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Player's Handbook 2: A 4th Edition D&D Core Rulebook (Bk.2)
 
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Player's Handbook 2: A 4th Edition D&D Core Rulebook (Bk.2) [Hardcover]

Jeremy Crawford (Author), Mike Mearls (Author), James Wyatt (Author)
4.0 out of 5 stars  See all reviews (74 customer reviews)

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Book Description

D&D Core Rulebook 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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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: 11 x 8.6 x 0.6 inches
  • Shipping Weight: 2 pounds (View shipping rates and policies)
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (74 customer reviews)
  • Amazon Best Sellers Rank: #13,630 in Books (See Top 100 in Books)

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Customer Reviews

74 Reviews
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81 of 94 people found the following review helpful:
5.0 out of 5 stars Must Have for 4.0 players, March 21, 2009
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This review is from: Player's Handbook 2: A 4th Edition D&D Core Rulebook (Bk.2) (Hardcover)
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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26 of 28 people found the following review helpful:
5.0 out of 5 stars Great new player content, April 13, 2009
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This review is from: Player's Handbook 2: A 4th Edition D&D Core Rulebook (Bk.2) (Hardcover)
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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52 of 65 people found the following review helpful:
3.0 out of 5 stars A Savage Review of a Savage Book, April 16, 2009
This review is from: Player's Handbook 2: A 4th Edition D&D Core Rulebook (Bk.2) (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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