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Dungeons & Dragons Player's Strategy Guide: A 4th Edition D&D Supplement Hardcover – May 18, 2010

4.4 out of 5 stars 18 customer reviews

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Product Details

  • Series: 4th Edition D&D
  • Hardcover: 160 pages
  • Publisher: Wizards of the Coast; 4th Revised edition edition (May 18, 2010)
  • Language: English
  • ISBN-10: 0786954884
  • ISBN-13: 978-0786954889
  • Product Dimensions: 8.6 x 0.5 x 11.2 inches
  • Shipping Weight: 1.5 pounds
  • Average Customer Review: 4.4 out of 5 stars  See all reviews (18 customer reviews)
  • Amazon Best Sellers Rank: #421,488 in Books (See Top 100 in Books)

Customer Reviews

Top Customer Reviews

Format: Hardcover Verified Purchase
At 160 pages, this book does a good job of covering a lot of ground, from creating your character to building a party. This is NOT a rehash of the comments in the PHB or the DMG -- it is new material. I have not read it word for word, but skimmed through each section.

From this DM's point of view, one of the best parts is Chapter 3: Strategy and Tactics, especially "Tactics 101". Not all players may have heard of, or even understand the benefits of, focusing fire but this is nicely covered on page 105. Then follows discussions of movement and positioning, timing, managing resources, and even a brief look at common mistakes (like overextending and taking unnecessary damage). The reason I think this is such a strong chapter is that it covers a good spread of tactical and strategic elements without going into unnecessary detail or trying to cover every possible tactic or strategy. It's enough to give players who may have never thought about all of these things a concentrated introduction.

Some may complain that a chapter like this makes the guide too focused on D&D as a mechanical game -- a game of combat where optimizing the party's numerical chances for success outweighs the fun of roleplaying characters who undertake heroic deeds. To that I say, the book's title is your best clue that this is NOT a guide to playing or inhabiting a character role or persona. WOTC could easily release a "Player's Roleplaying Guide", and that would be the book for helping players create more memorable characters.

Even so, there are gems like this on page 93 (that may remind players who need such reminding): "Avoid building characters that marginalize the efforts of other players at the table...
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Format: Hardcover
I am the antithesis of the min/maxers I assumed this book was aimed at. I only bought it for the sidebars...but, after actually reading it, it's not nearly as bad as I'd expected. It covers tactics, and some of the hard lessons you usually only learn by ending up bloodied every encounter. Even if you are like me and despise the min/maxing hordes, everybody likes to stay alive and not get mauled on a regular basis, and this book has pointers to help you do that. After all, you can't 'fulfill your character concept' if you're dead.
Of course, if you want to make a cardboard cutout striker/defender/etc, this book helps with that, too.
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Format: Hardcover Verified Purchase
Honestly, I saw the cover art for this book and noticed it was Mike Krahulik's artwork so I pre-ordered it. I didn't know what to expect but when it arrived last week I was really pleased. Unfortunately, the cover is the only Krahulik art, but the book interior has a different art style that I really enjoyed - kind of cartoony, but in a good way.

The text content is great too! I don't get a chance to play very often, so the tips here opened my eyes on a few occasions, and gave me something to show my compatriots in regards to others (focusing fire...so obvious, but people don't get it!) I really enjoyed reading through this - light and entertaining, full of ideas.

My favorite feature though, are the "celebrity" character descriptions, with people describing their characters, playstyles and motivations, tied into the content of the book.

Remember Aeofel!
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Format: Hardcover Verified Purchase
4th Edition D&D provides a wide variety of ways to customize a Player Character and the 4th Edition Strategy Guide provides a concise summary of how best optimize a Player Character as well as the adventuring party in which the Player Character functions.

My only regret is that Wizards will not be providing a 4th Edition Player's Strategy Guide II since 5th Edition D&D will be debuting in August 2014.
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Format: Hardcover Verified Purchase
Very interesting and fun guide. There are no new classes, powers or feats. What we have is a guide to role-playing in general, tactics, party balancing, and some power-gaming tips. The book is nicely balanced- both those that are heavily into Roleplaying and those into min-max PowerGaming will find something of interest.

A few quibbles- they suggest feats and Powers at time, but do not Source them. Yes, you can find them on-line by Searching, but this is a hard cover BOOK, thus the book should be sourced (e.g. "PHB, page 185").

Next they suggest some feats and powers for roles such as Controller, but most of those aren't really for Controllers in general, but for Wizards in specific- and since again, there's no sourcing, you can't find that out very easily. My Invoker feels left out!

I love the section and graphic for concentrating your attacks!

The "Cosmo-quiz" sections with stuff like "What Alignment are you?" can be a source of fun for the group, too. Useful for any roleplaying game, imho.
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Format: Hardcover Verified Purchase
Thanks to this book one of my laziest, least caring players has turned around and started putting an amazing effort into his character to make sure he's the best he can be. There's no new rules that I have seen in this book, but lots of information on how to use the rules that are already out there to good effect.
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Format: Hardcover Verified Purchase
First off, my first D&D experience was with Advanced Dungeons and Dragons. Simple, easy, straightforward, and meant to be fun. I've played every edition except 3rd since then, and I enjoy the spiritual return to having a vehicle for fantasy fun with friends.

That being said, 4th edition has lots of source books. Nothing compared to 3.5, but plenty of books. I love this Strategy Guide because it takes all the source books, processes them like a veteran would, and uses easy to understand language to help people build the characters they want, and therefore, get what they want out of the game.

Pros:
--As a veteran, I enjoyed the format: short excerpts from other seasoned players regarding little points or background on how they play, longer articles regarding the overarching strategy for combat, skill challenges, and character creation, and even simplistic guides on how to make certain types of characters (high HP characters, optimized healers, etc.)
--Sharing this with my friends who are new to the game, I enjoy seeing them take certain tactics and ideas to heart, and seeing them succeed alongside longtime players really does make the game more enjoyable for everyone. Doesn't make perfect players, but does make well-informed ones
--I have Players Handbooks 1, 2, and 3, in addition to Arcane Power, Monster Manual, and the Dungeon Master's Guide. And it still helps to have a consolidated and reduced reference for those books. Makes bigger ideas easier to grasp when I don't have to cross-reference 5 books to create a good novel character concept
--They do the math for you. Ever wondered if focusing fire or spreading out attacks is better? They calculate an estimate for which is more effective.
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