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95 of 104 people found the following review helpful:
4.0 out of 5 stars Good for what it is
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...
Published on May 10, 2005 by Roger Wagoner

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3 of 3 people found the following review helpful:
2.0 out of 5 stars Good, but Mis-Leading and Out-Dated
There is some good information in this book, but there is a 2nd edition out and hopefully Amazon will be selling that one instead of this one soon. The problem is that some of the magical equipment recommendations are no longer a part of the 4th Edition rules. I assume the 2nd edition of this book addresses that problem, but I am really disappointed that I bought this...
Published 13 months ago by Greg Kennedy


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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
This review is from: Dungeons & Dragons For Dummies (Paperback)
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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This review is from: Dungeons & Dragons For Dummies (Paperback)
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
This review is from: Dungeons & Dragons For Dummies (Paperback)
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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17 of 20 people found the following review helpful:
5.0 out of 5 stars Exactly what i expected!, October 13, 2005
This review is from: Dungeons & Dragons For Dummies (Paperback)
This book is exactly what I expected from the authors - a well written, useful resource. I have over 10 years playing many editions of D+D and wanted to see what some of the experts had to say and to see their opinions on some of the top 10 lists. I have gleaned some useful information for myself, a person who knows quite a bit, but definately not all of it. Having bought over 40 different resource books, I would rank this among my top 10.
Another very, very obvious use for this book is the benefit it gives newcomers to the game. When 3rd edition first came out, my gaming group drudged through the book for many a session before we finally started to understand the new concepts. D&D for Dummies puts the new ideas, combat maneuvers, some spells, and the confusing Attack of Opportunities in true Dummy book plain English. It is becoming a semi-mandatory read for newbies in my gaming group, it is that useful. It gives a great foundation before attacking the more detailed Players Handbook.
My review is slightly biased, but not overmuch. I am a fan of both authors, the Books for Dummies series (of which I own 8), and obviously D&D. I will say, that if the book was a waste of money, like about 10 D&D resource books I own, I would definately give a negative review. I am glad, however, to give this a high review.
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19 of 23 people found the following review helpful:
4.0 out of 5 stars Well-done, but nothing I didn't already know., August 8, 2005
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This review is from: Dungeons & Dragons For Dummies (Paperback)
As a veteran D&D player (and DM), I didn't find anything in this book that I didn't already know. However, I also didn't find anything that I particularly disagreed with. I thought it a very good presentation of the basics for absolute beginners, and a good source of tips for "intermediate" players. I plan to hand it down to my nephews who are just getting into the game-- it's an easy read and much less intimidating than the other 40 volumes on my D&D shelves.
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6 of 6 people found the following review helpful:
5.0 out of 5 stars A great introduction into a great hobby, May 14, 2006
This review is from: Dungeons & Dragons For Dummies (Paperback)
This book is a perfect introduction to the D&D game with neophytes in mind, although it has enough meat to keep it from growing dusty on your shelf.
I picked up this book mid-october of last year, and I must say it helped me get over the learning curve of D&D a bit faster, and it broke down into layman's terms those concepts I found abstract in my first readings of the core rulebooks. Nowadays I find less and less use for it as I have really gotten an grip on the game, but every once in a while I skim through it and find interesting bits of information, especially for players. Not AS much for DM's, but there is still substance in this area, as it comes with a small dungeon that served our party as our first two adventures, and as my first time DMing.

So, if you are new to D&D and you don't have any experienced players to lean on, this will be a godsend. If you are new and you have experienced friends, it will still help break you into the rulebooks. If you have been playing for years... well, I can't really suggest this, except maybe as a book to lend people to avoid having to completely teach newcomers to your group.
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4 of 4 people found the following review helpful:
4.0 out of 5 stars Helpful for both new players and first/second edition veterans alike, August 2, 2005
By 
Ivalynn Crenshaw (Grand Junction, CO USA) - See all my reviews
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This review is from: Dungeons & Dragons For Dummies (Paperback)
This book was worth buying. It explains the game in areas beneficial to new players (covering issues not covered in the core books)and veterans of the first two editions. It does, however, also cover information already in the core rules (such as character creation basics), which may seem redundant to some players, but overall I recommend this book to anyone overwhelmed by the sheer volume of information in the core books and expansions.
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3 of 3 people found the following review helpful:
2.0 out of 5 stars Good, but Mis-Leading and Out-Dated, December 29, 2010
Amazon Verified Purchase(What's this?)
There is some good information in this book, but there is a 2nd edition out and hopefully Amazon will be selling that one instead of this one soon. The problem is that some of the magical equipment recommendations are no longer a part of the 4th Edition rules. I assume the 2nd edition of this book addresses that problem, but I am really disappointed that I bought this book and some of it doesn't apply...
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3 of 3 people found the following review helpful:
5.0 out of 5 stars A big help for newbies like me, May 28, 2007
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Grant Paul "gpchem" (San Francisco, CA United States) - See all my reviews
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This review is from: Dungeons & Dragons For Dummies (Paperback)
I'm just getting into D&D again after a 20 year haitus, and I've recently purchased the core rulebooks. I was very confused, however, by all of the options and how things have changed since the days of AD&D. This book did a very good job of showing me the strategies for building better characters and different possibilities for combat. I read it cover to cover, and found it especially helpful in knowing the best spells, multi-class options, and battle tactics to utilize.
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6 of 8 people found the following review helpful:
4.0 out of 5 stars Informed, thoughtful, relevant, August 14, 2005
By 
Ben Birney (North Yarmouth, ME, USA) - See all my reviews
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This review is from: Dungeons & Dragons For Dummies (Paperback)
A genuinely earnest attempt to introduce the popular roleplaying game to beginners - not a parody or mocking. Well and clearly written, and, more importantly, graceful and inviting.
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