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Dungeons and Dragons 4th Edition For Dummies [Paperback]

Bill Slavicsek (Author), Richard Baker (Author), Mike Mearls (Foreword)
3.7 out of 5 stars  See all reviews (29 customer reviews)

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Book Description

July 15, 2008

Open the book and find:

  • Everything a new player needs to get started playing D&D

  • Details on four fantasy races and four iconic classes

  • Explanations of every number and statistic on the character sheet

  • The best magic items and equipment for characters of all classes

  • Advice on roleplaying and teamwork

  • A ready-to-use adventure to get you started as a Dungeon Master

  • A ready-to-use battle grid with character and monster markers


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Dungeons and Dragons 4th Edition For Dummies + Dungeon Master 4th Edition For Dummies + Rules Compendium: An Essential Dungeons & Dragons Compendium (4th Edition D&D)
Price For All Three: $48.00

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  • Dungeon Master 4th Edition For Dummies $19.78

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  • Rules Compendium: An Essential Dungeons & Dragons Compendium (4th Edition D&D) $13.57

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Editorial Reviews

Amazon.com Review

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.

  • D&D terminology — understand what ability check, modifier, saving throw, AC, gp, hp, and XP mean

  • Roll the dice — add modifiers and see if you rolled the d20 high enough to beat the challenge

  • Minding your manners — know D&D etiquette so you'll be welcome in any adventure

  • Character building — select your character's race and class, and choose the best powers, skills, feats, and gear

  • Roleplaying — give your character a background and personality quirks

  • Combat — use combat rules, a battle grid, and miniatures to play out furious battles


Look inside scenes from Dungeons and Dragons 4th Edition For Dummies (Click on images to enlarge)


From the Back Cover

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.

  • D&D terminology — understand what ability check, modifier, saving throw, AC, gp, hp, and XP mean

  • Roll the dice — add modifiers and see if you rolled the d20 high enough to beat the challenge

  • Minding your manners — know D&D etiquette so you'll be welcome in any adventure

  • Character building — select your character's race and class, and choose the best powers, skills, feats, and gear

  • Roleplaying — give your character a background and personality quirks

  • Combat — use combat rules, a battle grid, and miniatures to play out furious battles

Open the book and find:

  • Everything a new player needs to get started playing D&D

  • Details on four fantasy races and four iconic classes

  • Explanations of every number and statistic on the character sheet

  • The best magic items and equipment for characters of all classes

  • Advice on roleplaying and teamwork

  • A ready-to-use adventure to get you started as a Dungeon Master

  • A ready-to-use battle grid with character and monster markers


Product Details

  • Paperback: 464 pages
  • Publisher: For Dummies; 1st edition (July 15, 2008)
  • Language: English
  • ISBN-10: 0470292903
  • ISBN-13: 978-0470292907
  • Product Dimensions: 9.3 x 7.4 x 0.9 inches
  • Shipping Weight: 1.7 pounds (View shipping rates and policies)
  • Average Customer Review: 3.7 out of 5 stars  See all reviews (29 customer reviews)
  • Amazon Best Sellers Rank: #93,204 in Books (See Top 100 in Books)

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Customer Reviews

29 Reviews
5 star:
 (13)
4 star:
 (7)
3 star:
 (2)
2 star:
 (2)
1 star:
 (5)
 
 
 
 
 
Average Customer Review
3.7 out of 5 stars (29 customer reviews)
 
 
 
 
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95 of 104 people found the following review helpful:
4.0 out of 5 stars Good for what it is, May 10, 2005
In short, this book provides 410 pages of a simple, focused intro to the game that benefits gamers that are more experienced as well.

The book is divided into five main parts: Chapters one through nine focus on a "D&D Crash course". The focus is on starting out in one of their recommended beginner classes - either fighter, rogue, sorcerer or cleric. Included are simple pre-made characters that will get you playing the game within minutes (assuming someone experienced is DMing). This section will most likely will only be useful for the absolute beginner. Anyone playing more than once or twice could probably skip this section - at least I have so far.

The second part is about "Building a D&D Character". There are chapters dedicated to defining your character, class, ability scores, races, feats, skills, armor (, weapons and gear), spells, and advancing your character. This second part will be very useful for beginning players, as character creation is time-consuming as well as difficult. There are several "trees", or paths recommended for each of the (beginner recommended) classes. For example, in the chapter on feats: there are 3 different "ladders" or paths showing feats for the first 10 levels for the sorcerer/wizard, cleric, fighter and rogue classes. The fighter ladders are melee fighter, skill fighter, and ranged fighter. E.g., the skilled fighter's feats include: 1st: Weapon focus (longsword) and Combat Expertise; 2nd: Dodge; 3rd: Mobility; 4th: Spring Attack; 6th: Whirlwind Attack; 8th: Weapon specialization (longsword); 9th: Improved Disarm; and 10th: Improved Trip. The book then goes on to highlight the strengths, weaknesses, and how to use a skill fighter in combat, and what not to do (e.g., attacking the nearest creature - you should use your higher AC to reach a more important target).

Part III is Playing your Best Game. This section includes tips and advice appropriate for those whom have played more than a couple of times. There is more detailed advice on tactics, group work, etc. E.g., Chapter 13 Handling Yourself in a Fight includes advice on fighting high-AC foes (grapple, flank and aid another) and high DR foes (power attack, sneak attack or magic). Even advanced players should gain something from this section.

Part IV focuses on Dungeon Mastering (DMing). I've never DM'd, but I plan to use this to help me get started DMing. The focus is to simplify the tasks involved in DMing: the book divides the DM's job into five groups, depending what the characters are doing: talking, exploring, fighting, setting up (the adventure) and free time. While those who have DM'd before will have more to comment on in this section, I can see what my previous DMs have done well and what they could've done better (if they had read this book).

The fifth part is the Part of Tens, basically top 10 lists. These include the best sorcerer (including wizard) and cleric spells, low- and mid- level monsters, DM and player resources and the best reading (Wizards of the Coast and others). The discussion of the spells was interesting, and should be especially helpful for beginner and intermediate players (or DMs).

For those of you who do not wish to use the beginner classes outlined, the book is limited. Very little is devoted to druids, paladins, barbarians, rangers, etc. Of course, this is an introductory book and they have to stop somewhere. I would have given this book 5 stars, but I thought the included map was close to useless, and was included just because Dummies book have an insert. That said, I recommend every D&D group get a copy of this book, as all players, from beginning to advanced, will be able to get some new ideas, tactics or inspiration for the game.

Edit: I double-checked the page count, and cannot figure out how they claim to have 432 pages in this book. 410 pages, which I wrote, includes the index. There are 412 pages if you include 2 pages worth of ads for other D&D products.
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22 of 25 people found the following review helpful:
5.0 out of 5 stars One of the more helpful guides even for us grognards, November 30, 2006
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Interesting batch of reviews this item has generated. As several others, I've being playing RPGs for a very long time (26 yrs). When 3.0, and then 3.5 came out, I felt that a rather simple game had become very complicated. I have sat and read both Player's Manuals, both DMGs, and utilize all 3 Monster Manuals. I still felt somewhat lost and unable to thoroughly and correctly run a game according to all of the new rules. This book changed a lot of that. It is enjoyable to read and explains the rules in a way that really helps you to integrate them into your game. I guess even with my experience I must still qualify as a "Dummy" because I found this book very enlightening and helpful. I highly recommend this book for anyone who needs to either learn the game anew or for anyone who still has questions about 3.0 (and 3.5).
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15 of 17 people found the following review helpful:
5.0 out of 5 stars GREAT RESOURCE FOR NOVICES, August 18, 2005
Dungeons & Dragons for Dummies is exactly what the title implies, it's and introduction to the long-time and highly popular role-playing game for novices. It's as simple as that. It's not meant to educate long-time players although I did benefit from it for one major reason which I will explain later. The book opens with a short history of the D&D game from its creation by Gary Gygax, born out of war gaming with miniatures. I played for the first time back in 1979 shortly after the introduction of the Advanced Dungeons & Dragons game and the publication of the First DM's Guide, Player's Handbook, and Monster Manual by TSR.

The book first covers the basics of just what a role-playing game is. Some veteran gamers are taking offense at this but not EVERYONE knows what a role-playing game is and how they are played. It's hard to explain a game that doesn't really end and where there isn't a traditional winner as in most games. It's a concept that must be experienced to be fully understood. The Authors explain first in brief, and later in great detail the concepts of character creation, race & class selection, alignment, weapons, spells, etc...Several examples of fully created characters are included. Later full chapters are dedicated to all of these different subjects. While it's true that trial and error was always a pitfall, and sometimes a humorous pitfall for new players, this book essentially seeks to educate new players to create the best player they can, rather than one who foolishly selects a pole axe for his main weapon and then wondering why he can't use it in the tight confines of the dungeon.

Now I mentioned earlier how veteran gamers might benefit from the books as well as novices. I had left the gaming world for a number of years and only recently have returned to the fold. Dungeons & Dragons has changed a great deal in these past several years. From what was once a game consisting of three main books is now a game with dozens of books, supplements and accessories covering every facet of play. There were new concepts in the game that were foreign to me such as skills, feats, and prestige classes. Now of course I've since learned about all these new additions but I'm sure there are others out there just like me and this book would be a great help to get them caught up on all the changes in the game. In particular the section on prestige classes was very good and featured explanations of all the different prestige classes and their benefits.

But even beyond that the book provides very helpful information that even the most experienced gamers can find useful. Tips such as battle strategies and teamwork. Clerics and Sorcerers working together with their spells, flanking strategies for fighters and other interesting tips. But it's not just a players book, it also contains good information for the DM on running a successful game and keeping the players happy (as I recall, lots of Doritos and Beer was always helpful).

Everything is about lists today, there are entire TV shows dedicated to the Top 100 of this or the Top 10 of that. Dungeons & Dragons for Dummies has their own lists, too, such as the Top 10 Sorceror/Cleric spells, Top 10 low & Mid level monsters, Top 10 D & D resources, and the Top 10 D & D novels.

It's well-written and accurate. While clearly designed for novices, even experienced gamers will find some things of interest. Veteran players should not be so snobbish about this book. The introduction of new blood is always a good thing.
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Inside This Book (learn more)
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
channel divinity, war wizard, detect secret doors, armor proficiency, choosing powers, weapon focus, astral fire, weapon proficiency, ritual caster, dungeon tiles, initiative check, armor training, character table, radiant servant, stand your ground, character advancement, total defense, paragon path, two sunrods, darkleaf armor, feat recommendations, resounding weapon, healing surge, radiant damage, heroic tier
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Player's Handbook, Dungeon Master, Weapon Standard Action Melee, Monster Manual, Starting Out, Guardian Fighter, Reflex Hit, Wizards of the Coast, Crash Course, Brawny Rogue, Raise Dead, The Part of Tens, Trickster Rogue, Ranged Basic Attack, Great Weapon Fighter, Control Wizard, Basic Attacks Melee Basic Attack, Tenser's Floating Disk, Comprehend Languages, Improved Initiative, Skills Acrobatics, Battle Cleric, Playing Your Best Game, Gentle Repose, Linked Portal
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Front Cover | Table of Contents | First Pages | Index | Back Cover | Surprise Me!
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