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.
Wizards of the Coast LLC (often referred to as WotC /ˈwɒtˌsiː/ or simply Wizards) is an American publisher of games, primarily based on fantasy and science fiction themes, and formerly an operator of retail stores for games. Originally a basement-run role-playing game publisher, the company popularized the collectible card game genre with Magic: The Gathering in the mid-1990s, acquired the popular Dungeons & Dragons role-playing game by purchasing the failing company TSR, and experienced tremendous success by publishing the licensed Pokémon Trading Card Game. The company's corporate headquarters are located in Renton, Washington in the United States.[1]
Wizards of the Coast publishes role-playing games, board games, and collectible card games. They have received numerous awards, including several Origins Awards. The company has been a subsidiary of Hasbro since 1999. All Wizards of the Coast stores were closed in 2004.
Its fine. Some interesting additions for 4e fans, some moderately inspiring Paragon and Epic paths. Nothing particularly outstanding, but solid enough.
* Primal: which is spirits of nature and stuff, opposed to demons but not necessarily on good terms with the divine. Sure, that's pretty standard for generic fantasy.
New races:
* Deva: The spirits of angels that took fleshly form. Devas don't reproduce, just reincarnate, so it's not clear why they come in a model with breasts and hips and a model without, but the illustration is clear. Oh well, at least now there's a PC race with the "immortal" origin. The deva racial encounter power is to get a +1d6 bonus to any attack/skill/ability check by drawing on knowledge from past lives.
* Gnome: Much like in the Monster Manual, but now official.
* Goliath: Big, strong, competitive, kind of rocky. Enh. The goliath racial encounter power is to get a bit of damage resistance for a round or two, which could be handy.
* Half-Orc: Like half-elf, a thing of its own rather than an intermediate between the parent races, but like previous half-orc implementations, big and strong and full of grrr. The half-orc can do +1[W:] or +1d8 damage on one hit per encounter.
* Shifter: Much like the razorclaw and longtooth shifters in the Monster Manual, but now official. Hurray, D&D4 supports kittygirls!
New classes:
* Avenger (divine striker): Lots of exciting light- and fire-based effects, summoned angels, that sort of thing. Like the ranger and the warlock, the avenger picks a victim to get bonuses against, which in this case includes getting to reroll attacks.
* Barbarian (primal striker): Unlike the ranger or warlock, the barbarian doesn't pick out one opponent who gets extra damage, it just has at-wills that do a die or two of extra damage beyond 1[W:]+Str. Barbarian daily powers are all a big attack followed by a "rage", which is like a stance in that it gives some on-going benefit until the encounter ends or another rage is used.
* Bard (arcane leader): Usual leader abilities, but the bard's special schtick seems to be sliding allies. For unclear reasons, they don't have musical instruments as implements; instead there are some wondrous item musical instruments that can be used as bard implements.
* Druid (primal controller): The druid gets to assume wildshape pretty much at will, but it doesn't provide any mechanical benefit except being able to use the class powers marked "beast form". Most of those are melee attacks, but some let the druid turn into a bird or a swarm of bugs or something and get some extra abilities.
* Invoker (divine controller): Area effect damage, lots of radiant and lightning damage, slow and immobilize, and effects that do damage to an enemy if it does X (leaves an area, attacks someone, whatever).
* Shaman (primal leader): The shaman has a spirit companion which can run around the battlefield, but it's more like a focus for heals and other beneficial effects at range than another combatant. The shaman's offensive powers are mostly ranged 5, so in theory it could stand well behind the front line and still be useful.
* Sorcerer (arcane striker): More blast and burst energy damage than flinging enemies into the darkness behind the stars, but the dragon sorcerer at least could probably have been done just as well and with less complexity by making it a new Warlock path. The chaos sorcerer has lots of randomness, like rolling to see what energy resistance it gets after an extended rest, or rolling to see what kind of energy damage and extra effect an attack power does, or getting small extra effects if the attack die showed an even number, so it probably does deserve to be a separate class.
* Warden (primal defender): A lot of the warden's daily powers are polymorphs that give some small bonuses for the rest of the encounter (or until another such power is used) and an attack of roughly daily-power level that can be used once while in that form. Kind of the opposite of the barbarian.
Other new stuff:
* Racial paragon paths: Sure, that's pretty cool. I don't know if I'd ever take one, but then I don't know if I'll ever play or even run for an 11th level character.
* Magic items: They're all very class-specific, much more so than the ones in previous books, even the ones that by virtue of their type were pretty class-specific. Bah.
* Rituals: Some druid-themed rituals (Animal Friendship, etc) based on Nature, and some bard-themed rituals that, because there is no skill for bardishness, are just restricted to bards by fiat. Bah.
* Character Backgrounds: As a bribe for defining at least three of what kind of place your character grew up in, what social class they grew up in, what omens or other oddness attended their birth, what profession they followed before becoming an adventurer and what race-specific excitement is in their background, you get either +2 to a skill or a skill in-class (which skills are eligible depend on your background choices), or a bonus language. How... un-D&D-like!
Can't help feeling that this book is just designed to make people pay more. The PHB2 offers more options that to me should've been part of the three core books. Rules expansion features very little here - most of it is to offer up what used to be D&D staples as "options".
Essentially, it brings back long-timers gnomes and half-orcs, the shifters from Eberron, the goliaths from Races of Stone, and the deva race. For classes, it pulls in the previouly mainstream bards, barbarians, druids, and sorcerers, then throws in avengers, invokers, shamans, and wardens.
One reason I feel that these should not have been "additions" is because these classes round out and fill out to the new MMO-style paradigm D&D4.0 adopted - for example, PHB1 had only a single "controller", so PHB2 brings out more "alternatives".
All my other previous criticisms apply. The paragon stuff, even with the new racial paragons continue to make things too narrow and too stereotyped. The bardic powers that teleport all over the place just feels hilarious and ridiculous to me.
Aside from these, there's a just couple more feats, items, and rituals for the new classes, plus some simple rules on background/racial bonuses.
*sigh* oh 4th edition. You seemed so cool then - so much more streamlined. Crisp. The new graphic design direction was cooler, neater. There were all these "badass" races that you kept rolling out. Gnomes, a D&D staple since day one, were ghettoized to the second Player Handbook so as to make way for the new "Dragonborn", a race of... anthromorphic dragons... *louder sigh* the introduction of an unnecessary class called "Warlord" should have clued us all in that what you were was desperate to become a video game. All the emphasis on actual role-playing and story-telling was pushed back to make way for skill trees and meta-gaming. In perhaps the greatest f*cking affront of them all, you attempted to "simplify" the iconic D&D alignment scales - it became a linear spectrum with lawful good on one side, and chaotic evil on the other (yes, they changed the meaning of "chaotic"), with little wiggle room between. That's right - a f*cking ROLE-PLAYING GAME opted to add branching skill trees to every class so everyone can have "badass" spells, but opted to skimp on the central rules concerning CHARACTER MOTIVATION.
DUNGEONS AND DRAGONS 4.0 SUCKS. THEY SHOULD HAVE STUCK WITH THE 3.5 AND TWEAKED A COUPLE RULES, THEY DIDN'T HAVE TO CHANGE THE WHOLE GAME. THERE IS A REASON WHY THEY ARE COMING OUT WITH 5.0. CAUSE 4.0 SUCKED.
I'm an old time gamer, designer, and writer who got my feet wet playing Against the giants and queen of the demonweb pits as a young child tagging along with my step brother to cons and other gaming venues. My first impression after a cursory look at the books and online comparisons of differences is one of respect. I have not playtested yet or made a PC.
As in every edition the game has become more streamlined with more general rules that are easy to remember and use. Anyone who remembers creating DM screens two feet high and six feet wide with cardboard and access to free copying at the school office will definitely appreciate this. The character classes are much more interesting and allow for variation between characters. Much like GURPS the characters in previous editions tend to all end up if not exactly the same at least very very similar to each other while in 4th edition this problem is taken care of. With Paragon and Epic paths each character becomes even more varied on paper with actual stats and in the roleplaying arena. Anyone who has taken five 2 to 3 hundred point warriors from one GM's fantasy game to another's campaign and compared them will understand or five fighters from one dnd game to another....
I would be very surprised if the designers didn't do a little bit of borrowing from one of my old favorites FASA Corp's Earthdawn in developing 4th Edition in that there are many common elements in design and in world background including the new fighting powers which may or may not be magical but are definitely superhuman. These martial powers give plenty of options and capabilities to the martial classes that spice up the game and provide tactical options beyond "I swing a sword." 4th Edition also reminds me of Savage Worlds with its clean and quick combat system and action points.
Anyone who is busy and doesn't have the time to wade through arcane and needlessly intricate rules to run a quick game on a weekend will be pleased by the new edition while I suspect the hardcore gamers and the power gamers will be upset since it is much harder to exploit the system to make obnoxiously powerful characters and it will take less skill to make an interesting character thus allowing the "masses" to compete with their masterful character builds. When I designed rpg's a friend of mine was the first person I had make a character because he instinctively could exploit every loophole so that I could close them. When he would make a "roleplaying" character I knew that I had succeeded! I have the feeling that he would make a "roleplaying" 4th edition character which is saying something impressive about this edition given the loopholes you could plow a dragon through in 3rd edition. Just take a look at the character build arenas for Neverwinter Nights 2 to see how quickly a naive newcomer gets slaughtered by one who has mastered 3rd edition's ruleset well NWN2's 3.5 version at least.
Gone are the days when you had to wish and pray to the dice gods that your first, second, third, or fourth level character would live through an easy encounter. At first level in 4th edition I would compare roughly to a fifth level character in previous editions. This is a vast improvement in my opinion. No more hunting rats at first level ha! You are actually a hero and a capable being rather than a small step above a peasant. Spellcasters have at will powers so they won't become useless after several encounters while still keeping the big guns as encounter powers or daily powers. Rituals are another overhaul worth checking out.
I'm actually going to make a character after I'm done here which I hope will be a blast since I haven't had the privilege of running a pc for a couple of years since I went back to the University. I haven't been this excited about a new edition or rpg since I heard they might be making a second edition of Amber DRPG the game designer fall back game:) Enjoy!
As is my usual review practice, I've marked this as 'contains spoilers' simply because I use this space to record what's happening, or to RANT in this case!
Summation I haven't read this Edition, simply because it's so outdated it's completely useless. My 5th Edition (originally published 2014) has so many changes - in every single category - but Goodreads is convinced that the 5th Edition book doesn't exist. My next several books are supplements to the 5th Edition, so they likely aren't recognized either. RANT over...I'm off to read one of those "not existing books"
This entire review has been hidden because of spoilers.
Cool rulebook. Invokers, Sorcerers, Druids and Wardens look like a hell of a lot of fun to play. I read this back in the day when I played fourth edition and just reread it for fun. Though much maligned, I think fourth edition was richly imagined, if a little too weighted on the side of the player characters. The metrics may be sound for attacks, but with healing surges, no damage taken is too much. Still a ton of fun to play and DM.
Sayonara suckers! Felt like a ripoff. I'm supposed to believe they didn't consider gnomes and half-orcs in early pitch meetings? Naw, they wanted to see if fourth would faceplant upon birth. It still made money, it just shattered the pool of available players. This intentional money grab added zero value in terms of gaming or reading enjoyment. "Won't get fooled again," I said after I reading this, and I haven't bought a WOTC product since.
Probably the most anticipated release for D&D 4th Edition since Martial Power, Player's Handbook 2 introduces 5 new races and 8 new classes, as well as new feats, new rituals and other stuff of that nature. It's like one of the "Complete" books for 3.5, and since it's so early in the game, big chunks of game mechanic/player expansion like this are like gold.
Eventually, they'll probably clutter up the system requiring a 5th edition... it's the gaming circle of life. But for now, I'm really happy to see it. The addition of a few updated favorites (Barbarian, Druid, Gnome, Half-Orc, Bard, Sorcerer), a few more recent races (Goliath, Shifter) and some new ideas or radically revised and renamed older ones (Deva, Avenger, Invoker, Warden, Shaman) makes for a really good mix. As an Eberron GM, I was particularly glad to see the Bard and the Shifter make their return, but I was surprised to find that my favorites, the ones that I really want to try out, are new or unfamiliar roles, like the new Primal and Divine classes and the Goliath and Deva races.
At a glance, though there are a few more complex mechanics involved in some of the powers, this keeps with the "simple, yet entertainingly varied" style of 4th Edition thus far. The characters look balanced, although both the gnome and the druid, with casual inspection, seem mildly under-powered compared to the others. The Druid's Wild Shape ability, in particular, is little more than a special effect, which seems like a missed opportunity, especially given how well World of Warcraft has used travel forms and combat beast forms. But who knows, they may play better than they look, and neither one looks boring by any means.
The background benefits is a nice bit of character fleshing-out, useful given 4th edition's focus on tactical combat. The feats are interesting, and there's nothing that immediately jumps out as a game-breaker.
All in all, while previous "Player's Handbook 2" type things were usually extraneous rules, the new design really does make it seem like this is an expansion on the Player's Handbook and the game as a whole. If you don't want the extra races and classes, you don't need to incorporate them, but if the variety in the first book isn't enough, or if you're just wanting to add a few more flavors to your campaign, this is well worth it.
While I enjoyed reading this, and am playing D&D for the first time right now having never played any other edition so I don't have any previous edition experience to compare it to, come on. How good a "read" (this is "goodreads," right?) can a handbook style book be? If there's no central through line (and that kind of handbook about any game, discipline, activity etc. is very, VERY rare indeed) than it isn't going to measure up to any decent novel, etc.
However, the utility of it as a handbook must be considered, and for that I would give it a four or five. The information is useful, I was intrigued and excited by the new game elements/possibilities I encountered, and that's about what you expect from a handbook at its best, right?
So my rating splits the difference. I would not recommend this as a cover-to-cover read the way I read it. (I had it from the library so I didn't have time to "get to it as I needed it" which would have been my preferred approach.)
A good solid addition to the 4E library. In this version, you have a number of races: Deva, Gnome, Goliath, Half Orc. Also, you have new classes: barbarian, bard, avenger, invoker, sorcerer, druid, shaman, and warden.
Also added were some backgrounds similar to what is in the Forgotten Realms Players Handbook. I saw several different combinations of races/classes that sound interesting.
If you are a player, and you like new ideas--this book has some classes never in the game before, and as a gm it is useful, too.
Is it a must have? Depends on whether you think that adding new races/classes are must haves. You don't need it to play the game, but if you want to play something outside the core books, then you should get it. I wouldn't pay full price, but then that's why we have Amazon.
★ - Most books with this rating I never finish and so don't make this list. This one I probably started speed-reading to get it over with. ★★ - Average. Wasn't terrible, but not a lot to recommend it. Probably skimmed parts of it. ★★★ - Decent. A few good ideas, well-written passages, interesting characters, or the like. ★★★★ - Good. This one had parts that inspired me, impressed me, made me laugh out loud, made me think - it got positive reactions and most of the rest of it was pretty decent too. ★★★★★ - Amazing. This is the best I've read of its genre, the ones I hold on to so I can re-read them and/or loan them out to people looking for a great book. The best of these change the way I look at the world and operate within it.
A decent enough sequel to the first PHB. It has exactly what it says it has more races, more classes. A few more magic items.
I think one of my favorite thing from this book was the addition of background elements for those that need that quantified in their characters.
But really aside, from the Gnome race and Barbarian, and Bard classes, nothing in this book hopped out at me and said this is a class you must play. Which is great from a balance stand point. I'm happy with my fighter and Cleric PCs. But from the standpoint of excitement and making me want to try something new, it's a bit lacking.
A tour-de-force of tabletop game design, WotC's kickoff to the second round of core books is just fantastic. There are a solid group of races, some new backround options, and a nice pile of new magic items to find in this book. The real joy in this book, though, are the new classes.
As much as I love the original group, almost every class in this book feels more vibrant and interesting. The R&D guys have successfully kept away power creep, but the sheer amount of variety and flavour shown in these classes is a testament to the power of the 4E rules.
A must-buy for any D&D player, and a true 'core' book in every sense of the word.