Warriors & Weapons (Dungeons & Dragons): A Young Adventurer's Guide (Dungeons & Dragons Young Adventurer's Guides)
R**S
amei, linda impressão, veio muito bem embalado
comprei na promoção e valeu muito a pena <3
A**E
Alles Bestens👍
Alles Bestens 👍
J**A
Un buen complemento a los tres libros principales de D&D
Un libro excelente para iniciarte en el rol. Da una breve explicación de objetos (incluyendo armas y armaduras) así como los tipos de jugadores que puedes ser (razas y clases).Lo recomiendo para principiantes o para coleccionistas, pues el arte está muy bien pulido.
T**R
Awesome series for kids getting into DnD
Bought these for my 9-year-old Rogue, he loves them, can't wait to get the rest of the series. Well written, great illustrations, excellent intro to the world of DnD.
C**E
Not a Rulebook, but Fills a Needed Gap when Introducing Kids to D&D Fantasy
About a month ago my daughters asked if I would run a D&D game for them at their birthday sleepover party. As a long time gamer, I agreed instantly. Because I wanted the experience to have as much play time as possible, I got the kids together for a "character creation session." The first question I asked was "what kind of character do you want to be?" The kids responded with, "What CAN we be?" It was a good question and I quickly began to rattle off the character classes. As I mentioned Wizard some of the kids looked very excited, they all knew what a wizard was. When I said Fighter, the kids started to look a little befuddled but I said that was like a knight. By the time I reached Ranger and Paladin, the kids were baffled.Cries arose of "What are those?" Okay, the cries arising is an exaggeration, but not the question. No one knew what those were, so I said "Legolas is a Ranger and Finn from Adventure Time is a Paladin." The kids nodded at the Finn reference, but quickly asked "Who's Legolas?" I know you think I'm kidding. I am not. These were 10 and 11 year old kids, and none of them knew who Legolas was. It was at this moment that I realized that with the scattered nature of popular culture, not every kid was going have the same pop culture referents to pull from. Kids have a lot more entertainment options than when I was young, and only some of them are related to D&D.I spent the next hour or so describing the differences between the character classes and giving examples of them and answering questions. It was a wonderful experience and the kids and I both learned in the process. It also demonstrated that if D&D wanted to engage a young audience in the same way that it is engaging teens and adults, it would need a bridging product that introduced young people to "D&D Fantasy."D&D Fantasy is a very particular kind of fantasy that combines Tolkien, Lewis, Howard, Lovecraft, Hammer, and so much more. It's also an old enough "genre" that it has become separate from those original sources. D&D Fantasy has become its own genre of fantasy. This is what makes books like the Young Adventurer's Guide series both necessary and possible. Necessary because there are gaps in kids knowledge about the tropes and archetypes contained within D&D fantasy. Possible because those tropes and archetypes have come to define the game experience.What Jim Zub and his co-authors have done with the Young Adventurer's Guide books is really impressive. They have found a way to fill in the information about archetypes and tropes that kids will need to fully immerse themselves in the D&D game. They have done so in a way that is entertaining and easy to read, and that gets readers to think about what kind of characters they want to play. It's impressive and it's done without exposure to the rules.That's right. These are NOT RULEBOOKS. In an era where you can download the Basic Rules for free from Hasbro and buy Starter Sets at the store, they didn't need another rulebook. Not even one aimed at kids. What they needed was a series of books that gave young players IDEAS that will work in play. And that is what these books are.
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