วันอาทิตย์ที่ 19 เมษายน พ.ศ. 2552

Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition

Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition

Dungeons & Dragons Monster Manual: 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 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.

Product Details

  • Amazon Sales Rank: #11563 in Books
  • Brand: Dungeons & Dragons
  • Published on: 2008-06-06
  • Released on: 2008-06-06
  • Original language: English
  • Number of items: 1
  • Binding: Hardcover
  • 288 pages


  • Features

  • Core Rulebook: The Monster Manual is the third of three core rulebooks required to play the Dungeons & Dragons Roleplaying Game.
  • Quick and easy play: The improved page layout and presentation enables novice and established players to learn and understand the new D&D rules quickly.
  • D&D Insider: The Monster Manual will receive enhanced online support at www.dndinsider.com.



  • Customer Reviews

    Finally, a D&D ruleset which my little sisters not only tolerate, but enjoy!5
    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!

    WotC's New Coke2
    I played D&D through every edition since the beginning: basic, expert, AD&D, 2nd, 3.0, 3.5, and now 4th. I've stayed true to the original D&D, never straying to other game developers, never wanting to.

    WotC has achieved the impossible, with 4th ed. they have lost yet another loyal player. Its amazing how a company can so misunderstand its core customers. In creating 4th ed. WotC no doubt tried to get some of those lucrative World of War Craft kids on board - heavy on the fighting, light on the role play, but while they will never be able to become a true substitute for online gaming, they've managed to lose their core constituents, the role players.

    I wont go into detail about what I hate about the new game because many on this page already do this quite well. Let me just say that I and 6 of my fellow gamers went into 4th with an open mind. We all hoped that WotC had listened to player's feedback about 3.5. We LIKED the game but want SIMPLIFICATIONS to make it MORE PLAYABLE! What we did not ask for is a completely new game focused on miniture, board-gaming with generic, cookie-cutter, super hero characters (let alone emo-races and Puff the magic dragons running around).

    Some rules have been streamlined and the daily, encounter and at-will powers are smart changes but overall the game has become even more complex, not less. The powers are as ridiculous as some of the advanced feats in 3rd ed. except now thats ALL anyone concentrates on...thats the core of combat. Its irrelevant if a fighter attacks with a sword, an ax, or a chicken drumstick - all that matters is the funky power he unleashes...Double-Boarhead-Super-Doublefisted-Power-Strike anyone? MY group and I spent hours each game debating each damn square moved like some crazy lawyers debating constitutional law. Every battle, no matter how trivial lasts hours...where is the room to role play. Not to speak of DM-fatigue with the poor guy struggling through pages of combat stats for each individual monster.

    This is a game no one wanted, at least not in my crowd. What we have always enjoyed about D&D was that it was a revival of the old tradition of storytelling. Its strength was the flexibility, not being confined to a board or a PC software. The imagination was the limit, at the risk of sounding corny. This is lost in 4th. And honestly, for mindless hack and slay robots, a PC or Xbox game beats D&D anytime. I dont need to get together with my friends for that.

    So after some 25 years of playing we have decided as a group to abandon WotC and to move on to Paizo's Pathfinder which promises to build on the d20, 3.5 D&D rules. I hope Paizo will know how to streamline 3.5 without giving up the essence of a great game. To WotC I can only say, good job -losing faithful cutomers is as difficult as gaining them. You certainly proved that you can do the first.

    finnaly it arrived5
    its the monster manual for 4th ed. d&d. Lots of good art work and some interesting creatures for you gaming fun.

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