Dungeons & Dragons Monster Manual: Roleplaying Game Core Rules, 4th Edition
Author: Wizards RPG Team
ISBN: 0786948523
Manufacturer: Wizards of the Coast
Customer Rating:




, based on 53 reviews
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Editorial Review:
The Dungeons & Dragons Roleplaying Game has defined the medieval fantasy genre and the tabletop RPG industry for more than 30 years. In the D&D game, players create characters that band together to explore dungeons, slay monsters, and find treasure. The 4th Edition D&D rules offer the best possible play experience by presenting exciting character options, an elegant and robust rules system, and handy storytelling tools for the Dungeon Master. The Monster Manual presents more than 300 official Dungeons & Dragons Roleplaying Game monsters for all levels of play, from aboleth to zombie. Each monster is illustrated and comes with complete game statistics and tips for the Dungeon Master on how best to use the monster in D&D encounters.




The tactics are clearly laid out. While the stat blocks are interesting in keeping the players on their toes the creatures themselves are more like video game automatons with push button type functions (much like the player characters). Not recommended for those who love interesting juicy monster books. Considering the thickness of this volume most of the space is consumed by stat blocks making this volume a snore to enjoy outside of DMing sessions.












First the good. In the tradition of the 1st edition AD&D Monster Manual, this book dispenses with lengthy descriptions of monsters and instead focuses on stats. Only in rare circumstances do we get lengthy prose regarding a monster's motivations outside of being fodder for the adventurers to beat up on. Filling in the details is left to the DM. The new stat blocks are straightforward and much easier to use than their 3.5 counterparts. Special abilities are in the stat block rather than hidden amongst the monster's descriptive text. That's a welcome change indeed. Also, one of my favorite things from the last two 3.5 MM's is carried over: knowledge checks to see what our heroes might know about their current foe. All in all, this is a very easy to use book.
Then there's the bad news. There are a lot of monsters missing from this book when compared to its 3.5 counterpart. Yes, some of the new core monsters were pulled from books other than the first MM, but leaving out monsters as classic as metallic dragons reeks of a mandate from marketing. Just like with the PHB, things many veteran players expect have been left out for the sole reason of saving them for another book to sell. You want your metallic dragons and the rest of the giants? Buy `Monster Manual II'. Then there's the artwork. A friend and I spent about 10 minutes playing `spot the recycled art' with this book. Roughly 10-15%, maybe more, is culled from 3.5 books. Were the contracted artists unable to meet their deadline for new artwork, or did someone at Wizards decide to cut the budget? You be the judge.
So what we're left with is a very well designed Monster Manual that's easy to use, but missing a significant number of iconic monsters and wholly original artwork. That's good for a 3 in my book.




The good:
The new mechanics focus on the "screen time" devoted to each monster and keeps things simpler. Most entries provide knowledge check info with DCs and useful info. Book is colorful and includes lots of creatures and variations
The bad:
Other than the DC check knowledge, background info on the creatures is really sparse. In some cases variations in a entry don't even have a phsyical description of how they are different. Templates would be better served in here than in the DMG (though that's a minor quibble).
Overall, still well worth the money if you are going to run a game.
- Core Rulebook: The Monster Manual is the third of three core rulebooks required to play the Dungeons & Dragons Roleplaying Game.
- Quick and easy play: The improved page layout and presentation enables novice and established players to learn and understand the new D&D rules quickly.
- D&D Insider: The Monster Manual will receive enhanced online support at www.dndinsider.com.
The Dungeons & Dragons Roleplaying Game has defined the medieval fantasy genre and the tabletop RPG industry for more than 30 years. In the D&D game, players create characters that band together to explore dungeons, slay monsters, and find treasure. The 4th Edition D&D rules offer the best possible play experience by presenting exciting character options, an elegant and robust rules system, and handy storytelling tools for the Dungeon Master. The Monster Manual presents more than 300 official Dungeons & Dragons Roleplaying Game monsters for all levels of play, from aboleth to zombie. Each monster is illustrated and comes with complete game statistics and tips for the Dungeon Master on how best to use the monster in D&D encounters.
Customer Reviews:




A book of miniatures / card game stat blocks
This product is purely a straightforward down to the point book of creatures with stats, nothing more. There is hardly any interesting tidbits about the monsters and their behaviors. No ecology or terrain types or lair fluff and barely any aquatic monsters which irked me.
The tactics are clearly laid out. While the stat blocks are interesting in keeping the players on their toes the creatures themselves are more like video game automatons with push button type functions (much like the player characters). Not recommended for those who love interesting juicy monster books. Considering the thickness of this volume most of the space is consumed by stat blocks making this volume a snore to enjoy outside of DMing sessions.
2008-10-01




no longer D&D
The other reviews are right. This is no longer D&D, it's simply a board game. A board game involving stats. The monster manual has virtually no actual description of the monsters. No ecology, no habits, no history... just numbers. I was looking forward to this... extremely disappointed. Basically all I paid for is a bunch of pretty pictures. The 4th edition should have been released as a separate product from D&D. Maybe as an add on. If you don't have the time to play a real D&D game, you could play this board game version. The 4th edition is nothing but a waste. It really is a shame. 2008-09-08




Try again WOC rolled a 1 on this one
I have been playing Dungeons and Dragons since the first boxed set and I have looked forward to each new version and this is no exception. Each new version has tried to improve on the core Dungeon and Dragon experience until now. This new version is not really a new version but an entirely new game with very little of the flavor or magic feeling of the original. Now it feels more like a version of WOW or another of the online games. I am not knocking the online games they can be great if that is what you want to play but if you are looking for an intense good old fashioned role playing session with a group of your friends this new version is not for you unless you are under 12. If you are an experienced role player I would suggest that you save your money and stick to 3.5 there should be a lot of second hand material for that around and several other good companies are still supporting it like Necromancer Games. I wish those people bought Dungeons and Dragons as they know what D&D should feel like. Also look for the games put out by pazzio publishing the company that used to put out the Dragon and Dungeon. In short if you are a veteran of the Dungeons and Dragons and enjoyed the old game save your money or better yet spend it elsceware there are a lot of fine games out there unfortunately this company is no longer make such products. 2008-08-31




The best of the 4e core books, but still leaves me feeling a bit sour
This is the best of the 4e core books for me, but still left me feeling a bit sour.
First the good. In the tradition of the 1st edition AD&D Monster Manual, this book dispenses with lengthy descriptions of monsters and instead focuses on stats. Only in rare circumstances do we get lengthy prose regarding a monster's motivations outside of being fodder for the adventurers to beat up on. Filling in the details is left to the DM. The new stat blocks are straightforward and much easier to use than their 3.5 counterparts. Special abilities are in the stat block rather than hidden amongst the monster's descriptive text. That's a welcome change indeed. Also, one of my favorite things from the last two 3.5 MM's is carried over: knowledge checks to see what our heroes might know about their current foe. All in all, this is a very easy to use book.
Then there's the bad news. There are a lot of monsters missing from this book when compared to its 3.5 counterpart. Yes, some of the new core monsters were pulled from books other than the first MM, but leaving out monsters as classic as metallic dragons reeks of a mandate from marketing. Just like with the PHB, things many veteran players expect have been left out for the sole reason of saving them for another book to sell. You want your metallic dragons and the rest of the giants? Buy `Monster Manual II'. Then there's the artwork. A friend and I spent about 10 minutes playing `spot the recycled art' with this book. Roughly 10-15%, maybe more, is culled from 3.5 books. Were the contracted artists unable to meet their deadline for new artwork, or did someone at Wizards decide to cut the budget? You be the judge.
So what we're left with is a very well designed Monster Manual that's easy to use, but missing a significant number of iconic monsters and wholly original artwork. That's good for a 3 in my book.
2008-08-13




Like the new monster design, but...
the book is by far the weakest of the three core books.
The good:
The new mechanics focus on the "screen time" devoted to each monster and keeps things simpler. Most entries provide knowledge check info with DCs and useful info. Book is colorful and includes lots of creatures and variations
The bad:
Other than the DC check knowledge, background info on the creatures is really sparse. In some cases variations in a entry don't even have a phsyical description of how they are different. Templates would be better served in here than in the DMG (though that's a minor quibble).
Overall, still well worth the money if you are going to run a game.
2008-08-09
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