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Dungeons & Dragons: Player's Handbook 2- Roleplaying Game Core Rules [Hardcover]

Jeremy Crawford , Mike Mearls , James Wyatt
4.0 out of 5 stars  See all reviews (79 customer reviews)

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Book Description

March 17, 2009
New classes, races, and other options for your D&D(R) game.

This book builds on the array of classes and races presented in the first Player's Handbook(R), adding both old favorites and new, never-before-seen options to the game.

The book adds a new power source for 4th Edition D&D; classes using the new primal power source include the barbarian and the druid.

Player's Handbook 2 expands the range of options available to D&D players with new classes, races, powers, and other material.

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Dungeons & Dragons: Player's Handbook 2- Roleplaying Game Core Rules + Player's Handbook 3: A 4th Edition D&D Core Rulebook + Dungeons & Dragons Player's Handbook
Price for all three: $73.86

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Product Details

  • Hardcover: 224 pages
  • Publisher: Wizards of the Coast; First Printing edition (March 17, 2009)
  • Language: English
  • ISBN-10: 0786950161
  • ISBN-13: 978-0786950164
  • Product Dimensions: 8.6 x 0.6 x 11 inches
  • Shipping Weight: 2 pounds (View shipping rates and policies)
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (79 customer reviews)
  • Amazon Best Sellers Rank: #8,144 in Books (See Top 100 in Books)

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Customer Reviews

I think that most people who enjoy DnD 4e will like what this book has to offer. J. P. Laughlin  |  16 reviewers made a similar statement
I've always found increased player options to be good, and these appear very well balanced to boot. TheScientistDM  |  10 reviewers made a similar statement
Most Helpful Customer Reviews
93 of 106 people found the following review helpful
5.0 out of 5 stars Must Have for 4.0 players March 21, 2009
Format:Hardcover|Amazon Verified Purchase
The Players handbook II is the best source book I have ever bought. Period. It offers a huge amount of content in a concise package, none of that filler prestige class padding.
There is an astonishing 8 base classes, updating such classic classes as barbarian, bard, druid, and sorcerer. All new classes introduced include: Avenger; a divine striker, Invoker; a divine controller, Shaman; a primal leader, and Warden; a primal Defender. Also a new power source, which is featured prominently, Primal is added. Essentially you draw your power from nature and the wild, like a druid.

There are 5 new races, bringing back some old favorites, but also adding some great original IP. Half-orcs are revived, they get +2 str and +2dex. Devas are a new race described as "Similar to humans, but with an unearthly beauty and uncanny stillness about them." They get +2 intelligence, +2 wisdom. Gnomes are revised with +2 intelligence, +2 charisma. Goliath are a new race which are essentially very tall, Grey, dwarves. They get +2 str, +2 con. Shifters have two possible builds of either +2 str, +2 wis, or +2 dex and +2 wis. Also new paragon classes called Racial Paragon Paths are added which give you new powers that build and expand upon your basic racial powers.

The feats chapter is great, again, bringing back some old ones and adding great original feats.

New magic items expand on the poor selection in the player's handbook
There are new Epic destinies, but I haven't had a chance to look at them.

The players handbook 2 features most of the omissions of the original phb. I was reluctant to convert to 4.0 mostly because of the omissions, especially barbarian, but when I heard that the PHB 2 would include it I converted without hesitation. It is slightly annoying that Wizards is making me pay for base classes which should have been in the original PHB, but this book is so good that I pay gladly. It fills out the fairly skimpy class and feet choices with exceptional new material, all of which can be useful to player.
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29 of 31 people found the following review helpful
5.0 out of 5 stars Great new player content April 13, 2009
Format:Hardcover|Amazon Verified Purchase
The Player's Handbook 2 by Wizards of the Coast is a well-written, interesting tome of player options to be used in 4th Edition D&D. It includes a new power source, Primal, that opens up new, differently-flavored classes, new options for the old power sources, and several new races and general character options for the 4e player.

The first chapter includes 5 new player races and new racial paragon paths for every race included in the first Player's Handbook and this one. The new races include the Deva (a reflavored Aasimar race that seems directly counter in nature to the Tiefling), the Gnome (now a race of fey), the Goliath, the Half-Orc, and the Shifter. These five grant players new flavor options and races that are effective with different classes, including those in this book. I've always found increased player options to be good, and these appear very well balanced to boot. The racial paragon paths are great in that they give players a non-class option for character flavor and development, and grant interesting abilities as well. Some may be slightly weak, but they remain interesting and playable despite this.

The next chapter details 8 new classes: 4 primal, 2 divine, and 2 arcane. Included are classic options like the Barbarian, Bard, and Druid, and new options like the Avenger (a unique divine striker), the Shaman (a primal leader), and the Warden (a primal defender). All of the classes include mechanics unique to them, including transformations, rages, and spirit companions. I am personally very satisfied with the power granted to these classes, which appears on par with those included in the original handbook (though some shenanigans for the munchkins are always found eventually), and the flavor is fairly well-done. New multiclass feats are included for each new class, of course, and epic destinies appear as well, further adding to the options available to both the new and the old classes.

The Magic Items section under Character Options is probably the weakest in the book. It includes only a few new general options, and not enough options specific to the new classes to make up for it (very few Songblades appear for the Bard, for example). Feats, rituals, and the new character backgrounds are good for both flavor and mechanics, and while a few feats pop out as unnecessary or overpowered (Weapon and Implement Expertise struck me immediately), nothing seems to require direct DM intervention.

Finally, a few rule updates appear in the back of the book. These are not hugely important, but it is nice to have them in print form, and clarifications are appreciated.

Overall, I strongly recommend the Player's Handbook 2 for both players and DMs. Players will find the character options excellent and interesting, and DMs will appreciate direct access to possibilities for new NPCs and help for their players. While the various Power Source books only enhance existing classes, the Player's Handbook 2 introduces more than a sufficient amount of new material to justify a buy, even if it is the only book you buy beyond the original core set.
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53 of 66 people found the following review helpful
3.0 out of 5 stars A Savage Review of a Savage Book April 16, 2009
By Thought
Format:Hardcover
At the heart of the matter, if you liked the first PHB, there is a very good chance you'll like this one. Similarly, if you disliked the first book, you'll dislike this one.

That being said, it should be noted that any player who likes Martial Classes first and foremost will not be impressed with the content of this book. This book's biggest flaw is that it is really a Primal Power supplement, not a general player's handbook. The Martial power source is entirely ignored; at best there are a few things that such a character might find interesting, but nothing was included for them. The Arcane and Divine power sources both get 2 more classes (the Arcane source still not filling all party roles drawing from core alone).

Additionally, the book might also be considered to be largely a way to finish converting 3rd edition players; base classes and races from 3rd edition are here available (Gnome and Half-Orc for races, Bard, Barbarian, Druid, and Sorcerer for classes). Indeed, the majority of the book is little more than updating materials established in previous editions.

Finally, the book has a central theme that won't fit in with all campaigns or play-preferences. That theme is, for lack of a better word, "savagery." Of the 5 races (well, 6 if you count both types of Shifters), not a single one has its own complex civilization. The closest one comes is in the Half-Orc, which might be a hanger-on to other civilizations. Gnomes are largely nomadic escaped slaves, Shifters might have a pack, Devas may never see another of their kind in this lifetime, and Goliaths are tribal individuals. Nearly every race is an outsider as well; the primal classes aren't going to be stalwarts of civilization, but both new divine classes are cast as outsiders to the regular religious orders (potentially even heretics). Sorcerers are outside standard magical orders as a matter of course. Bards are the only ones that might fit in well with an established society, and even then they are nomadic by nature. The book adds a lot to the dark places of the world, but it pays very little attention to the Points of Light.

The greatest innovation the book has is Racial Paragon Paths. Instead of taking a paragon path from a class, you can become an exemplary specimen of a species. It is an interesting concept, to be sure.

Above considerations aside, I personally would have liked a great many more Epic Destinies. That is a fun concept that still feels undeveloped in 4e.

Would I say it is worth the $30+ to buy? Unless you are really interested in the Primal Power source or want to finish converting from 3e, probably not. But if it is on sale...
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Most Recent Customer Reviews
5.0 out of 5 stars DnD is just awesome!
This book has so much to offer! plenty of new spells, armors, and race/classes. A few new things for the older classes and races, but most of the book is geared towards the Primal... Read more
Published 5 months ago by Ian Porcaro
5.0 out of 5 stars D&D book.
Older son still using it for reference. Arrived in condition listed. Has been very useful for him. Works for us.
Published 5 months ago by Heidi Jo Blydenburgh
4.0 out of 5 stars Palyers Handbook 2 4.0 Edition
This book is an excellent buy for anyone who plays the 4th Edition D&D. Five new races, new classes, multiple paragon paths and new rituals are only a fraction of the information... Read more
Published 12 months ago by Norm D. Plume
5.0 out of 5 stars As far as I am concerned this book is essential.
I can't imagine playing any version of dungeons and dragons without the druid, bard, and barbarian classes. Read more
Published 12 months ago by Forrest B. Crock
5.0 out of 5 stars Quit Complaining
Okay guys, 4.0 is pretty dumbed down but come on is it really that bad. The creativity is based on the people coming up with it not the book. Read more
Published 14 months ago by CG
1.0 out of 5 stars 4th Ed does not a rpg make.
As an RPG'er of many years/ systems/ DM's I can say without a dought D&D 4th is not an RPG. It has no style. It has no story frame work. Read more
Published 16 months ago by Ray M
4.0 out of 5 stars Not bad, but has it's flaws.
A friend bought this for me, and I looked inside it as soon as I could. Only one page stood out as being flawed, but it was still a big deal. Read more
Published 18 months ago by Troy Ruddock
5.0 out of 5 stars A good addition to 4e
One of the things that concerned me about starting to play 4th edition Dungeons & Dragons was that all you were going to get were the classes in the Players Handbook. Read more
Published 19 months ago by Monte
5.0 out of 5 stars Bards, finally
I've played online RPGs for a few years now, and have recently wanted to start playing D&D. Just about at the time I made that decision, 4th edition came out. Read more
Published on February 17, 2011 by Dawn
1.0 out of 5 stars complete trash
I can't speak for everyone, but i will say that 4th ed was just horrid. they had a working and good system that people knew and liked. Read more
Published on February 16, 2011 by defaultdude
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Can it be used as a rule book on its own?
From what I've seen of it (I've skimmed it multiple times at the book store, but am still waiting for my copy I ordered from warstore...dang living in germany), no. This is not a PHB in and of itself, it is a continuation of the original PHB. From what I've seen, it has a lot of GREAT stuff to... Read more
Apr 10, 2009 by Alexander S. Wasden |  See all 3 posts
What we know is in it
The remaining classes are Shaman, Invoker and Avenger.
In total- 4 Primal Classes, 2 Arcane Classes and 2 Divine Classes.
Dec 2, 2008 by James Stevens |  See all 8 posts
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