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 Location:  Home » Books » General » Forgotten Realms Player's Guide: A 4th Edition D&D Supplement (Forgotten Realms Supplement)January 7, 2009  
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Forgotten Realms Player's Guide: A 4th Edition D&D Supplement (Forgotten Realms Supplement)
Forgotten Realms Player's Guide: A 4th Edition D&D Supplement (Forgotten Realms Supplement)
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List Price: $29.95
Buy New: $14.99
You Save: $14.96 (50%)
Buy New/Used from $14.99

Avg. Customer Rating: 3.5 out of 5 stars(based on 27 reviews)
Sales Rank: 18497
Category: Book

Author: Wizards Rpg Team
Publisher: Wizards of the Coast
Studio: Wizards of the Coast
Manufacturer: Wizards of the Coast
Label: Wizards of the Coast
Languages: English (Original Language), English (Unknown), English (Published)
Media: Hardcover
Number Of Items: 1
Pages: 160
Shipping Weight (lbs): 1.5
Dimensions (in): 11 x 8.4 x 0.6

ISBN: 0786949295
Dewey Decimal Number: 793
EAN: 9780786949298
ASIN: 0786949295

Publication Date: September 16, 2008
Release Date: September 16, 2008
Availability: Usually ships in 1-2 business days

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Editorial Reviews:

Product Description
The complete guide for building Forgotten Realms characters!

Welcome to Faerun, a land of amazing magic, terrifying monsters, ancient ruins, and hidden wonders. The world has changed since the Spellplague, and from this arcane crucible have emerged shining kingdoms, tyrannical empires, mighty heroes, and monster-infested dungeons.

The Forgotten Realms Player's Guide presents this changed world from the point of view of the adventurers exploring it. This product includes everything a player needs to create his character for a D&D campaign in the Forgotten Realms setting, including new feats, new character powers, new paragon paths and epic destinies, and even a brand-new character class never before seen in D&D: the swordmage!



Customer Reviews:   Read 22 more reviews...

3 out of 5 stars A bit "thin" for the price...   December 26, 2008
I was hoping this supplement would contain tons of content for players however all you are really getting is 2 new races, 3 classes and a multi-class.

The paragon paths are interesting, but are more background based than adventuring based.

Could have done without the region descriptions as they are already in the FR campaign guide. This should have been replaced with more feats, rituals, and maybe some realm specific expanded powers for the core classes. Or something else to make playing the Forgotten Realms campaign setting feel more "unique".

All in all I am dissapointed in the lack of new races and classes, but I guess that is what the Players Handbook II is for....




5 out of 5 stars Fogotten Realms Player's Handbook   November 26, 2008
I think that overall this is a GREAT product. It has a lot of very good information. I am not familiar at all with the old 3.5 FR setting, so there was no adjustment period to me. I bought this to run my first game in years, so I am pretty excited and am glad this information covered so much for me!!!


5 out of 5 stars Players Guide for Forgotten Realms   November 10, 2008
  1 out of 3 found this review helpful

A must have for playing in the Living Forgotten Realms. Swordmages are pretty dang cool. Much more helpful than the DM's guide. Some extra feats for core book characters, so at least another staple to have on the shelf.


4 out of 5 stars Lots of crunch. Little fluff   November 3, 2008
  1 out of 1 found this review helpful

The player's guide is the second part of WOTC's re-introduction of the Forgotten Realms. It follows their new marketing paradigm...lots of mechanics, but little substance and flavor. Granted this book is for the players. The GM is recommended to buy the Campaign Setting. The mechanics are good. I like 4e mechanics, but I am not a fan of the big font, white spaces, and low page count in these books.


4 out of 5 stars A good addition to any D&D 4e game   November 2, 2008
  1 out of 1 found this review helpful

I wasn't really sure whether I wanted to buy this book, since I have never run or played in a Forgotten Realms campaign. However, after previewing the book at a local store, I decided that the book had enough generic or easily-adaptable material to enrich my homebrew campaign. About 1/3 of the book provides a player's-eye "tour" of the various regions within the Forgotten Realms. This information is indispensable if you're playing in the (4e) Realms. The new classes -- swordmage, and the dark pact for warlocks -- and races -- drow and genasi -- can easily be incorporated into any campaign setting, as can at least half of the paragon paths, feats, and rituals. A subscription to D&D Insider will get you the same information in the D&D Compendium, but I like having physical books on my shelf as well. A must-have for playing in the Realms; nice to have for other D&D campaigns.

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