those people using 4E rules. I am switching over entirely to 4E for all new games I will be running hereafter. I will be hanging on to my 3E and 3.5E books, but those will be used for campaigns for D&D veterans.
Enjoy!
5 Stars D&D necessity
There are two different ways to look up monsters: alphabetically and by level. It does include a guide to reading the monster information which was helpful. When looking up monsters in either way, the only thing I feel it is missing is how much XP the monster awards. I found it a little annoying having to look up a monster, turning to that page and then finding the amount of XP wasn’t as much as I wanted to award or was too much to award. I also think it would have been beneficial if they could have included a section that organizes monsters by environment.
5 Stars Leveled Monsters
Well first of all there’s old school Orcus on the front cover. he and Tarrasque make up the most powerful monsters here, in excess of 1,000 hit points. Monsters listed here I see in real life, and i mean like almost daily basis are: spider, rat, scorpion, snake, bear, wolf, beetle, boar, crodile, ghost, dwarf, hound, human and hyena. Classic old school monsters revisted are: imp, elemental, succubus, chimera, beholder, cyclops, death knight, demon, devil, dracolich, dragon, drider, dwarf, elf, gargoyle, ghoul, giant, gnome, goblin, gorgon, griffon, hydra, kobald, zombie, vampire, umber hulk, unicorn, minotaur, mummy, nightmar, ogre, orc, phoenix, medusa, skeleton, triant and troll. Most of the real life monsters and some fantasy ones are encountered in Oblivion.
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