Another Handbook for D&D Players
So, this month wizards of the coast released the much-anticipated Player’s Handbook II for their new fourth edition line of Dungeons and Dragons. I’m sorry it took so long for me to review, but in these times it’s hard enough to find two dimes to rub together – let alone three hundred and eighty one to buy this “next level” in D&D.
Thank Avandra for her creation of Coinstar; plus whichever lesser deities invented loose pants pockets and couch cushions.
The second chapter, Character Classes, is why you bought the book – so lets start there. Old third edition friends make their reappearance in new form such as the Barbarian, Bard, Druid, and Sorcerer. Most improved? I’d say the Druid. No more hunting the monster Manual for the right creature for the right job. The simply wild shape into a Primal form that kicks as and can use certain abilities based on a chosen primal aspect: a guardian – like say Smoky the Bear – or predator like the Trix rabbit. Of course you’re free to envision this form as far more kick ass than these examples, and your choice conveys additional effects to certain powers. You get all of the eco-terrorist powers minus the headache of bookkeeping.
Least cool retuning champion is the Sorcerer. From the class powers available it’s a Wizard with a different source of power, less versatility but more punch – in other words, a Warlock. The Wild Magic source option does give some funky abilities that personify the chaos of the theme. Roll an even attack and you get a bonus to AC, roll an odd number and you make a saving throw. The effects of certain powers vary as well depending on whether you roll even or odd on a die. Nifty concept. Not impressed? Play a Wizard or Warlock.

But wait! This supplement also includes brand new never before classes, at least for 4E. Unless you’ve never read a Dragon magazine nor own any of the old source books, these concepts have been previously incarnated like a Deva (new race that’s part Aasimar and part Elan essentially). Avengers are your apolitical Paladins. A difference akin to that between a cop and a bounty hunter. Invokers are like wizards (controller) with cleric concepts (servants of gods). The writing runs into a contradiction in that there are fragments of gods but they’re powers still balance with clerics – dogmatic fucks that require symbols and books in the view of Invokers. Shamans are just Druid leaders rather than controllers. Wardens are the lamest though. Sort of a Druidic fighter with fighter abilities that simple have a natural description.
“I’m a fighter defending the woods. My home.”
“You’re a Warden?”
“Uh … sure. Whatevs.”
New (old) races are also added to fourth edition player options in the form of the Half-orc, Shifters, Gnomes, – all three of which are in previous sources – Goliaths and the real newcomer Devas. These last guys are rare reincarnated mortal angels that fight evil with all of the fervor that Half-orcs fight politeness and hygiene.
Overall, if you’re looking for some new source material for your 4E campaign – you’ll get it here. Thing is by just customizing many of the standard characters you can get the same playable concepts. Yes, the powers are new, but it’s essentially the same tricks of more damage, healing a friend, inflicting a condition or moving somebody somewhere. Of course, as with many things in gaming, the proof is in the pudding. Were I to play a Warden for several levels, I may be so jazzed I get the fucker’s name and character illustration tattooed on my bicep. Will this be a result of the designers’ awesome design or my own imagination that gives this character life?
Likely the latter.
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