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| Brand | Dungeons & Dragons |
| Material | Paper |
| Genre | Personal & Practical Guides, Self-help, personal development and practical advice, Reference, REFERENCE, Role-playing, war games and fantasy sports, GAMES & ACTIVITIES, Role Playing & Fantasy, Hobbies, quizzes and games, Reference works See more |
| Number of Players | 2-5 |
| Item Dimensions LxWxH | 8.55 x 0.79 x 11.14 inches |
About this item
- Make sure this fits by entering your model number.
- The essential rulebook for Dungeons & Dragons (5th edition)
- Contains all the rules you need to know to play D&D
- Step-by-step guide to creating and leveling up characters
- Go-to player reference for over 350 spells, equipment, and more
- 1 of 3 D&D Core Rulebooks—the Player’s Handbook (rules for playing the game), the Dungeon Master’s Guide (how to run the game), and Monster Manual (creatures to encounter in your game)
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From the manufacturer
Arm Yourself for Adventure
“When you try to talk about Dungeons & Dragons, how do you begin? Where do you begin? This is a game that you can call an institution, a grandfather to the gaming industry as a whole.” —Wyatt Krause, Sprites and Dice
Welcome to the World of Dungeons & Dragons
In the Dungeons & Dragons roleplaying game, you and your friends coauthor your own legend.
One player, the Dungeon Master, serves as narrator—describing a world full of wondrous places to explore and challenges to overcome. The other players create characters and immerse themselves in that world, making choices and rolling dice to see what happens.
Silly moments spawn inside jokes; epic battles leave treasured memories; and where you go next is entirely up to you.
Learn How to Play
"A fun, fast-paced game that’s approachable for new players and has hidden depths for old veterans." —Jonathan Bolding, Escapist Magazine
For Adventurers—The Essential Rulebook
For those playing a character in a D&D adventure, the Player’s Handbook is essential for learning how to play and will serve as a lifelong companion for leveling up, equipment, and more.
For Dungeon Masters—1 of 3 Core Rulebooks
For dungeon masters (DMs), this book is the first of three core D&D rulebooks:
Player’s Handbook—contains all the rules needed to play the game.
Dungeon Master’s Guide—teaches DMs how to run the game—full of tools, tips, and magic items.
Monster Manual—contains creatures for DMs to populate their D&D world and all the information they need for thrilling monster encounters.
Bring Your Character to Life
Create a Character
The Player's Handbook will guide you through the process of creating a character.
Choose from the most iconic D&D races and classes. Give your adventurer a personality and background. Then equip them with armor, weapons, and all the adventuring gear they'll need to succeed.
Even more character creation options can be found in rules expansion books like Xanathar’s Guide to Everything, Tasha’s Cauldron of Everything, and Monsters of the Multiverse.
Enter a World of Magic
Fill in Your Spellbook
Learn to resurrect your allies with the touch of your hand or punish enemies with blazing orbs of fire.
This book will teach you the rules for spellcasting and serve as your personal spellbook—who needs to go to wizard school?
Choose your spells from a huge A–Z directory, with full descriptions of over 350 of D&D's most beloved spells.
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| Player’s Handbook | Core Rulebook Gift Set | Essentials Kit | Laeral Silverhand’s Explorers Kit | Rules Expansion Gift Set | |
| What it is: | 1st of the 3 D&D Core Rulebooks | All 3 D&D Core Rulebooks + DM Screen | Beginners Adventure Kit | Dice + Accessories | 3 Rules Expansion Books + DM Screen |
| Get this to: | Learn how to play and create characters | Get the full core set or give as a gift | Run your first D&D adventure | Prepare for adventure in D&D’s Forgotten Realms | Level up with more character options |
| Features: | All the rules you need to know to play D&D | Special Edition Foil Covers + Exclusive Foil DM Screen | Everything you need to try out D&D in one kit | Includes map of the Sword Coast and the city of Waterdeep | Expanded character options, spells, monsters, and more |
| Contents: | D&D rules, character creation guide, equipment, spells, and more | Player’s Handbook, Dungeon Master’s Guide, Monster Manual + Dungeon Master’s Screen | Short adventure, 64-page rulebook, DM Screen, dice, map, character sheets, and accessories | 11 Dice, foldout map, and 20 cards introducing the Forgotten Realms setting | Xanathar’s Guide to Everything, Tasha’s Cauldron of Everything, Monsters of the Multiverse + Dungeon Master’s Screen |
| Experience Level: | All experience levels | All experience levels | Beginners | All experience levels | Next step after the core rulebooks |
| Best for: | All Players: Adventurers & Dungeon Masters | Dungeon Masters | New Dungeon Masters | All Players: Adventurers & Dungeon Masters | All Players: Adventurers & Dungeon Masters |
Product Description
"A fun, fast-paced game that’s approachable for new players and has hidden depths for old veterans."—Jonathan Bolding, Escapist Magazine
All you need to start playing Dungeons & Dragons is your imagination, some dice, and this book.
The Player’s Handbook is the essential reference for every Dungeons & Dragons roleplayer. It contains rules for character creation and advancement, backgrounds and skills, exploration and combat, equipment, spells, and much more. Use this book to create exciting characters from among the most iconic D&D races and classes.
Product information
| Product Dimensions | 8.55 x 0.79 x 11.14 inches |
|---|---|
| Item Weight | 1 pounds |
| Country of Origin | USA |
| ASIN | 0786965606 |
| Item model number | WOCA9217 |
| Manufacturer recommended age | 12 years and up |
| Best Sellers Rank | #177 in Books (See Top 100 in Books) #1 in Puzzle & Game Reference (Books) #2 in Dungeons & Dragons Game #28 in Reference (Books) |
| Customer Reviews |
4.9 out of 5 stars |
| Is Discontinued By Manufacturer | No |
| Release date | August 19, 2014 |
| Language | English |
| Manufacturer | Wizards of the Coast |
Warranty & Support
Manufacturer’s warranty can be requested from customer service. Click here to make a request to customer service.
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Customer reviews
4.9 out of 5 stars
4.9 out of 5
40,238 global ratings
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2.0 out of 5 stars
Great game, horrible printing
Reviewed in the United States on March 12, 2018
While D&D 5e is a very good game, there are some serious issues with the printing/storage/construction of the books. Two friends and I all got this book, and all three of us had pages that were warped. It almost looked water damaged, but I don’t think that is the case.Looking through other reviews of not just the Player’s Handbook, but also the Dungeon Master’s Guide, and the Monster Manual, apparently this is a common issue with 5e books. Pages are warped, binding is off center, and in the case of the DM guide, a lot of people are getting copies that have the cover attached upside down.I’d love to give this a higher rating, because I love 5e, but until they can fix whatever is causing all of these books to be garbage quality, I just can’t.
Reviewed in the United States on March 12, 2018
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Reviewed in the United States on August 22, 2014
Style: Player's Handbook OnlyVerified Purchase
I am going to try to not duplicate the information provided in most of the other 5 star reviews because I agree with the vast majority of them. I am an oldster, have played every edition of D&D there has been, most of them being released when I was of legal drinking age, and IMO this is the best edition ever. I have not been this excited about a version of D&D since 2nd edition was released. It appears to me to have taken all the best, from a game design point of view, and most popular aspects of earlier editions and put them in one book. Another way to think of it is that this edition is the most true to the game principles set forth in the earlier editions, especially AD&D 1st and 2nd editions, while at the same time carrying the more modern and popular principles from 3.5 and even the much maligned 4.0.
I have to admit that I completely steered clear of the earlier play test versions, and was more than a little skeptical of the approach taken in getting feedback from so many play testers. I was worried that we would end up with a "too many cooks spoil the stew" situation; a game that was a convoluted mish-mash of everyone's "favorite rules" creating an incoherent and largely unplayable mess. I am pleasantly surprised to say that I was 100% wrong about the effectiveness of the play test process and the finished product. Contrary to the opinions in some of the lower star reviews, what I am holding in my hands and have read cover to cover is a very "tight," comprehensive, elegant, and fun set of rules.
Who is likely to like these rules? I think both the veteran player who cut his or her teeth on any version before 3.0, and a brand new player will like them. The mechanics most definitely have a "return to the basics that made the game great in the 70's and 80's" feel, while at the same time keeping a more elegant version of the more modern mechanics, like feats, attacks of opportunity, etc., that people generally love from 3.0 and later editions. For the most part, all of these things have been streamlined and made more elegant in application, but they are there.
I will end with my favorite thing about this book. A little background first to provide some context for my opinion. And let me say that this is just my opinion and some will disagree with me. For me, D&D started to trend downward in my enjoyment of the game at 2nd edition, and then it really did so at 3.0 and 3.5. For me, although I did not have the strong dislike for 4.0 that many people did, it just was not D&D to me anymore, I think primary because I had cut my teeth so much on 1st edition and the Basic and Expert sets in particular. D&D 5th edition has produced a steep positive trend for me for I think one general reason. When playing even 2nd edition, but very much so for 3.0, 3.5, and even 4.0, I found myself interacting with my character in the game more as a playing piece than a character in a story. Concerns about where to put skill points, and if a particular collection and order of choice for Feats began to dominate my thoughts and game choices. It was almost as if my character, and my decisions about playing the character, began to be dominated more by my interface with the rules in the book, rather than with my ideas about my character and my interaction with the game world. As my character advanced in level, I found that my focus on the book and what was written therein became more pronounced, not less as it did with earlier editions. As I reflected while playing these later editions, I found that I was not really playing a character, but instead was playing a set of rules. So far, the gift that 5th edition has given to me is a change in focus. My character has again become a protagonist in an adventure story, rather than a playing piece. I worry now more about the choices and decisions I make while interacting with the game world, and those choices making the character fun to play, rather than fretting over whether or not I have chosen the right Feats or if my modifier for a particular skill is as high as I want it to be. The way that races, and even classes, are discussed, the used of a character's background and the ideals, personality characteristics, etc. that are randomly determined from the background choice, and the lack of mathematical modifiers except for the familiar ability modifier, and the soon to be ubiquitous global proficiency modifier, instead using the elegant advantage/disadvantage mechanic all have worked to focus my attention back on my character as protagonist. For that I want to thank the play testers and writers of 5th edition. For me this has been the most nostalgic aspect of the rules, not so much the mechanics per se.
Do I like all of the rules? Absolutely not. Frankly, I think that is impossible to attain and do not expect that from any set of rpg rules. To me that's not fair to expect that of the writers. And frankly, I am not even looking for that in a set of rules anymore. As I start down the path of the twilight of my gaming career given my age, I want a set of rules that provides enough structure that a DM can make consistent rulings on the fly that fit in with the general mechanics used in the game, and that foster my appreciation as a player of the development of my character in a game world where playing the game is smooth and produces memories of an interesting character who is the protagonist in an interesting story line. Most importantly, I want a set of rules that stays out of the way of that process, and helps me to focus on the game aspects that will produce those kinds of memories.
For me, D&D 5th edition, although not perfect, will accomplish this just fine.
I have to admit that I completely steered clear of the earlier play test versions, and was more than a little skeptical of the approach taken in getting feedback from so many play testers. I was worried that we would end up with a "too many cooks spoil the stew" situation; a game that was a convoluted mish-mash of everyone's "favorite rules" creating an incoherent and largely unplayable mess. I am pleasantly surprised to say that I was 100% wrong about the effectiveness of the play test process and the finished product. Contrary to the opinions in some of the lower star reviews, what I am holding in my hands and have read cover to cover is a very "tight," comprehensive, elegant, and fun set of rules.
Who is likely to like these rules? I think both the veteran player who cut his or her teeth on any version before 3.0, and a brand new player will like them. The mechanics most definitely have a "return to the basics that made the game great in the 70's and 80's" feel, while at the same time keeping a more elegant version of the more modern mechanics, like feats, attacks of opportunity, etc., that people generally love from 3.0 and later editions. For the most part, all of these things have been streamlined and made more elegant in application, but they are there.
I will end with my favorite thing about this book. A little background first to provide some context for my opinion. And let me say that this is just my opinion and some will disagree with me. For me, D&D started to trend downward in my enjoyment of the game at 2nd edition, and then it really did so at 3.0 and 3.5. For me, although I did not have the strong dislike for 4.0 that many people did, it just was not D&D to me anymore, I think primary because I had cut my teeth so much on 1st edition and the Basic and Expert sets in particular. D&D 5th edition has produced a steep positive trend for me for I think one general reason. When playing even 2nd edition, but very much so for 3.0, 3.5, and even 4.0, I found myself interacting with my character in the game more as a playing piece than a character in a story. Concerns about where to put skill points, and if a particular collection and order of choice for Feats began to dominate my thoughts and game choices. It was almost as if my character, and my decisions about playing the character, began to be dominated more by my interface with the rules in the book, rather than with my ideas about my character and my interaction with the game world. As my character advanced in level, I found that my focus on the book and what was written therein became more pronounced, not less as it did with earlier editions. As I reflected while playing these later editions, I found that I was not really playing a character, but instead was playing a set of rules. So far, the gift that 5th edition has given to me is a change in focus. My character has again become a protagonist in an adventure story, rather than a playing piece. I worry now more about the choices and decisions I make while interacting with the game world, and those choices making the character fun to play, rather than fretting over whether or not I have chosen the right Feats or if my modifier for a particular skill is as high as I want it to be. The way that races, and even classes, are discussed, the used of a character's background and the ideals, personality characteristics, etc. that are randomly determined from the background choice, and the lack of mathematical modifiers except for the familiar ability modifier, and the soon to be ubiquitous global proficiency modifier, instead using the elegant advantage/disadvantage mechanic all have worked to focus my attention back on my character as protagonist. For that I want to thank the play testers and writers of 5th edition. For me this has been the most nostalgic aspect of the rules, not so much the mechanics per se.
Do I like all of the rules? Absolutely not. Frankly, I think that is impossible to attain and do not expect that from any set of rpg rules. To me that's not fair to expect that of the writers. And frankly, I am not even looking for that in a set of rules anymore. As I start down the path of the twilight of my gaming career given my age, I want a set of rules that provides enough structure that a DM can make consistent rulings on the fly that fit in with the general mechanics used in the game, and that foster my appreciation as a player of the development of my character in a game world where playing the game is smooth and produces memories of an interesting character who is the protagonist in an interesting story line. Most importantly, I want a set of rules that stays out of the way of that process, and helps me to focus on the game aspects that will produce those kinds of memories.
For me, D&D 5th edition, although not perfect, will accomplish this just fine.
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Reviewed in the United States on March 12, 2018
Looking through other reviews of not just the Player’s Handbook, but also the Dungeon Master’s Guide, and the Monster Manual, apparently this is a common issue with 5e books. Pages are warped, binding is off center, and in the case of the DM guide, a lot of people are getting copies that have the cover attached upside down.
I’d love to give this a higher rating, because I love 5e, but until they can fix whatever is causing all of these books to be garbage quality, I just can’t.
Style: Player's Handbook OnlyVerified Purchase
While D&D 5e is a very good game, there are some serious issues with the printing/storage/construction of the books. Two friends and I all got this book, and all three of us had pages that were warped. It almost looked water damaged, but I don’t think that is the case.
Looking through other reviews of not just the Player’s Handbook, but also the Dungeon Master’s Guide, and the Monster Manual, apparently this is a common issue with 5e books. Pages are warped, binding is off center, and in the case of the DM guide, a lot of people are getting copies that have the cover attached upside down.
I’d love to give this a higher rating, because I love 5e, but until they can fix whatever is causing all of these books to be garbage quality, I just can’t.
Looking through other reviews of not just the Player’s Handbook, but also the Dungeon Master’s Guide, and the Monster Manual, apparently this is a common issue with 5e books. Pages are warped, binding is off center, and in the case of the DM guide, a lot of people are getting copies that have the cover attached upside down.
I’d love to give this a higher rating, because I love 5e, but until they can fix whatever is causing all of these books to be garbage quality, I just can’t.
2.0 out of 5 stars
Great game, horrible printing
Reviewed in the United States on March 12, 2018
While D&D 5e is a very good game, there are some serious issues with the printing/storage/construction of the books. Two friends and I all got this book, and all three of us had pages that were warped. It almost looked water damaged, but I don’t think that is the case.Reviewed in the United States on March 12, 2018
Looking through other reviews of not just the Player’s Handbook, but also the Dungeon Master’s Guide, and the Monster Manual, apparently this is a common issue with 5e books. Pages are warped, binding is off center, and in the case of the DM guide, a lot of people are getting copies that have the cover attached upside down.
I’d love to give this a higher rating, because I love 5e, but until they can fix whatever is causing all of these books to be garbage quality, I just can’t.
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120 people found this helpful
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Reviewed in the United States on August 22, 2017
Style: Player's Handbook OnlyVerified Purchase
I have never played DnD before picking up this book (along with the DM guide, the Monster Manual, and an adventure module), so I'm going to aim this review at brand new players.
First, the book quality is top-notch. The hardcover and binding are not cheap and can withstand a nice amount of passing around( which you will do alot). The artwork is also highly detailed throughout the entire book.
Second, as far as learning the game goes, it will require a few dedicated hours of reading, but shouldn't be seen as a daunting task (if I learned to play this, then you definitely can as well). Regardless of that though, this book makes everything very easy to learn and thoroughly details everything you need to know, including amazing examples where necessary. My party and I were able to get at least all the basics down and begin playing within a few days of reading most of the rules (Check out the basic rules online first; you only need half to most of them, the rest of the rules will come with experience). Its very helpful to try it out with someone who has played before, but its not at all necessary.
Lastly, this game is as fun, challenging, complex, and immersive as you make it. You can literally do anything you can think of (within reason of the rules), it really just depends how good your character is at certain things.
The attitudes your players bring in to it will affect the game in all aspects, so its best to have people who are ready and willing to role play and really get into the thick of the game. My group and I were very excited about getting into DnD, and it surpassed all of our expectations. It is highly addictive, and requires every player to use their creativity, strategy, and imagination in different ways.
First, the book quality is top-notch. The hardcover and binding are not cheap and can withstand a nice amount of passing around( which you will do alot). The artwork is also highly detailed throughout the entire book.
Second, as far as learning the game goes, it will require a few dedicated hours of reading, but shouldn't be seen as a daunting task (if I learned to play this, then you definitely can as well). Regardless of that though, this book makes everything very easy to learn and thoroughly details everything you need to know, including amazing examples where necessary. My party and I were able to get at least all the basics down and begin playing within a few days of reading most of the rules (Check out the basic rules online first; you only need half to most of them, the rest of the rules will come with experience). Its very helpful to try it out with someone who has played before, but its not at all necessary.
Lastly, this game is as fun, challenging, complex, and immersive as you make it. You can literally do anything you can think of (within reason of the rules), it really just depends how good your character is at certain things.
The attitudes your players bring in to it will affect the game in all aspects, so its best to have people who are ready and willing to role play and really get into the thick of the game. My group and I were very excited about getting into DnD, and it surpassed all of our expectations. It is highly addictive, and requires every player to use their creativity, strategy, and imagination in different ways.
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5.0 out of 5 stars
Wonderful game, awful book quality. **UPDATE: Replacement product received from Wizards of the Coast!**
Reviewed in the United States on September 7, 2015Style: Player's Handbook OnlyVerified Purchase
I bought this book last September 2014. A bunch of the pages have come free from the binding. I have 2nd edition D&D books that I bought new in the 1990s that have held up to the test of time. I take care of my books so this is frankly unacceptable. Will be contacting Wizards of the Coast to express my extreme displeasure with the quality of this product. It is a real shame since the book has 5 star content, but is made at 1 star quality.
UPDATE 9/30/15:
I thought that I would share my experience with obtaining a replacement book from the manufacturer after my initial review. I contacted Wizards via phone and email to report a defective product. The info to do so may be found here: [...]
After explaining my situation to the customer service rep, they promptly scheduled a pick up via FedEx of my defective book and when it was received, I was sent email notification that a replacement was in route. Fast forward to today, 9/30 and my replacement book has arrived and is in perfect condition. Time will only tell if this one holds up, but for now, I am optimistic. So for those out there that have had issues with the pages coming free of the binding, there is hope! Contact Wizards and explain the situation to them, they have been more than fair in my case. Just a word of advice, be persistent and patient and your replacement book will come.
UPDATE 9/30/15:
I thought that I would share my experience with obtaining a replacement book from the manufacturer after my initial review. I contacted Wizards via phone and email to report a defective product. The info to do so may be found here: [...]
After explaining my situation to the customer service rep, they promptly scheduled a pick up via FedEx of my defective book and when it was received, I was sent email notification that a replacement was in route. Fast forward to today, 9/30 and my replacement book has arrived and is in perfect condition. Time will only tell if this one holds up, but for now, I am optimistic. So for those out there that have had issues with the pages coming free of the binding, there is hope! Contact Wizards and explain the situation to them, they have been more than fair in my case. Just a word of advice, be persistent and patient and your replacement book will come.
5.0 out of 5 stars
Wonderful game, awful book quality. **UPDATE: Replacement product received from Wizards of the Coast!**
Reviewed in the United States on September 7, 2015
I bought this book last September 2014. A bunch of the pages have come free from the binding. I have 2nd edition D&D books that I bought new in the 1990s that have held up to the test of time. I take care of my books so this is frankly unacceptable. Will be contacting Wizards of the Coast to express my extreme displeasure with the quality of this product. It is a real shame since the book has 5 star content, but is made at 1 star quality.Reviewed in the United States on September 7, 2015
UPDATE 9/30/15:
I thought that I would share my experience with obtaining a replacement book from the manufacturer after my initial review. I contacted Wizards via phone and email to report a defective product. The info to do so may be found here: [...]
After explaining my situation to the customer service rep, they promptly scheduled a pick up via FedEx of my defective book and when it was received, I was sent email notification that a replacement was in route. Fast forward to today, 9/30 and my replacement book has arrived and is in perfect condition. Time will only tell if this one holds up, but for now, I am optimistic. So for those out there that have had issues with the pages coming free of the binding, there is hope! Contact Wizards and explain the situation to them, they have been more than fair in my case. Just a word of advice, be persistent and patient and your replacement book will come.
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Texnik
5.0 out of 5 stars
The D&D fifth edition player's manual
Reviewed in the United Kingdom on January 7, 2018Style: Player's Handbook OnlyVerified Purchase
If you want to play D&D, you will want this book nearby. It says nothing about how to run a D&D session though. There are other books for that. Buy some index flags too while you're at it because you'll likely need to check some tables during the game.
If you don't know how D&D works, know that you cannot play it effectively without at least one person in the group understanding the game well.
This is mainly a reference book, but it has quite a bit of lore on the races, classes and deities.
If you don't know how D&D works, know that you cannot play it effectively without at least one person in the group understanding the game well.
This is mainly a reference book, but it has quite a bit of lore on the races, classes and deities.
21 people found this helpful
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Neil Lennon
4.0 out of 5 stars
D&D Player's Handbook Mark V
Reviewed in the United Kingdom on March 22, 2016Style: Player's Handbook OnlyVerified Purchase
With the arrival of 5th Edition Dungeons & Dragons there are few left who would still defend the dreaded 4th Edition rules. Instead Wizards of the Coast seem to be trying to pretend that it never happened, and the resulting Player's Handbook seems more like a return to 3rd Edition than an entirely new rule set.
There are some significant changes though, it seems that many of the existing rules have been simplified while new rules have been added. A universal "Proficiency Bonus" based on level (and regardless of class) is used for just about everything including attack rolls, saving throws and skill checks. Skills have also been reduced in number and simplified to either proficient or not proficient. There are likewise few Feats to choose from now and are used as an optional alternative rather than in addition to other special abilities.
Character classes have been greatly reduced in power from some earlier editions. For most classes it is not until 3rd level that they get some of the traditional powers of the class. This reduction in power should help new players learn the game more easily and speed up gameplay for all groups.
More thought has gone into character background in this edition than ever before. Players can choose from a number of different backgrounds, each with a simple choice of options to describe their characters personality traits and goals. A larger variety of starting equipment also helps to make more colourful interesting characters.
Not everything is good news though. For a start I found the artwork in this edition to be very drab and uninspiring ( I suppose its a matter of taste). Also some rules have been simplified that don't need to be simplified such as weapon statistics. Weapon speeds and critical hit ranges were never a real chore before, and reducing weapons to just one statistic for damage makes it hard to tell the difference between them. In a similar way simplifying many of the character creation rules does lead to less choice and its hard to differentiate one Rogue from another, or one Paladin from another, except by their choice of race.
Overall though this set of rules is definitely a welcome return to the old style of Dungeons & Dragons. Wizards of the Coast have understood this time round what it is players love about the game. This is a well polished and well presented set of rules which is easily accessible to players old and new. Hopefully there will be many more editions to come!
There are some significant changes though, it seems that many of the existing rules have been simplified while new rules have been added. A universal "Proficiency Bonus" based on level (and regardless of class) is used for just about everything including attack rolls, saving throws and skill checks. Skills have also been reduced in number and simplified to either proficient or not proficient. There are likewise few Feats to choose from now and are used as an optional alternative rather than in addition to other special abilities.
Character classes have been greatly reduced in power from some earlier editions. For most classes it is not until 3rd level that they get some of the traditional powers of the class. This reduction in power should help new players learn the game more easily and speed up gameplay for all groups.
More thought has gone into character background in this edition than ever before. Players can choose from a number of different backgrounds, each with a simple choice of options to describe their characters personality traits and goals. A larger variety of starting equipment also helps to make more colourful interesting characters.
Not everything is good news though. For a start I found the artwork in this edition to be very drab and uninspiring ( I suppose its a matter of taste). Also some rules have been simplified that don't need to be simplified such as weapon statistics. Weapon speeds and critical hit ranges were never a real chore before, and reducing weapons to just one statistic for damage makes it hard to tell the difference between them. In a similar way simplifying many of the character creation rules does lead to less choice and its hard to differentiate one Rogue from another, or one Paladin from another, except by their choice of race.
Overall though this set of rules is definitely a welcome return to the old style of Dungeons & Dragons. Wizards of the Coast have understood this time round what it is players love about the game. This is a well polished and well presented set of rules which is easily accessible to players old and new. Hopefully there will be many more editions to come!
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Blastface
5.0 out of 5 stars
... never played DnD jumping in on 5e has been excellent, I really like this book
Reviewed in the United Kingdom on March 21, 2017Style: Player's Handbook OnlyVerified Purchase
As someone who has never played DnD jumping in on 5e has been excellent, I really like this book, it is informative, well organised and the artwork is frankly gorgeous. This give you all you need to make a character and if you are just playing DnD and not DMing this is all you need to create an awesome hero, providing you have a little imagination.
28 people found this helpful
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Allanna
5.0 out of 5 stars
A joy for old and new players!
Reviewed in the United Kingdom on October 25, 2017Style: Player's Handbook OnlyVerified Purchase
5e is a stellar addition to D&D.
It plays much looser than earlier editions, with more power in the DM's hands for on-the-fly decision making about how rules are applied and how to enforce them. Where you'd find systems like Pathfinder that have page after page of situation-specific rules (often complete with tables and appropriate modifiers) 5e has lost most of that bulk and bloat. Provided your DM has a solid grasp of the situation and how it relates to the rules that are there, you shouldn't find yourself checking the rule book in the middle of play very often at all.
This streamlined version is much more approachable for new players, which is fantastic, while still holding onto the depth that makes Dungeons and Dragons so enduring.
Fortunately - if a looser system, with more subjectivity, just isn't for you - 5e is incredibly malleable. Homebrewing, tweaking, and making additions to the game is easier than ever. If there's a rule you love from older systems, it shouldn't take much work to adapt it to fit 5e's structure.
I can't recommend trying out 5e enough, especially if you're new to RPGs. There's never been a better time to get started!
It plays much looser than earlier editions, with more power in the DM's hands for on-the-fly decision making about how rules are applied and how to enforce them. Where you'd find systems like Pathfinder that have page after page of situation-specific rules (often complete with tables and appropriate modifiers) 5e has lost most of that bulk and bloat. Provided your DM has a solid grasp of the situation and how it relates to the rules that are there, you shouldn't find yourself checking the rule book in the middle of play very often at all.
This streamlined version is much more approachable for new players, which is fantastic, while still holding onto the depth that makes Dungeons and Dragons so enduring.
Fortunately - if a looser system, with more subjectivity, just isn't for you - 5e is incredibly malleable. Homebrewing, tweaking, and making additions to the game is easier than ever. If there's a rule you love from older systems, it shouldn't take much work to adapt it to fit 5e's structure.
I can't recommend trying out 5e enough, especially if you're new to RPGs. There's never been a better time to get started!
10 people found this helpful
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poop_master5000
5.0 out of 5 stars
Amazing book and game
Reviewed in the United Kingdom on January 16, 2020Style: Player's Handbook OnlyVerified Purchase
Anyone who is unsure about buying this book or is brand new to the game, look for the D&D core rules online. Many of the rules are free and you can start playing D&D today from an officially published source - without spending a penny. It's a good way to try the game before you invest in any books.
That being said this book is a wonderful introduction into playing the game. The rules are in a clear format and it contains everything you need to create your first character. The artwork is excellent and it is a joy to read through the information on the different races and classes of D&D.
It also contains some basic monster stats and pointers on where is best to get more inspiration for your games.
If you are a player and looking for some more character options, i reccomend 'Xanthar's Guide to Everything' for additional class options and spells. 'Volo's Guide to Monsters' has some of the special races like goblins and bugbears. D&D Beyond is a site online that details where everything comes from, so if you want a particular race option or item then you can see where the material comes from.
If you are a DM and want to get into the game more then you will probably need the Monster Manual, and the Dungeon Masters Guide. As a supplement to this there is also Mordenkainen's tome of foes, which has even more exotic monsters.
All in all the player's handbook is the 'corest' of the core books, and you could absolutely run your first adventure from this single source.
That being said this book is a wonderful introduction into playing the game. The rules are in a clear format and it contains everything you need to create your first character. The artwork is excellent and it is a joy to read through the information on the different races and classes of D&D.
It also contains some basic monster stats and pointers on where is best to get more inspiration for your games.
If you are a player and looking for some more character options, i reccomend 'Xanthar's Guide to Everything' for additional class options and spells. 'Volo's Guide to Monsters' has some of the special races like goblins and bugbears. D&D Beyond is a site online that details where everything comes from, so if you want a particular race option or item then you can see where the material comes from.
If you are a DM and want to get into the game more then you will probably need the Monster Manual, and the Dungeon Masters Guide. As a supplement to this there is also Mordenkainen's tome of foes, which has even more exotic monsters.
All in all the player's handbook is the 'corest' of the core books, and you could absolutely run your first adventure from this single source.
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