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Primal Power: A 4th Edition D&D Supplement

Primal Power: A 4th Edition D&D SupplementAuthors: Mike Mearls, Rob Heinsoo, Logan Bonner, Robert J. Schwalb
Publisher: Wizards of the Coast
Category: Book

List Price: $29.95
Buy New: $17.24
as of 11/22/2009 19:17 CST details
You Save: $12.71 (42%)



New (28) Used (6) from $14.49

Seller: cathmathmedia7
Rating: 4.5 out of 5 stars 3 reviews
Sales Rank: 6299

Media: Hardcover
Pages: 160
Number Of Items: 1
Shipping Weight (lbs): 1.5
Dimensions (in): 11 x 8.3 x 0.5

ISBN: 0786950234
Dewey Decimal Number: 793
EAN: 9780786950232
ASIN: 0786950234

Publication Date: October 20, 2009
Availability: Usually ships in 1-2 business days

Features:
  • ISBN13: 9780786950232
  • Condition: NEW
  • Notes: Brand New from Publisher. No Remainder Mark.
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Editorial Reviews:

Product Description
Release Date October 2009
Format Trade Hardcover
Page Count 160



Customer Reviews:
5 out of 5 stars Primal? F'Sho   November 21, 2009
D. Tyler Harrison (Baton Rouge, LA)
1 out of 1 found this review helpful

Quite a good book. Very nice feats, new class specialty s for all 4 primal classes. if you plan to play a druid, shaman, warden, or barbarian this book is an excellent tool.


5 out of 5 stars Great Book, a must have for any 4e player   November 5, 2009
Felipe Mascarenhas (Belo Horizonte, MG, Brazil)
This is a awsome book, the best "Power book" released so far.

Why it is so great?

1. All the classes have fun new builds, like the shoutting barbarian, and the swarm druid
2. Besides the new options for players there are a lot of roleplay tips and fluff to play around
3. The side bars are amazing
4. The art is on par with all other 4e books

So, Primal Power is a book that any player must have, especialy those playing primal character, and is a nice source of info for the DM's as well.



4 out of 5 stars Primal Power shows WOTC is getting better at doing 4th Edition   October 30, 2009
William Kerney (San Diego, CA)
10 out of 10 found this review helpful

It seems clear that as time goes on, the developers at Wizards of the Coast are becoming more comfortable with the 4th Edition system, especially the roles they have in mind for each class, and are more comfortable with evolving them in interesting ways.

In primal power, we see the barbarian evolve from what was quite possibly the lowest AC class in the game to a high AC class (via Hide Expertise) that is capable of limited amounts of marking and otherwise acting as an off-tank. Some foolish people I've talked with online think this is the end of the world ("Barbarians were balanced before!" they cry), but as someone who has played a barbarian in the RPGA since it was in the playtest phase, I can say this is a welcome change - making barbarians either run around in heavy armor (which is out of character for them) or just trivially easy to kill (their temporary hit point regeneration was never high enough to deal with much incoming damage). If you've ever watched Conan, you know that barbarians are supposed to run around in fur and yet still be inexplicably hard to kill. The changes in Primal Power put them where they should be.

Likewise, they've given druids a new option which makes them difficult to kill, giving these leaders a new niche to fill as well. Druids in 4e have been suffering from a lack of unity of design, and while this new option is welcome, it still doesn't answer the essential question of what it is a druid is supposed to do, or bring to a team. Is he the guy that entangles enemies in plant roots? Or the guy who becomes a cat and tries to scratch people with his claws?

In a similar vein, Wardens have been given a new role as well: off-healers. They can pop off a nice heal once or twice per combat without compromising their essential nature as "area effect defenders", giving them a clear niche in the game, and serving as a nice alternative to Paladins as a defender class that can provide supplemental healing in a leader-light party.

Shamans? Nobody understands why shamans exist, or what they're supposed to do, but they still have their invisible mobile walls and have been given some new options which reduces some of the tough limits shamans faced when trying to be primary healers.

Overall, it's nice to see WOTC getting into its groove a little more, after a rough start with a pretty bad PHB1 and not-well-thought-out early offerings like the Battlerage Vigor fighter and Righteous Wrath of Tempus paladin. Hopefully between a final draft of hybrids (which offer a lot of promise in restoring flexibility in character creation to the player) and expanded roles for classes in books like these, 4th edition D&D will feel less like a straitjacket to its players.


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