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Paperback Dungeons & Dragons for Dummies Book

ISBN: 0470292903

ISBN13: 9780470292907

Dungeons & Dragons for Dummies

(Part of the Dummies Series)

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Format: Paperback

Condition: Good

$14.79
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Book Overview

Explore the fantasy world of D&D and delve into dungeons, slay monsters, and gain treasure If you've been thinking of playing D&D or you've played before and you want to get up to speed on the all-new 4th Edition, this is the book for you. Here's what you need to know to join the fantasy fun. D&D terminology -- understand what ability check, modifier, saving throw, AC, gp, hp, and XP mean Roll the dice -- add modifiers and see if you rolled the d20...

Customer Reviews

5 ratings

A big help for newbies like me

I'm just getting into D & D again after a 20 year haitus, and I've recently purchased the core rulebooks. I was very confused, however, by all of the options and how things have changed since the days of AD & D. This book did a very good job of showing me the strategies for building better characters and different possibilities for combat. I read it cover to cover, and found it especially helpful in knowing the best spells, multi-class options, and battle tactics to utilize.

One of the more helpful guides even for us grognards

Interesting batch of reviews this item has generated. As several others, I've being playing RPGs for a very long time (26 yrs). When 3.0, and then 3.5 came out, I felt that a rather simple game had become very complicated. I have sat and read both Player's Manuals, both DMGs, and utilize all 3 Monster Manuals. I still felt somewhat lost and unable to thoroughly and correctly run a game according to all of the new rules. This book changed a lot of that. It is enjoyable to read and explains the rules in a way that really helps you to integrate them into your game. I guess even with my experience I must still qualify as a "Dummy" because I found this book very enlightening and helpful. I highly recommend this book for anyone who needs to either learn the game anew or for anyone who still has questions about 3.0 (and 3.5).

A great introduction into a great hobby

This book is a perfect introduction to the D & D game with neophytes in mind, although it has enough meat to keep it from growing dusty on your shelf. I picked up this book mid-october of last year, and I must say it helped me get over the learning curve of D & D a bit faster, and it broke down into layman's terms those concepts I found abstract in my first readings of the core rulebooks. Nowadays I find less and less use for it as I have really gotten an grip on the game, but every once in a while I skim through it and find interesting bits of information, especially for players. Not AS much for DM's, but there is still substance in this area, as it comes with a small dungeon that served our party as our first two adventures, and as my first time DMing. So, if you are new to D & D and you don't have any experienced players to lean on, this will be a godsend. If you are new and you have experienced friends, it will still help break you into the rulebooks. If you have been playing for years... well, I can't really suggest this, except maybe as a book to lend people to avoid having to completely teach newcomers to your group.

Exactly what i expected!

This book is exactly what I expected from the authors - a well written, useful resource. I have over 10 years playing many editions of D+D and wanted to see what some of the experts had to say and to see their opinions on some of the top 10 lists. I have gleaned some useful information for myself, a person who knows quite a bit, but definately not all of it. Having bought over 40 different resource books, I would rank this among my top 10. Another very, very obvious use for this book is the benefit it gives newcomers to the game. When 3rd edition first came out, my gaming group drudged through the book for many a session before we finally started to understand the new concepts. D & D for Dummies puts the new ideas, combat maneuvers, some spells, and the confusing Attack of Opportunities in true Dummy book plain English. It is becoming a semi-mandatory read for newbies in my gaming group, it is that useful. It gives a great foundation before attacking the more detailed Players Handbook. My review is slightly biased, but not overmuch. I am a fan of both authors, the Books for Dummies series (of which I own 8), and obviously D & D. I will say, that if the book was a waste of money, like about 10 D & D resource books I own, I would definately give a negative review. I am glad, however, to give this a high review.

GREAT RESOURCE FOR NOVICES

Dungeons & Dragons for Dummies is exactly what the title implies, it's and introduction to the long-time and highly popular role-playing game for novices. It's as simple as that. It's not meant to educate long-time players although I did benefit from it for one major reason which I will explain later. The book opens with a short history of the D & D game from its creation by Gary Gygax, born out of war gaming with miniatures. I played for the first time back in 1979 shortly after the introduction of the Advanced Dungeons & Dragons game and the publication of the First DM's Guide, Player's Handbook, and Monster Manual by TSR. The book first covers the basics of just what a role-playing game is. Some veteran gamers are taking offense at this but not EVERYONE knows what a role-playing game is and how they are played. It's hard to explain a game that doesn't really end and where there isn't a traditional winner as in most games. It's a concept that must be experienced to be fully understood. The Authors explain first in brief, and later in great detail the concepts of character creation, race & class selection, alignment, weapons, spells, etc...Several examples of fully created characters are included. Later full chapters are dedicated to all of these different subjects. While it's true that trial and error was always a pitfall, and sometimes a humorous pitfall for new players, this book essentially seeks to educate new players to create the best player they can, rather than one who foolishly selects a pole axe for his main weapon and then wondering why he can't use it in the tight confines of the dungeon. Now I mentioned earlier how veteran gamers might benefit from the books as well as novices. I had left the gaming world for a number of years and only recently have returned to the fold. Dungeons & Dragons has changed a great deal in these past several years. From what was once a game consisting of three main books is now a game with dozens of books, supplements and accessories covering every facet of play. There were new concepts in the game that were foreign to me such as skills, feats, and prestige classes. Now of course I've since learned about all these new additions but I'm sure there are others out there just like me and this book would be a great help to get them caught up on all the changes in the game. In particular the section on prestige classes was very good and featured explanations of all the different prestige classes and their benefits. But even beyond that the book provides very helpful information that even the most experienced gamers can find useful. Tips such as battle strategies and teamwork. Clerics and Sorcerers working together with their spells, flanking strategies for fighters and other interesting tips. But it's not just a players book, it also contains good information for the DM on running a successful game and keeping the players happy (as I recall, lots of Doritos and Beer was always hel
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