Warriors & Weapons (Dungeons & Dragons): A Young Adventurer's Guide (Dungeons & Dragons Young Adventurer's Guides)
V**Z
Perfect for young (child) readers!!!
I can't emphasize enough, this are PERFECT for young readers between 6 to 11 years, a young reader for this books is not a 15 years old new player. For teenagers (12+) wizard of the cost sell a starting kit with good reading and instructios on how this game is played. If you are a teenager you will find this book childish and innacurate, if you are an adult, start giving a try and read the masterfully design 5 Edition books.Back to the review, for younglings, this books are the door to a world of fantasy, adventure and a beautiful imagination. My 7 years old son, read and review the 5e Players handbook but the verbiage and syntax of sentencea are a little too complex for someone of his age. This books explain what different races do, what each classes performed and how to behave accordingly. In conjunction with the basic books, this "small hardcover wonders" keep it down a notch for their minds to understand and now he comprehends what he was reading before in the AD&D players handbook. Now, I have to DM for him at least 2 hours every weekend for his enjoyment and adventure thirst. A beautiful way to strengthen a father-son relation.Wizard of the Coast find a way to captivate a new generation of players and make them fall in love with creativity, imagination and fantasy gaming. I can wait for the next 2 to come out, that way he will understand better the 5e Dungeon master guide and the advance mechanics of "The World Greatest Role-Playing Game"This is a sincerest review of a Geeky father!!!
S**L
Not good, too simple, even inaccurate
I was hoping for something much better. It's too childish. If you can play D&D (with help or not), you are already more advanced than this book and should just use the players handbook, which is so very much better. For a book called "Warriors and Weapons" it even has silly inaccurate parts. Here's some of what it says about a pike, which it shows as much too short and with two spikes. "Pike: Simple and effective, an inexpensive pike is a great weapon choice for starting heroes who find themselves shot on gold. The spike delivers sharp stabbing damage to enemies, and can even be thrown if needed." What? No one throws a pike. Further is says "Hammers: Intended as tools for construction, demolition, and metalwork, hammers have become favored weapons..." It says just about nothing about how a warhammer is really not that much like a working hammer. It calls a Pick "a small, sharp spike with a handle, traditionally used for breaking up ice or stone..." What is some kid going to think when he sees a war pick doing 1d8 damage? I know I am geeking out over the weapon mistakes, but to me, this is silly stuff that will lead people astray, or if you know the that a pike and a spear are really different, will simply just be stupid. Poor book, wouldn't recommend.
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.
S**K
Not a player's handbook for kids
The contents of this book are good however it's a bit smaller then I was expecting and a fair bit shorter as well. Maybe it was wrong of me to have a comparison to the players handbook in my head because this isn't a player's handbook for kids as I was expecting. There is nothing by way of rules only character flavour. There is an awful lot missing to be able to actually play or even create a character for DnD - if you're expecting it to only be a companion to the PHB then maybe you won't be as disappointed as I was. My daughter is 8 and has played DnD a few times but only ever wants to play the same character. If this helps her developed her creativity I'll come back and give an extra star.It covers each of the races but only had 6 classes, none of which are magic users - I think they were trying to avoid the more complicated aspects of the game.
G**H
Excellent
Excellent product I bought these for my daughter and she loves them, ordered all four of the series she can't wait for the other two to be released, she has been playing round with barbarian and fighters, killing her favourite monsters from the other book that is currently out
G**S
Warriors and Weapons: A Young Adventurer's Guide
I can not complement this book enough.Excellent in all aspects.Great illustrations , very very helpful layout , easy to read, great and very useful and full of flavor details.
M**L
Fantastic little book
Gives a great thematic insight into D&D and some if the classes and races. Has some lovely art work too. Stats and rules are not present though, so this won't help you with character building as far as numbers are concerned.
J**M
Excellent weapons selection!
It's always good to have a BIGGER AXE! 😉😁
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