Dungeons & Dragons: Player’s Handbook 2- Roleplaying Game Core Rules [ Jeremy Crawford, Mike Player’s Handbook 3: A 4th Edition D&D Core Rulebook. From the publisher’s web site: Player’s Handbook 2 expands the range of The book adds a new power source for 4th Edition D&D: classes using the new. So, I’m theory-building out the classes from PHB2 that none of the players were interested in switching. So far it’s been instructive, but I’ve hit.
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This book builds on the array of classes and races presented in the first Player’s Handbook Radding both old d&r and new, never-before-seen options to the game.
Hardcoverpages. Published March 17th by Wizards of the Coast first published January 1st To see what your friends thought of this book, please sign up. Lists with This Book. This book is not yet featured on Listopia. Mar 19, Phil Mechanic rated it it was ok. Some interesting additions for 4e fans, 4 moderately inspiring Paragon and Epic paths. Nothing particularly outstanding, but solid enough.
Not a great read, more of a technical 4w. Mar 21, Trip hpb2 it liked it Recommends it 4ee This is what the PHB contains: Sure, d&s pretty standard for generic fantasy. D&s 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. Much like in the Monster Manual, but now official. Big, strong, competitive, kind of rocky.
The goliath racial encounter power is to get a bit of damage resistance for a round or two, which could be handy. 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. Much like the razorclaw and longtooth shifters in the Monster Manual, but now official.
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 pbb2 includes getting to reroll attacks. 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: 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.
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.
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 c&d into a bird 44e a swarm of bugs or something and get some extra abilities.
Area effect damage, lots of radiant and lightning damage, slow and immobilize, and d&f that do damage to an enemy if it 4r X leaves an area, attacks someone, whatever. The shaman has a spirit companion which phb22 run around the battlefield, but it’s more like a focus for heals and other beneficial effects at range than phb 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.
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 S&d path. The chaos sorcerer has lots of randomness, like rolling to see c&d 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.
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. 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. 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. 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.
Sep 06, David rated it it was ok Shelves: 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. Essentially, it brings back long-timers &dd 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 s Can’t help feeling that this book c&d just designed to make people pay more.
4f classes, it pulls in the previouly mainstream bards, barbarians, druids, and sorcerers, then throws in avengers, invokers, shamans, and wardens. All my other previous criticisms apply.
[4E] Player’s Handbook 2 Errata
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 d&&d feels hilarious and ridiculous to me. Oct 11, Aaron Allen Strider rated it did not like it. Jan 11, DeadWeight rated it did not like it. You seemed so cool then – so much more streamlined.
Dungeons & Dragons Player’s Handbook 2: A 4th Edition D&D Core Rulebook
The new graphic design direction was cooler, neater. There were all these “badass” races that you kept rolling out. All the emphasis on actual pphb2 and story-telling was pushed back to make way for skill trees and meta-gaming.
Dec 28, Joaquin Kyle rated it it was amazing.
Mar 12, Jakk Makk rated it did not like it Shelves: 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 hpb2 fourth phb 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. Mar 16, Randy Lander rated it really liked it Shelves: It’s like one of the “Complete” books for 3.
Eventually, they’ll probably clutter up the system requiring a 5th edition But for now, I’m really happy to see it. The addition of a few updated favorites Barbarian, ;hb2, Gnome, Half-Orc, Bard, Sorcerera 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 dd&d 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 pb2 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.
Jun 22, Scott Lee rated it liked it.
Player’s Handbook 2 (D&D 4e) | RPG Item | RPGGeek
How good a “read” this is “goodreads,” right? If there’s no central through line and that kind of handbook about any game, discipline, activity etc. However, the utility of it as a handbook must be considered, and for that I would give it a four or five. 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.
Mar 19, Roberta rated it really liked it Shelves: 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: Also added were some backgrounds similar to what is in the Forgotten Realms Players Handbook.
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 A good solid addition to the 4E library.