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Posted March 25, 2010
The same as, yet very different from, the previous handbooks
The Player's Handbook for the 4th edition was a vast change to the Dungeons and Dragons game. While the classes released in the book were staples to the series and far from innovative, the rules set was new and interesting. However, a number of classes were missing, which leads us to the Player's Handbook 2. Once again, there were no major surprises, but it was nice to have all of the core classes covered.Was this review helpful? Yes NoThank you for your feedback. Report this reviewThank you, this review has been flagged.
The Player's Handbook 3, however, has released numerous parts of the game that have never before been seen, bringing innovative mechanics and new ways of thinking to the table. My personal favorite is the Runepriest, who defies the typical view of the Divine Leader (Cleric). The Runepriest is an "in-your-face" type of leader, and shows that Wizard's of the Coast is not afraid to repeat power source/roles. The Seeker is something I feel will be hit or miss with most players, as it fills a small but necessary niche into the Primal Power Source.
But the places where this book shines is the new mechanics of Psionics and Hybrid characters. Psionics really shows that Wizard's can think outside the box in terms of new classes, and Hybrids release what most 3.x players have been missing: Multiclassing.
While the ideas are interesting, they mention in the fluff for Psionics its past involved with the Far Realm. I only wish they could have gone into more detail with this, as it is a good idea. But with very little fluff in the book itself, it is the only part of the book I did not like. Some of the artwork (Shardminds) is not the best, but most of the rest makes up for it.
Overall, if you like the 4th edition of Dungeons and Dragons, I highly suggest this book. It has been flying off the shelves of my local Barnes & Noble.
Posted January 4, 2011
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