D&D Player’s Handbook (Dungeons & Dragons Core Rulebook) (2014)
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D&D Player’s Handbook (Dungeons & Dragons Core Rulebook) (2014)

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Product ID: 49438804
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D&D Player’s Handbook (Dungeons & Dragons Core Rulebook) (2014)

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Weird question...how much female immodesty is in the pictures of the book? Love D&D and my son wants to get into it
Does this book includes the following text toward the bottom of its credits page: "This printing includes corrections to the first printing"
Does this edition contain the warlock character?
Is this hardcover or paperback?

Reviews

4.8

All from verified purchases

M**E

Start here

Great book for the beginner D&D player. I was able to set up my character with my DM, then level up on my own with the book.

S**E

Wanted and expected

Yes it's what we wanted and expected

A**Y

Satisfied all expectations

Item arrived in perfect condition. Delivery was as advised. I'm a happy customer.

L**Y

Definitely better than 4e

Great production quality on the book (what the pictures don't tell you is that there's a tactile non-slip surface on the back cover!), but you want to hear about the contents. Here it is:As someone who's read the 3rd (and a half) and 4th Edition Player's Handbooks, I can say that I like this one best. Most of my experience is with 4th Edition (don't hold that against me) and this is a vast improvement on that for the following reasons:1. It's less about numbersThe Character Sheets have expanded to three pages instead of two, but one page is dedicated to spells (which your character might not even have) and another is dedicated to story-driven stuff like your character's personality, appearance, allegiances etc. Only one page dedicates any real space to stats, and even that one is relatively minimal. This is great, because...2. Teaching a newbie how to make a character is easyI'll be honest: even I didn't fully understand what some of those stat boxes in the 4e character sheet were for for a long time. This book makes the whole process a lot more understandable, and thus less intimidating to newcomers. It's also just quicker for an expert to draw up a character. The character creation process is even more inviting to newbies because...3. The new Background mechanic really emphasizes roleplayingWhen coming up with a character concept, you don't just pick a race and class and fart out a backstory. In this edition, "backgrounds" are part of the game mechanics, and a player chooses what philosophy they follow, what people are important to them, and what the character's major flaw is (for example, a visible "tell" when they lie, or being a sucker for a sob story). These points all get formatted in a way that you can pick them or roll a die and get them randomly. But the important part is that they matter - when you play to character, especially when you make decisions that are in keeping with your flaw, you get rewarded with "Inspiration" which can boost your rolls. You can also get a "trinket" which is a piece of junk (you can choose from a list or roll) your character carries for unknown sentimental reasons. This is absolute gold in terms of what a DM can do with that. Sure, you could add those details on your own initiative in 4e but newbies never think to do it. It gives a lot of depth and gets players to think about their characters more.4. Magic Equipment is goneIt's still in the game but it's in the Dungeon Master's Guide where it should be, instead of tantalizing 1st-level players with all this gear they don't have. Magic Equipment is a lot rarer and therefore more significant. The space saved by removing this means...5. There are more races and classesGnome, Half-Orc, Barbarian, Bard, Druid, Monk, Sorcerer... these races and classes were missing from Player's Handbook 1 in 4th Edition and I wasn't inclined to buy PHB2 just to get them, both for monetary reasons and because too many core books would be a lot to juggle during a game. They're included in the basic package in 5th Edition.6. Class options are simplerSome of my players were overwhelmed by the amount of "Exploits" they had available to them. That level of complexity should be reserved for Wizards and the like; but a Fighter should be able to just swing a sword and let their imagination dictate whether they attempt some fancy trick with it, not have an Exploit tell them. Additionally, a lot of the bigger options/paths get left until you're a couple of levels in, allowing a player to get a feel for a character before committing too fully to choices that they might not even understand at 1st level.7. Multiclassing is back the way it used to beOther people will point out that there are advantages and disadvantages to this, but I really prefer the old system from before 4e, and it's back.There are a lot of other little points I could spend all day talking about but the short version is: 5e is good, it emphasizes fun, and in terms of content it's better value for money than 4e's PHB1.

D**.

D&D is Back

D&D is back. I am sure i am gonna get some hate, but i disliked fourth edition with a fiery passion. I used to refer to it as "World of Warcraft Dungeons and Dragons Edition". Wizards of the Coast have restored my faith in D&D.D&D is finally back to its roleplaying roots. It feels like all the good bits of various Editions rolled into one (and it probably is).As the above statement indicates, Fifth Edition (5E) is a lot less mechanical than it used to be, and has returned to roleplaying as its focus.Character sheets are simple now. All with just enough information. And no unneeded junk cluttering up the sheet. A lot of the sheet is taken up by skills, and boxes to note racial and class bonuses/abilities. As well as the obvious section for Ability Scores (Strength, Dexterity, Constitution, etc...) And one or two other little bits.The book is now a lot less cluttered with mechanics and rules for every eventuality. In fact it is obvious to me that its general jist is that you should not let rules slow the game down (in fact there is a small section in the book that says something along those lines.) The main part of the book is given over to character creation. The different races, classes, and so on. And other parts of the book give insight into the multi-verse of D&D. A whole section is given over to magic. Not just spells, but also information on how spells work narratively. Rather than mechanically. And there is even a nice reasonably sized section explaining how there can be so many different worlds (games) without there being crossover or strict rules as to playing in particular settings; the multiverse. Its a a lot more interesting than i remember fourth edition being. Third Edition seems an age ago to me now, so i cannot comment on that much.The Artwork is very nice. And there is a lot of it.I have not had this long, but i am already a fan of 5E. And i can say its good to be back playing D&D.Dont have a group to play with? Well right now neither do I. I still play a few RPG's though. Solo. I am guessing advertisment is not allowed on reviews, so i will just say "Mythic" Have fun!

G**S

It was as I expected

The book was the one I expected and in general ingood condition. The only downside is that it seems to have some minor damage, but I don't know if it is from the transportation - shipping of the book or damage from the printing process.

E**T

Perfectly new condition

Book is perfect! Good new condition, thank you very much!

T**T

Great content, book arrived in good condition

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.

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