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80 of 93 people found the following review helpful:
5.0 out of 5 stars Must Have for 4.0 players
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...
Published on March 21, 2009 by Brennan Atsatt

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51 of 64 people found the following review helpful:
3.0 out of 5 stars A Savage Review of a Savage Book
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...
Published on April 16, 2009 by Thought


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80 of 93 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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25 of 27 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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51 of 64 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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14 of 17 people found the following review helpful:
4.0 out of 5 stars Minus 20 DKP, April 29, 2009
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This review is from: Player's Handbook 2: A 4th Edition D&D Core Rulebook (Bk.2) (Hardcover)
PHB2 is worth buying.

There, I said it.

It's worth buying, and it certainly expands the game a great deal, but it's very clear that balance in the game is very tenuous at best, particularly in light of Arcane Power and Martial Power. PHB1 class powers and races will seem very grossly underpowered and rightfully so - the PHB1 races and class powers are far and away underpowered or even obsolete with each new expansion. Most strikers that traditionally played rogues (such as myself) will find that the powers and builds made available in Martial Power render most of the PHB1 builds obsolete, regardless of whether or not you are a "hardcore min/max" player or a casual player. The same can be said for PHB2, and its introduction of new striker and controller classes that will blow away the previous powers and races. Need a damage dealing striker with no equal? Half-orcs are meant to play barbarians (if you look at the numbers and abilities) and there really is no reason for that barbarian to use anything other than that brutal 2 execution axe (from Adventurer's Vault). Save your gold kids, because if you can afford a jagged execution axe, you can reign at the top of the list of strikers that piss off the DM with the amount of damage output potential you have.

Granted, the games are designed with balance in mind; and while barbarians do have significant weaknesses that will have to be mitigated by your fellow adventurers, the bottom line is that in a game where "power creep" (a phenomenon well known in comic books) can be a game killer, having an expansion that more or less renders previous material obsolete or antiquated can be a fairly serious downer.

Do I think PHB2 is worth buying? I definitely do - the game is still fun and ultimately that is what matters; but if you are looking for an expansion that helps to round out a system, this really isn't doing the job. What you're buying is a new PHB with new classes and races that will render most of PHB1 obsolete; but does that really matter when you're executing elite solos in two or three rounds? Probably not, if you really want that "phat lewtz".

Lawl.
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4 of 4 people found the following review helpful:
5.0 out of 5 stars Primal classes make their debut., June 12, 2009
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This review is from: Player's Handbook 2: A 4th Edition D&D Core Rulebook (Bk.2) (Hardcover)
This greatly expands the class selection, and puts on display the strengths of combat roles. Primal classes make their debut here which, as a long-time druid fan, makes me happy.

Here's the breakdown of the new classes: Avenger (divine striker), Barbarian (primal striker), Bard (arcane leader), Druid (primal controller), Invoker (divine controller), Shaman (primal leader), Sorcerer (arcane striker), and Warden (primal defender).

There's not much else to the PHB2, but really, does there need to be?

Game On!
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13 of 17 people found the following review helpful:
4.0 out of 5 stars Pretty darn good book, and worth the discounted price!, April 17, 2009
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This review is from: Player's Handbook 2: A 4th Edition D&D Core Rulebook (Bk.2) (Hardcover)
I finally got my hands on a PHB2 and I have to say, I am not in the least bit disappointed! It a great expansion of the original PHB and really makes me want to try a lot of the newer things.

This being said, one of the first things I want to point out, as it was asked in the PHB2 forum, is this is NOT a PHB in and of itself. This is an extention of the first. What this is lacking is all of the information on how to make a character (how to get stats, saves, how many of which power at what level, etc.). I see how this could be confusing, being that WoTC calls this a 'core book', but, in the end, I'm glad they left it out, as it would have just been wasted space for most of us that have PHBs already. Better that they used that space for new material. Just thought I'd throw it out that, if your wondering, you cannot really make a character without the first PHB (or the free character builder from DDI, but I digress).

Beyond this, I believe this is a very solid expansion to the 4 edition system. Since the first 3, I really believe that this book has added more to the game than any of the other books (though they all have their uses, I own quite a few of them). I won't hammer too much about the new classes and races, because they've been reviewed to death, but I will say that I am really excited to try out my new shifter druid.

I will say that most of the stuff is great. This includes many changes to the way things were. I really like most of it...however a few things are very goofy and should have never ever have come to light. These are such things as:

-The new way the gnomes look (sort of like tiny elves that have been attacked by some crazy hair gel golem. Yikes!)

-The suggestion that half-orcs could have been created by crossbreeding by hobgoblins (I'm sorry, say again?)

-Half orcs now have +2 Dex (The Oscar De La Hoya of Half Orcs!)

However, none of it, to me, is so over the top that it can't either be tolerated or slightly shifted. In my game I run, if a character chooses a gnome, they can either look like the new crazy hair gnomes or the old gnomes. Half-Orcs, however, were not bred by hobgoblins...and they'll have +2 con...not dex.

As I said, minor gripes about an overall pretty great book. Like another reviewer said. I liked it a lot, but there was enough about it to say that this just didn't have what it takes to get a five star review (hobgoblins?!)

I hope this helps anyone that is seriously looking at possibly purchasing this product!
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20 of 27 people found the following review helpful:
4.0 out of 5 stars Fun Character Options for Your Game, March 19, 2009
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JP (Bellevue, WA) - See all my reviews
This review is from: Player's Handbook 2: A 4th Edition D&D Core Rulebook (Bk.2) (Hardcover)
I've been pouring over this all night since I received it in the mail last night. Overall, this addition to the DnD source material is quite pleasing. The new classes and races (well, mostly re-invented from previous versions of the game)should add an extra dynamic to players' character options. In truth, I've never played any of the options presented in the PH2 so I'm excited to roll-up a new character for an upcoming dungeon delve.

Subjectively, I think the art is slightly improved over the Player's Handbook. I can't quite put my finger on why, it's mostly the same artists, and the original art I liked. Something about the art in PH2, I feel, is better. Maybe it's sexier, or more action, or perhaps it's just the newness of the races and classes. Regardless, I think most players will be pleased with the art and how it's presented.

According to the design discussions from Wizards of the Coast, they collected over 130 player character races from 3rd edition. To reinvision 4e, out of this 130+ they created 4 groups: the races that must return, those that should return, return if there's a good fit, and those to be tossed. My assumption is that the PH2 races fall into the second group. I think that they were good choices play-wise but have never been a fan of the half-orc. My only real negative for this addition, therefore, is that two of the new races - half-orc and shifter - do nothing for me. (Ok, so the shifter is really cool in principle and has some cool abilities but it's really an under-glorified werewolf. If they want to go that direction, why not a partial bat transforming half-vampire for PH3?) It's a minor issue for me really and not a game killer.

**EDIT** After spending more time on the shifter, these guys are starting to grow on me. They have some interesting abilities and the racial paragon path for the shifter I like alot.

I'm most excited though about the introduction of the new power source, primal power. Though I wanted to see another martial power class, the addition of primal power classes is pretty sweet.

My praises for the effort put into this product. I think that most people who enjoy DnD 4e will like what this book has to offer. It certainly won't, however, win over those who are not satisfied with the 4e game mechanics and/or player character options.

**EDIT** I've read others complain about the ink smearing in the original Player's Handbook and Dungeon Master's Guide. I haven't had this problem with my PHB or DMG, but i bought mine a few months after initial release. After buying the Player's Handbook 2 upon initial release, I've found that my copy of it DOES have an ink smear problem (i've left a thumbprint on a page from the artwork ink of the previous page). This might be solved by letting the ink set longer before you use this book, say, a couple more months. But that's probably hard to do for most, otherwise, just be careful with the pages with a lot of ink!

Why 4 stars and not 5? Well, I like it . . . but I don't LOVE it. It's a solid purchase for DnD gamers, but it didn't blow my socks off or anything.

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14 of 19 people found the following review helpful:
5.0 out of 5 stars New and Improved, March 30, 2009
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This review is from: Player's Handbook 2: A 4th Edition D&D Core Rulebook (Bk.2) (Hardcover)
This is the second Player's Handbook for D&D 4th edition, and hopefully a harbinger of the quality of future products.

In this, we have five races, all of which are new to 4e but have appeared before in some form. The deva is a celestial counterpart to the tiefling, descended from angels. The gnome is a smart and sneaky fey that does not decorate gardens. Goliaths are big strong mountain-dwelling athletes that would have Nike contracts in the real world. Half-orcs are a combination of orc and human that take the best of both worlds, and shifters are semi-lycanthropic humanoids that dwell in the wild.

We also have eight new classes for the Arcane, Divine, and Primal power sources. The Avenger is a divine striker that hunts down its foes. It doesn't do a lot of damage at once, but hits very often. The Barbarian is a hulking behemoth of damage and rage from beyond the frontier, and excels cutting through a swarm of foes. The Bard is a battlefield conductor, moving things around while supporting his allies. The Druid controls the battlefield through throwing weather at his foes and turning into a beast. The Invoker is a divine controller that calls on the power of the gods to smite his foes. The Shaman calls on the power of the spirits to keep his allies up and to destroy his foes. The sorcerer is an arcane striker, throwing gouts of elemental damage at his enemies and is almost as dangerous to his allies. And finally, the Warden is the primal defender, guarding nature and his allies through his powers.

Included are new feats, most of which are to support classes and races in this expansion, as well as new items and rituals; bards have their own special rituals. Finally, there are some rules clarifications that see print here.

What's good? Just about everything. The classes are, in general, somewhat more efficient than previously released material. This is to be expected, as the designers have had a bit more time to work on them. This has added a great many leaders and controllers to the mix. The feats and items seem to be useful to the classes in the manual, and the races are pretty cool, neither over- nor under-powered.

What's bad? Nothing to take away a star, but on a point for point basis PHB2 classes are just more efficient than PHB1 classes, which is kind of irritating. Also, some feats are disguised errata (Weapon/Implement Expertise, to fix a scaling issue), and others strongly devalue attributes (Melee Training means you no longer need Strength for basic attacks). But nothing too bad.

On the whole, I think this is the best supplement for D&D4e so far. If you play 4e at all, be sure and pick this one up.
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7 of 9 people found the following review helpful:
3.0 out of 5 stars Good for the system, still bad for D&D, November 4, 2009
This review is from: Player's Handbook 2: A 4th Edition D&D Core Rulebook (Bk.2) (Hardcover)
This book is a hard one to review. On the one hand, all of the bits are technically pretty well-balanced and add a lot of options to D&D 4th edition. On the other hand, most everything presented here still ruins the flavor of D&D as most have known it.

The bits: Presented are 5 new races that blend fairly well with the basic onces- keep in mind the basic book includes Dragonborn and feytouched Eladrin and demonic Tieflings, so there's a lot of far-out flexibility there. There's several new Classes presented that are all mostly solid. Of special note is the Sorceror which has both proven popular with power gamers for being very friendly to "min-maxing" (or using the rules to the utmost to create the most powerful character), while not completely breaking the game. There's also a smattering of feats and items, although most of what's presented is locked to the new races and classes. If you made your character in the first handbook and you're just looking for options, you'll really only find a handful per section that you can use. the book is Wizards' usual quality, complete with a host of errors that already have a free PDF online to help you correct.

The mechanics: Big portions of this book sadly fall into the category of making certain classes almost entirely locked to certain races, and vice versa. Half-Orcs and the Barbarian class are obviously made for each other. The Sorceror class, with heaps of mentions of "Dragon" and "Draconic" per page, obviously lends itself to the Dragonborn. The Avenger and the Devas were obviously developed together as well (you can use Intelligence to swing a Greatsword?). There's some flexibility there, but you're left with a strong impression that you can't really break the mold in this game, especially with multiclassic essentially gone.

The flavor: 4th edition chose to focus on a more "wild" and "chaotic" feel, moving away from the musty old tomes and cloistered cities that once defined the series. This book takes that to the extreme, with all of the races but one being of a wild and wandering nature. Half-Orcs live in tribes and may blend into cities. Gnomes are a slave race with no home. Goliaths are mountain-men. Shifters are partial were-animals. And then you have celestial Devas, who are incredibly civilized heavenly beings? The art and the flavor for devas is very cool, but things just don't come together on that one. You wind up getting the impression that the flavor followed behind the form on this one. The book needed a race that could min-max for magical Classes (and swing a sword with their IQ), just as well as Goliaths match fighting, and hence the Devas came about. The only thing missing is a class that can cast magic using their physical Strength, right? Well hold on, because Sorcerors can actually do that. No longer does your muscle-bound, melee-loving brute of a character need to be burdened by a lack of spellcasting. See the comment about min-maxing.

The money: PHB2 is also an exercise in getting you to pay a lot of money for something you shouldn't have had to. Half-Orcs made it into the basic book for 3.X Edition, and they should still be in now. Bards should also be in the basic book, having been staples of the game since its very early days. Virtually every gaming group I know has had to get PHBII to recover these missing options, which is great for Wizards' pocketbooks, but causes players to spend more money and have to and look across two books where there should be one.

If you haven't gotten into this 4th Edition yet, or if you're on the fence about whether or not you like the base system, I can say this probably won't do much to help your fears. Despite the new options, this book actually makes your lack of options (in terms of character growth and power builds) under the new system much more evident. The book also strongly enforces the change in flavor of the game- which very frankly is a modified Eberron (from the recent Last War to the more wild flavor, and so forth).

So overall, the question of whether or not you're going to like this book is largely based on whether you really like the changes in 4th edition as a whole, and whether you're already invested in the system. There's plenty of good options here if you're already playing the 4e game, and in fact it's pretty much necessary considering core Races and Classes are contained herein.
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2 of 2 people found the following review helpful:
5.0 out of 5 stars Avengers, and Druids, and Shamans, oh my!, September 14, 2009
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This review is from: Player's Handbook 2: A 4th Edition D&D Core Rulebook (Bk.2) (Hardcover)
This was a surprisingly solid release. When I first got it and looked through it, it seemed that the class concepts were a little flimsy and I was concerned that my players would shy away from trying them out. However, a couple of them jumped at the chance, and proved that the classes in this release are quite as solid as those from the first handbook, and a lot of fun to play. The Warden is my particular favorite, and seems to have the ability to be the most successful tank in the game, despite his inability to wear heavy armor.
This book makes no pretense of doing anything other than providing some new classes and races and things that go along with them (paragon paths and backgrounds for char creation). There are one or two rule changes included, but very minor. Consequently, it does its job well and thoroughly and makes for an excellent, fun, and clean-cut resource. Though why anyone would ever play a bard still boggles the mind.
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Player's Handbook 2: A 4th Edition D&D Core Rulebook (Bk.2)
Player's Handbook 2: A 4th Edition D&D Core Rulebook (Bk.2) by James Wyatt (Hardcover - March 17, 2009)
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