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Dungeons and Dragons Core Rulebook Gift Set, 4th Edition
Dungeons and Dragons Core Rulebook Gift Set, 4th Edition
Dungeons & Dragons Player's Handbook: Roleplaying Game Core Rules, 4th Edition
Dungeons & Dragons Player's Handbook: Roleplaying Game Core Rules, 4th Edition
Martial Power: A 4th Edition D&D Supplement (D&D Rules Expansion)
Martial Power: A 4th Edition D&D Supplement (D&D Rules Expansion)
Manual of I.V. Therapeutics, 4th Edition
Manual of I.V. Therapeutics, 4th Edition
Literacy for the 21st Century: A Balanced Approach (4th Edition)
Literacy for the 21st Century: A Balanced Approach (4th Edition)
Player's Handbook 2: A 4th Edition D&D Core Rulebook (Bk.2)
Player's Handbook 2: A 4th Edition D&D Core Rulebook (Bk.2)
Adventurer's Vault: A 4th Edition D&D Supplement
Adventurer's Vault: A 4th Edition D&D Supplement
 
Study Guide to accompany Discovering Psychology by Hockenbury and Hockenbury, 4th Edition, 2007
Calculate with Confidence, Fourth Edition
Calculate with Confidence, Fourth Edition
Principles of Web Design, Fourth Edition
Principles of Web Design, Fourth Edition
 
 

Dungeons and Dragons Core Rulebook Gift Set, 4th Edition

Dungeons and Dragons Core Rulebook Gift Set, 4th Edition Buy this product from Amazon
3.5
Format : Box set
Author : Wizards RPG Team
Edition : 4th
Number of Pages : 832
Release Date : 2008-06-06
Publisher : Wizards of the Coast
Company : Wizards of the Coast
List Price : $104.95
Amazon Price : $54.54
Used Price : $54.54

Product Description

All three 4th Edition core rulebooks in one handsome slipcase.

The Dungeons & Dragons Roleplaying Game has defined the medieval fantasy genre and the tabletop RPG industry for more than 30 years. In the D&D game, players create characters that band together to explore dungeons, slay monsters, and find treasure. The 4th Edition D&D rules offer the best possible play experience by presenting exciting character options, an elegant and robust rules system, and handy storytelling tools for the Dungeon Master.

This gift set provides all three 4th Edition Dungeons & Dragons core rulebooks (Player's Handbook, Dungeon Master's Guide, and Monster Manual) in a handsome slipcase that looks great on any bookshelf.

Customer reviews

Waste of money 1 by .. Richard I. Dimick (Boise, Idaho)
I wasnt expecting to be purchasing the d&d minis game. thats what this edition is, its garbage if youre expecting "d&d". if you arent looking for a table top miniatures wargame, save your money.

Two steps forward; one step back 4 by .. Francis Tapon (San Francisco, CA USA)
PROS:

- Balanced and simplified.
- Mostly logical and intuitive.
- Plenty of variety and options.
- Faster paced than previous versions, which increases the fun factor.

CONS:

- UNREALISTIC HIT POINTS SYSTEM. I've always disliked the unrealistic way that D&D handles hit points. It never made sense that a high level, but 70 year old human wizard, can survive a building falling on him (or that a low level thief trying to guillotine the old Wizard's throat with a heavy battle axe while the Wizard sleeps). Meanwhile, a muscular fighter in his 20s would die instantly in these two scenarios just because he's 1st level. I've heard all the "logic" behind D&D hit points, but it still insults everyone's intelligence and demands a bit too much fantasy in such scenarios. It's a pity WotC didn't correct this design flaw to something like the Alternity system. In that system your hit points are based on your Constitution, and it barely goes up as you gain experience. The only way to protect yourself in Alternity was to get heavy armor, which absorbs damage. Still, I can live with the HP flaw.

- UNREALISTIC HEALING SURGES. In 4e, your character can instantly boost his hit points by 25% of his maximum value. If his max HP is 100, then, when he has only 3 HP left, he can magically jump to 28 HP. Oh, and he can do this several times a day. C'mon. Yes, the previous system was flawed: you had to have many potions of healing and/or a generous Cleric in the party. However, the concept of a healing surge just feels too much like a video game. The idea that characters can heal massive injuries in seconds and climb out of death's door without any magic or divide intervention is a bit too much fantasy for me.
One solution would be to do away with surges and just give characters far more hit points. However, this opens another can of worms.
Therefore, my house-rule is a kludgey solution, but it helps add a touch of "fantasy realism" to this new healing surge feature that I simply find hard to swallow.
Alt-Rule: At the start of his adventuring life, each hero obtains a divine amulet that effectively gives the same healing surges, but the power comes from their deity via the amulet. As long as they don't piss off their deity, the amulet continues to work. Each character comes up with a story of how they got their amulet. Wizards and Clerics can make their implements their "amulets." If they lose their amulet, they can get a new one from their house of worship, although it would be more interesting to have them go on a challenging quest to find a replacement amulet. It's not a great solution, but I can stomach it more than the standard 4e rule, which has us believe that the heroes have this innate ability to heal themselves quickly. In D&D, it seems easier to believe that such a healing ability would come from an artifact, not from an innate ability.

- DEATH HAS LOST ITS STING. It's not only relatively easy to Raise Dead, but it's super easy to recover from it (just achieve 3 milestones and you're as good as new). In short, in 4e the fear of death is nearly gone. In old D&D, you would permanently lose one point of Constitution with each resurrection and there was a percentage chance that you wouldn't even be able to be resurrected. When you combine surges with easy resurrections, characters can now truly laugh at the face of death.

- COMBAT IS STILL TOO COMPLEX AND TIME-CONSUMING. They've come a long way at simplifying combat and they deserve credit for that. However, I still dislike that a single battle can take up an hour of gaming to complete. Although you lose detail and realism as you speed up a combat system, I wouldn't mind paying that price. I'm into roleplaying, not rollplaying. If I want nonstop die rolling, I'd just play a wargame with loads of miniatures. In a gaming session, combat still occupies roughly 75% of the gaming time. Although that might be an improvement from 85%, it's still way too high. I wish the combat system were even more simple and faster.
Possible simplifications: get rid of opportunity attacks and forbid the "targeting" or "cursing" of an enemy (which results in the annoying task of keeping track of them). Consider having AC cover all defenses (thereby eliminating the 3 other defense stats). Have the damage be automatically determined based on how much you exceed the "to hit" goal. All these ideas are radical, but there must be a way to speed up combat without totally giving up realism.

- SKILL SYSTEM NEEDS WORK: Characters should be able to laser focus on a skill and become insanely good at it if they are willing to pay the price (i.e., not be that good at lots of other skills). Unfortunately, 4E forces players to spread out their training. You get 5 points when you initially train in something, but from then on, you can't purposely train more on one skill to improve it disproportionately to your other skills. You improve moderately everywhere. This is boring and adds little to game balance. If I give 50 skill points to a character and say, "Spend it as you will" (with a few basic limitations), then it would be just like how players assign points to their ability scores during character creation. The balance would still basically be there (i.e., every 10th level character has x many skill points to dole out), but players would enjoy greater skill specialization.


TO MOST CRITICS:

The main gripe that 4e critics have is that they dislike the lack of flexibility of 4e. It's easy to criticize, so let's all put our game designer hat on for second.

Let's rate a game on 1-100 scale, in terms of the variety of characters you can make. Let's say 3e gave you the capacity to make characters that were anywhere from a 50 to 95. In comparison, 4e lets you make characters anywhere from 75 to 85.

Result? One has more flexibility; the other has more balance.

(Let's not quibble about the numbers I picked, just follow the logic.)

Therefore, you can't have it both ways: you can't have more options AND more balance. The more bells and whistles you put in, the less balance you'll get. The more balance you strive for, the fewer options you must give the players. There's no way around this, from a game design perspective. As you pull down one lever, the other goes up.

Moreover, those who complain about 4e's "lack of options" are overreacting. First, you have plenty of Races to choose from (dozens if you include supplements). Second, you have plenty of classes to choose from (even more if you include supplements). You can specialize. You want an illusionist? Just pick powers/spells that emphasize illusions. Not enough? Invent some. Finally, you can always add color by roleplaying the character anyway you want.

However, all these options may not be enough for some. That's when you can toss out the rulebook and start making new rules! You want variety? You hate all the balance in 4e? Then make all players roll their ability scores instead of having them choose a standard array of scores. With die rolling, you'll get some who are quite powerful, while others are quite weak.

You hate how everyone has a power that causes 6d6 of damage? Give one or two characters a magic weapon that causes 12d6. Or better yet, one that causes 1-100 HP of damage. Now that's fun and random. You pull the trigger and it might not even kill an orc. Other times it takes down a dragon. How's that for spicing things up? If 4e is too boring and balanced for you, it's easy to spice it up.

In short, 4e is just a framework. Its default settings are balanced. And it's about time too! D&D has always suffered from being unbalanced. Wizards were always painfully weak at low levels and painfully strong at high levels. Fighters always got more boring as they went up in levels. It's great that all the classes and races are finally are in sync.

Finally, the old rules were too complex. Sure, if you've played D&D for as long as I have, they're don't seem complicated. However, try explaining them to a novice. You can do it, but 4e is much easier. (It's still not super easy though.)


CONCLUSION:
For those that value the roleplaying and teamwork aspects of D&D, you'll love 4e because its rules are streamlined and simplified from previous versions. That translates into:

* Less time looking up and debating the rules and more time roleplaying.

* Less time rolling dice in complicated combat and more time roleplaying.

* More balanced characters, which leads to more equal contribution and teamwork.

There's still a MYRIAD of options to choose from. Frankly, I'm still overwhelmed. In 4e you can play a Bugbear, Doppelganger, Drow, Githyanki, Githzerai,Gnoll, Goblin, Hobgoblin, Kobold, Minotaur, and even an Orc! And people say there is not enough variety or options? Please!

If you want even more options, then bend the rules as much as you want, just like people did in all the other previous editions of D&D.

I've been playing D&D since its the late 1970s. 4E is part of the evolution toward logic and balance. Yes, 3e was more flexible, but it was also less balanced than 4e.

Since 4e still has plenty of flexibility, I'd rather not trade in game balance to get even more options. I value balance and simplicity for the sake of more roleplaying and fairness. Power gamers and min-maxers will probably disagree with me. However, for the rest of us who like roleplaying and balance, D&D has taken a big step in the right direction.

Now if it could just further streamline combat (by forgoing some realism and detail), improve the skills system, and make death scary again, then this RPG would get 5 stars.

P.S. That 5 star RPG is extinct. It's called Alternity.

good version 5 by .. Kyle Bairdsen (Columbia, SC USA)
I used to play D&D back in the day but haven't been able to get back into it recently partially due to the complexity of the 3.x editions. 4e is a good version of the game. Sorry to see Druids and Monks eliminated.

Noticed that the DMG is pretty fluffy. If you are on a budget, the players handbook is really what you need to figure out how 4e works. It's the best combat system of all the versions imo.

Far departure from any other edition 5 by .. M. Brown (Pittsburgh, PA)
THE GOOD: While many will lampoon WotC's efforts as an attempt to mimic MMORPGs, if you keep an open mind it is probably the best balanced version of D&D ever made... and with some in-house tweaking, the funnest. Things that always annoyed me (like how a fighter's AC never improved as his level went up unless his gear improved) have been mostly addressed in a rather concise fashion and the game is clearly designed so that combat is faster-paced and everyone has a distinct combat style. The hit/miss resolution for skills and attacks is better than previous versions IMHO. Just about all skills/powers have an entry that says something like Dexterity vs. AC or Constitution vs. Will...

THE BAD: For those that were used to the customizability of your character in 3E, a lot of it is gone. For example, you can't attack with 2 weapons unless you have a skill/feat that allows you to. There are many compromises like that where rules are simpler to make the game easier on DMs and more fast-paced. The biggest thing that annoys me is the power-tier system. Powers fall into 3 categories: at-will, encounter, and daily. At-will can generally be used every round. Encounter can be used once per encounter and daily is used roughly once or twice per day. Most of the skills you acquire will fall into daily or encounter (at level 18, your AT-WILL/ENCOUNTER/DAILY powers learned is 2/4/3). But some battles last a pretty long time. For example, a level 18 mordrant hydra has 880hp according to the 4th edition MM. While it's certainly probable that a balanced party of 5 lvl18 characters will defeat it if it's alone, it could easily be 2 dozen rounds before that thing goes down. So that's 1 round you use your encounter power, 1 for your daily (if you have it) and then you spam one of 2 at-will powers for the remainder of the battle. Granted, back in the old days, most classes except the mage and cleric only had one option each round anyway but why penalize the casters to balance the non-casters? (There are utility powers and rituals as well and they don't typically count against those quotas.) That was fairly easy to fix. Also, unless I read the rules wrong, only high crit weapons got to roll extra dice for natural 20s. Everyone else simply maxed out the damage they could normally roll. Changed that, too.

THE UGLY: The "healing surge" rules took some getting used to. Once you understand that healing scales very well in this version (a level 20 fighter gets SUBSTANTIALLY more HP from being the recipient of "Lay On Hands" than a level 2 fighter - even from the same paladin) and that without a hard limit on healing most characters would be unstoppable if a healing spell happened to be an AtWill power, it starts to make sense. The combat is much more tactical and even semi-large battles are not easy to play without a graphical representation. Especially when you have a half-dozen armored types knocking each other around. You don't necessarily need miniatures; coins, tokens and grid paper should be enough.

BOTTOM LINE: Aside from long battles where you might be using 1 at-will power ad nauseum and critical hits not scaling for weapons that weren't "High crit", I thought it was a pretty solid edition. A couple "house rules" to patch up the deficiencies and you should have a blast.

Excellent buy. 5 by .. Flynn (Los Angeles, CA USA)
I was hesitant at first to buy the Dungeons & Dragons Fourth Edition set because I've heard a lot of negative things about it. That it's much simpler and ruins the feel of D&D for veterans of the game. This couldn't be further from the truth. This game still feels completely like D&D and they fix many of the problems that 3.5 had while streamlining the game to make it move faster and involve a lot less math.

An example of which is their doing away with Level Adjustments for playing certain races, such as the Tieflings. Everything has instead been balanced out almost perfectly.

I highly recommend this to anyone who has 3.5, once you play a game with this system you'll want to sell all your 3.5 books.


Related Search : core rulebook , dungeons dragons , 4th edition

Dungeons & Dragons Player's Handbook: Roleplaying Game Core Rules, 4th Edition

Dungeons & Dragons Player's Handbook: Roleplaying Game Core Rules, 4th Edition Buy this product from Amazon
3
Author : Wizards RPG Team
Edition : 4th
Number of Pages : 320
Release Date : 2008-06-06
Publisher : Wizards of the Coast
Company : Wizards of the Coast
List Price : $34.95
Amazon Price : $19.50
Used Price : $18.95

Product Description

The first of three core rulebooks for the 4th Edition Dungeons & Dragons® Roleplaying Game.

The Dungeons & Dragons Roleplaying Game has defined the medieval fantasy genre and the tabletop RPG industry for more than 30 years. In the D&D game, players create characters that band together to explore dungeons, slay monsters, and find treasure. The 4th Edition D&D rules offer the best possible play experience by presenting exciting character options, an elegant and robust rules system, and handy storytelling tools for the Dungeon Master.

The Player's Handbook presents the official Dungeons & Dragons Roleplaying Game rules as well as everything a player needs to create D&D characters worthy of song and legend: new character races, base classes, paragon paths, epic destinies, powers, more magic items, weapons, armor, and much more.

Customer reviews

A nice change 5 by .. Chill (Arizona)
I've been doing D&D and other roleplay games for many years now and I have to say I love the changes Wizards has made for this version. I really didn't care for 3rd edition, and never touched 3.5 because of all the minor details that had to be taken care of to do a simple task. This version has completely overhauled all this and made the game enjoyable to play again. A few years ago I wrote my own rpg game based off rules from all the different games I have played, and have scrapped that for 4th ed. I love how they decreased the skill list, grouping many like ablities together, and created powers for each class to add some creativity and imagination to combat.

The Players Handbook is a great starting point for new players or those looking to get into D&D for the first time, but to actually run a game you will at least want The Dungeon Masters Guide and The Monsters Manual.

Yet another edition of the RPG 4 by .. John J. Thomas III ()
Tis the season for yet another edition of the Dungeons and Dragons game. I have been playing D&D since the old classic Basic/Expert etc then switched to Advanced Dungeons and Dragons 1st edition. Now we have hit 4th edition of the game. Each edition has brought changes some editions brought more changes some editions just brought superficial changes...

4th edition is a complete change and overhaul of the game. None of the earlier editions changed the game so much. Some people love the changes some do not (for myself, after all the editions I have been through I have realized that I just enjoy RPG's particularly D&D) D&D whatever the edition, has always been standard all other RPG's are compared to.

As for this edition of the rules it has its strengths and weaknesses. After having played a couple games of 4th ed. it has been fun. What more can you ask of a game from that?

One important note: There has been errata posted for the players handbook, dungeon masters guide and the monster manual as well as the DM screen. Make sure to check out the TSR/wizards of the coast website under D&D products and download the corrections and rule changes that have been released after this product was published.

I think this takes you to the updates

http://www.wizards.com/default.asp?x=dnd/updates


In short if you want to play D&D 4th edition you are going to have to get the players handbook so go ahead and get it ya know you want to :) .

Welcome to Hasbro 1 by .. N. Tadema (Austin, TX)
I've read the rules to so-called "4th Edition D&D" and this, as many have pointed out is not really D&D. This is WoW fraudulently posing as D&D.

I can't say I'm surprised since Hasbro bought Wizards of the Coast. For those who don't know - Hasbro is, simply put, the evil empire of the game world. They are a corporation - their duty (not just goal) is to extract as much money from customers as possible, as they are obviously doing with this premature, dumbed-down, and incomplete release of a new edition of D&D. If you don't believe me, look at what they did when they bought the amazing gaming company, Avalon Hill - they fired all of the gamemakers immediately. Now, nearly all of the new, great games are coming from Germany.

Old vs. Young? 1 by .. James A. Fitzpatrick III ()
It feels to me as though younger players will take to 4e and older players will stick to 3.5e from what I have read and seen.

My comments are general - I have only read the books, not played. I have spent too much money on books and too much time converting my adventures to change to 4e, especially with 4.5e right around the corner.

My main gripe isn't even with the rules changes but with the changes in the milieux. This world and multiverse is not D&D to me. D&D is alignments and spells and the Planes in the Great Wheel. Demons and dragons are monsters, not teammates. The tragedy of the Drow is that they are lost evil elves, not fey.

At my local store, there is NO interest in 4e at all, apart from the initial curiosity - all campaigns played there are 3.5.

To the 4e players, I wish you well. But there was no need for this radical change and my regular 3.5 group and I are soooo happy to keep on playing as we have been for the past eight years.

You cannot have any more of my money, WOTC. Well, except for D&D minis! ;)

Generic "Legion of the Superheroes" rules, but I like the look & layout of the text 3 by .. Jody Grantham (Canada)
I like that the 4th edition series of books look like text books. Most of the 3.0/3.5 books added a "yellowing" or worn look to the pages to make them seem like ancient tomes, but for me that just cluttered the pages and reduced the contrast between the print and the background to such an extent that it slowed reading and made skimming more difficult. It was just one major, pointless headache. As a DM, what I want from my books is information presented in a way that I can quickly process, like a text book. I like black text on a white background so I can skim the text faster when looking for something.

Now "yellowing" or artificially aging things like handouts for players is fine because that is usually for things like maps or illustrations, or text that is not longer than a couple of pages. But when I have a dozen gaming sourcebooks to skim through, each 200 to 400 pages in length, all of that artificial yellowing and aging just gets in the way unnecessarily.

And if artificially yellowing and aging pages of gaming sourcebooks is such a good thing, why don't all fantasy novels do the same thing? One can read a medieval fantasy novel that consists of black text with white or off-white background and still be immersed in the setting. So why clutter up gaming sourcebooks with artificial yellowing and aging? It is completely unnecessary and counter-productive. So I really like the clean and clear appearance of the black text on white background of the 4th edition books.

That said, I am not yet sold on 4th edition and all of the crazy super-powers available to characters. Maybe 4th edition should be re-named "Legion of the Superheroes" (of course out-of-control feats and prestige classes in later 3.5 books was also super-heroish). I also don't like how lots of the attacks/powers of one character class are so similar in effect to the attacks/powers of other classes, just given different wow-sounding names.

Still, I like a few things about 4th edition, for example giving mages a few more things to do at low levels is nice, and the concept of one-hit minions is neat for setting up battles with hordes. Some may say those two examples are "super-heroish" too, but I am not saying I like the extent of all of the additional things mages (and for that matter other classes) can do in 4e, and as for battles with hordes of minions, that can be controlled by the DM so it is a once-in-a-while thrill for the players and not a constant super-heroish occurrence in every encounter.

So 3/5 stars for now. If I can figure out a way to house-rule away the generic super-heroishness of 4th edition, maybe I will up it to 4/5.


Related Search : dungeons dragons , handbook roleplaying , edition

Martial Power: A 4th Edition D&D Supplement (D&D Rules Expansion)

Martial Power: A 4th Edition D&D Supplement (D&D Rules Expansion) Buy this product from Amazon
4
Author : Wizards RPG Team
Number of Pages : 160
Release Date : 2008-11-18
Publisher : Wizards of the Coast
List Price : $29.95
Amazon Price : $17.72
Used Price : $17.72

Product Description

New options for fighters, rangers, rogues, and warlords.

This tome focuses on the martial heroes: characters who rely on their combat talents and keen wits for survival.

This book provides new archetypal builds for the fighter, ranger, rogue, and warlord classes, including new character powers, feats, paragon paths, and epic destinies.

Martial Power is the first of a line of player-friendly supplements offering hundreds of new options for D&D characters.

Customer reviews

Exactly what you're hoping for 5 by .. Meanwhile ()
I probably don't have anything to add to what has already been said, but here's why I like Martial Power.

Each of the four martial classes has interesting new options, and they all have a significant impact on the way you play your character. And many of the new powers and feats will be useful to you whether you choose the new class features or stick with the original ones.

I really like the new racial feats and paragon paths. One of my concerns with the Player's Handbook was that there was very little differentiation among races. With Martial Power options, you start to see a big difference between, say, an eladrin warlord and a tiefling warlord.

Now I finally feel like there are enough gameplay options to flesh out my martial character the way I want. I'm definitely looking forward to similar books for arcane, divine, etc.

Nice, but limited ranged additions 4 by .. N. Gerber (State College, PA United States)
If you are the melee type this book is likely a knock-out. There are many useful additions there. However the only reason I don't give this a 5 star rating is because Wizards of the Coast continues to treat the ranged martial types as second class players. If you enjoy playing a ranged character this book will only have a handful of additions for your character, most of which are only moderately nice.

Made of Epic and Win 5 by .. Michael B. Correia (Castro Valley, CA USA)
A must have for any D&D player with a martial character (Fighter, Rogue, Ranger or Warlord). This supplement doubles your options for powers at every level, provides 12 additional paragon paths for each class, and 10 more epic destinies that are truly amazing. Martial Power also includes new feats for martial classes including more multi-classing feats which allow access to other class features. That being said, each class also received a new feature or two to choose from, making each class that much more diverse. Aside from all the juicy content, the artwork contained also serves to spur the imagination and the layout echoes other 4th Edition publications for easy comparison.

Good Supplement to Martial Classes 4 by .. Archimonde Red ()
This is a very well written book with Good Content for Players of D&D 4.0 Martial Characters. This gives the Martial classes a lot of options and some pretty cool new builds. If you enjoy playing Martial characters for D&D 4.0 this book is a must have if you are wanting to expand your playing options.

Ok, but nothing to die for 3 by .. deathlemming (North Carolina)
My group and I have used this book fairly extensive over the past month.
While some of the new builds are interesting, this book doesn't really offer anything for players who like a little more choice (feats, exploits, skills, etc). There are several new powers for each character class, but most are nothing more than old powers tweaked a different way. Feats are either extremely situational or too general/watered down to be effective.
Ultimately, this book is not worth WotC's suggested retail price, but I didn't feel ripped of buying it from Amazon.com at a discount.


Related Search : 4th edition , expansion , supplement d

Manual of I.V. Therapeutics, 4th Edition

Manual of I.V. Therapeutics, 4th Edition Buy this product from Amazon
3
Author : Lynn Dianne Phillips
Edition : 4th
Number of Pages : 812
Publisher : F. A. Davis Company
List Price : $39.95
Amazon Price : $29.95
Used Price : $27.25

Product Description

Designed as a self-paced textbook, this guide for nurses covers the principles of I.V. therapeutics in a variety of settings, including acute, home care, clinic, and extended care units. Topics include, for example, infection control practices, techniques for peripheral infusion therapy, the special needs of geriatric patients, and nutritional support. The CD-ROM contains 300 questions based on INS Standards of Practice.

Customer reviews

Excellent resource 4 by .. Linda Smith (Wyoming)
This book marks an excellent resource for beginning IV Therapeutics. It has easy-to-follow illustrations and simple calculations that are easily understood. The only downfall is the length of the text. I found the worksheets bound within certain chapters to be exceptionally helpful.

Forget this book if you or your students use Mac computers. 2 by .. Nurse Instructor (Austin, TX)
The software included is for PC's only. We are looking for a replacement for this book as students need to be able to get their money's worth in a university setting.

Manual of IV Therapeutics 1 by .. R. Tidwell (North Pole, AK)
The edition for the book was not listed and I needed the 4th edition and got the 3rd edition. I think it should be required for people who are selling books, especially ones used for school, to list which edition it is.

Okay, but condition not wonderful 4 by .. SaRaH ()
I haven't had the opportunity to go through the book and use its contents, but the outside appearance was lacking. The sides had black marks on it and there was a sort of gash on the bottom side of the pages; so when you open the book there is a crinkle on the bottom of every page.

Manual of IV Therapeutics as used for an IV class 4 by .. Sandy Hamilton (Boise, ID USA)
I found Phillips' Manual of I.V. Therapeutics to be laid out well for individual learning and classroom formats. The information is up to date and the pre- and post-tests are a great way for the student to test their knowledge and understanding. I did find a few typos and a few statements that did not go exactly with the newest INS standards but Phllips does say to go according to facility policy which does not always agree exactly with INS either. I found two pre-tests where the answer to one question at the end of the chapters did not agree with what was said in the actual chapter information. Since I agree with her information I must assume the answer given at the back of the chapter was a typo. This occurred in the pre-test for chapter 4 and chapter 10. Phillips also talked about using Urokinase which has been recalled. For these reasons I did not give this book five stars but still feel it is best in format and over all information of any book I have found for use in my LPN IV Certification class. Thank you Ms.Phillips.


Related Search : manual v , therapeutics 4th , edition

Literacy for the 21st Century: A Balanced Approach (4th Edition)

Literacy for the 21st Century: A Balanced Approach (4th Edition) Buy this product from Amazon
4.5
Author : Gail E. Tompkins
Edition : 4
Number of Pages : 576
Publisher : Prentice Hall
List Price : $113.60
Amazon Price : $89.99
Used Price : $70.82

Product Description

Literacy for the 21st Century is the number #1 reading text preferred by teacher educators, future teachers, and in-service teachers. It continues to offer the most balanced approach to literacy instruction on the market today, while providing the clearest look into successful literacy teaching. The new 4th Edition has been thoroughly revised to address the realities of today's classroom and to provide invaluable practical resources instructors will want their students to keep for use in their own classroom.

Customer reviews

good review 5 by .. Evelyn Roberts ()
I needed this book for class. It was cheap and came on time in really good condition.

Great Book (for a textbook)! 5 by .. Karen Hayslip ()
This book is well written, well organized, and has an easy-to-follow layout. It also is full of charts, tables, and illustrations in a colorful format. It stays open by itself. Most people will only buy this book if it is a required book for a course, but even so, it is better than most textbooks in its design, and an easy read for those who must have it. I wish all textbooks were like this one!

My review Lit Book 5 by .. Paraskevi M. Liousas (Kingston, MA)
Exactly what I needed in school. Good information for the Foundations of Reading MTEL. Won't be used afterwards.

GREAT BOOK!! 5 by .. Maria Emiliani ()
the book was in excellent condition and was very fast shipping. thanks for doing business!

LITERACY FOR THE 21ST CENTURY: BALANCED APPROACH ( 4TH EDITION) 5 by .. ()
THE BOOK WAS EVERYTHING AND THEN SOME. I NEEDED IT FOR AN EDUCATION CLASS,BUT I PLAN ON KEEPING IT FOR A RESOURCE BOOK!


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Player's Handbook 2: A 4th Edition D&D Core Rulebook (Bk.2)

Player's Handbook 2: A 4th Edition D&D Core Rulebook (Bk.2) Buy this product from Amazon

Author : Wizards RPG Team
Number of Pages : 224
Release Date : 2009-03-17
Publisher : Wizards of the Coast
List Price : $34.95
Amazon Price : $23.07


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Adventurer's Vault: A 4th Edition D&D Supplement

Adventurer's Vault: A 4th Edition D&D Supplement Buy this product from Amazon
4
Author : Logan Bonner
Edition : 4th
Number of Pages : 224
Release Date : 2008-09-16
Publisher : Wizards of the Coast
List Price : $29.95
Amazon Price : $15.50
Used Price : $15.58

Product Description

Hundreds of new weapons, tools, and magic items for your D&D character.

This supplement for the Dungeons & Dragons game presents hundreds of magic items, weapons, tools, and other useful items for your D&D character. Whether you're a player looking for a new piece of equipment or a Dungeon Master stocking a dragon's hoard, this book has exactly what you need.

The book features a mix of classic items updated to the 4th Edition rules and brand-new items never before seen in D&D.

Customer reviews

So many items so little time. 4 by .. Aaron Keating ()
For those of you not in the know about the purpose of this product, Adventurer's Vault is a book made with one purpose and one purpose alone in mind.

Items.

A tremendously stupid, high amount of items, so many to the point you will likely never get the full use out of this book. Ever. This book is a Player's Dream come to life, and either the Dm's favorite bag of treats for the player's or his or her worst nightmare if the player comes to the table getting ready to open the book and say "Can I have?".

I suspect there will be many game tables having this moment, as there are a great deal of items in this book each one I think personally appeals to different tastes (beyond the obvious of "it's an option so duh").

To help you sort the items (and believe me there are a ton of items here.) they give you nice reference tables at the start of each type of item (Sorted by level for your conveinence). This is both a boon and a bane. Could they at least space them out in clusters of four on the tables? Having spaces between the differing levels of items not only would have been a nice touch, but it would have made reading the tables much easier than it is. It's like a gigantic run on chart from the bowels of gamer hell. Seriously Wizards, space the tables please. If you really love us, do this!

Annoyingly not spaced out tables aside, most of the items seem to function as they should at least conceptually speaking there's a couple here and there that raise an eyebrow or two, but it's more or less what you would expect for magic items. (The item that allows you to add your Cha mod to sneak attack damage for example is questionable).

I give this product four stars mostly because of the inane not spaced out properly tables that they have in the book. Otherwise I'd give it five.

Ps the "Alternate Advancement Rules" are just spectacular. Basically what they are, are means to hang onto the same item over your career instead of having to "Go to Magi Mart" or hope you find a new item that you can use in a treasure horde somewhere. The item levels with you is the end result. This can be a result of defeating powerful foes and their energies become trapped in the blades, results of heroic deeds, an item reawakening to it's full potential, just to name a few. It's a really nice touch to include this as actual rules. Especially since I can't stand Magi-Marts 9 times out of 10.

near useless book. 1 by .. Früchlè (Perth, AU)
This is close to the first time I've actually thought about returning a book to get my money back. The mundane items were negligable. The magic items were boring and repetitive. There was little imagination or variety. Most bothersomely, it was 95% all just magic items!

A&D2nd and D&D3rd's 'Arms & Equipment Guide's both had pages of odd and interesting equipment, both mundane and magical to add to a game. Those books sparked ideas for areas, encounters and treasure.. This new 4th edition book is next to useless.

Save your money for the Powers books, which add more flavor and interest in general to the game.

Great supplement for 4th edition! 5 by .. Greenmoepho (St. Augustine, FL USA)
This book is great!

It provides an extensive (and much needed) expansion to the magic items that were presented in the players handbook. In addition, the sections on mounts and alchemy are great new additions to the content. Obviously the sections on armor and weapons are larger than the others, however, there are lots of choices for every class in the game.

Well worth the price. I highly recommend this book for players and dungeonmasters alike!

A fascinating treasure trove of goodies! 5 by .. N. Sarb ()
This book is a valuable addition to my Dungeons and Dragons group. The players were very excited about the selection, new items (dwarves wielding executioner's axes, minotaurs and their khopeshs), and many new enchantments. We have a variety of new takes on the weapons, a plentiful harvest of armors, and more wondrous items than you can shake a fist at. The implements are handy, as they allow the caster characters more variety for item-power relationships. All in all, I am glad I got this book. And it is only $20 on Amazon! Well worth it.

more tools 5 by .. R. Schneidler (milwaukee wi. USA)
it is always great to have more tools to play with and this book provides them


Related Search : adventurer s , vault 4th , edition d

Study Guide to accompany Discovering Psychology by Hockenbury and Hockenbury, 4th Edition, 2007

Buy this product from Amazon

Author : Cornelius Rea
Edition : 4th Edition
Number of Pages : 404
Publisher : Worth Publishers
Amazon Price : $8.00
Used Price : $0.98

Product Description

Study guide to accompany Discovering Psychology Fourth Edition by Don Hockenbury and Sandra Hockenbury.
Related Search : accompany discovering , psychology hockenbury , edition 2007

Calculate with Confidence, Fourth Edition

Calculate with Confidence, Fourth Edition Buy this product from Amazon
4.5
Author : Deborah C. Gray Morris
Edition : 4
Number of Pages : 736
Publisher : Mosby
List Price : $59.95
Amazon Price : $49.95
Used Price : $44.00

Product Description

Calculate with Confidence provides a clear consistent format with a step-by-step approach to the calculation and administration of drug dosages. It covers the ratio and proportion, formula, and dimensional analysis methods. This popular text focuses on enhancing the learning experience of students at all curricular levels by making content clinically applicable. Concepts relating to critical thinking, logical thinking, and nursing process are presented throughout. New practice problems have been added throughout this edition and rationales for the answers continue to be provided giving the students a better understanding of principles related to drug dosages. This fourth edition addresses the increasing responsibility of nurses in medication and administration; it emphasizes the priority for client care, and presents material that reflects the current scope of the nursing practice. The NEW student CD-ROM packaged with each book contains numerous interactive exercises and a comprehensive post-test.

  • A clear and consistent, step-by-step approach to calculations and administration makes it easy to understand.
  • Ratio and Proportion, Formula, and Dimensional Analysis content provides students with well-rounded coverage.
  • Pretest and post-test help identify strengths and weaknesses in competency of basic math before and assess their comprehension after Unit One: Math Review.
  • Points to Remember boxes highlighted in each chapter help students remember important concepts.
  • Critical thinking information that should be applied in the clinical setting to help avoid drug calculation and administration errors is boxed throughout the text.
  • Full-color illustrations, photographs, and drug labels familiarize students with what they'll encounter in the clinical setting.


  • Current Joint Commission on Accreditation of Healthcare Organizations (JCAHO) and Institute for Safe Medication Practices (ISMP) recommendations are followed, such as avoiding certain abbreviations, acronyms, and symbols to help ensure patient safety and quality of care
  • Dimensional analysis method has been added to examples throughout the book providing an alternative method to converting and calculating dosages without the need to memorize a formula
  • Content added to the Medication Administration chapter on the latest techniques and measures being used to prevent medication errors
  • The Basic IV Calculations chapter has been reorganized into smaller sections to allow mastery of relevant content and calculations
  • Content on the calculation of Heparin dosages according to weight and the calculation of meds by IV push has been added
  • Syringes have been redrawn for a more accurate, realistic look
  • Current drug labels are included reflecting the latest drugs used on the market
  • A new Drug Calculations Student CD-ROM is packaged with every copy of the text. This user friendly, interactive student tutorial includes an extensive menu of various topic areas within drug calculations such as oral, parenteral, pediatric, and intravenous calculations. Covering the ratio and proportion, formula, and dimensional analysis methods, this CD contains 565 practice problems including a comprehensive post-test

Customer reviews

Did I miss something????? 2 by .. Mutt15 (Arkansas USA)
I think this edition is great in the sense of how drug calculations are to be calculated, but there are math MISTAKES throughout this book. At least in mine. It's like they pulled the #'s out of thin air. One good thing about the practice questions & answers was they do show their work in the back so you can figure out where they went wrong. The calculations were correct, but they didn't copy the #'s down correctly. Which is another very IMPORTANT part of drug math. There were math problems even on the cd that were not correct. I wanted this book to be great in every sense but It was disappointing when I went to check my work.

Great for Rusty Math Skills 5 by .. Katie (Lorton, VA United States)
I was required to do remedial math for my nursing program. I have never been great with numbers and all of the skills I was taught in 7th grade were pretty weak. This book was a great learning tool, there are pre tests and post tests before each unit, every chapter has about 45 practice problems in the review section and another 45 for the skills challenge. There are step by step examples with alternate ways to do each calculation. A CD also comes with this book that has a multitude of practice problems as well. I would reccomend this book for other nursing students and nurses alike.

Fast, Fast, and Fast !!!!! 5 by .. Ying Jie Liang (New York, NY USA)
The very fast shipping surprise me when I got the book. I need it for my class the day after I received it. Thank you so much!

Calculate with Confidence 5 by .. Annie P. Bones (calif)
This book is really great. I got accepted in the nursing program but I always had a fear of math I didn't think I could do it. But this book carrys you step by step even the math dummy can understand dosage calculation. Believe me you won't be disappointed.

Great Nursing Math Book 5 by .. booklover (pa)
This book is a required text in my nursing program and it has been wonderful. I really needed practice brushing up on math and this book leads you from math basics all the way through to various methods of medication and IV calculation. One unique feature of this text: 3 different methods for calculating medications are introduced (ratio & proportion, formula, and dimensional analysis.) You determine which method you prefer for completing medication problems. The medication examples in the book are then worked through step-by-step based on all 3 methods. I simply study my preferred method of solving problems (ratio & proportion) and disregard the other 2 methods. Each chapter includes pre and post tests and there is a CD-ROM that contains over 500 practice problems. I find the book easy to understand, even if you are self-teaching. There are lots of practice problems and answers. This book is well worth the money!


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Principles of Web Design, Fourth Edition

Principles of Web Design, Fourth Edition Buy this product from Amazon
3
Author : Joel Sklar
Edition : 4
Number of Pages : 476
Publisher : Course Technology
List Price : $94.95
Amazon Price : $41.28
Used Price : $50.00

Product Description

The ultimate guide to Web site design, Principles of Web Design, Fourth Edition leads you through the entire Web site creation process, from start to finish, while developing and enhancing your HTML, CSS, and visual design skills along the way. You'll begin by learning about the Web design environment and the principles of sound Web design, continue to planning site layout and navigation, and progress to Web typography, colors and images, working with CSS, and more. Updated to include the latest Web design technologies and trends, this Fourth Edition features all-new sections on Web accessibility, standards-based coding, and CSS positioning, as well as technical updates and new screen shots throughout. Armed with valuable knowledge and plenty of hands-on activities, you will gain a solid understanding of designing successful, standards-based Web sites that are portable across different operating systems, browsers, and connection speeds.

Customer reviews

pass 1 by .. ZBrushArtist ()
This textbook was a requirement for web design. An intermediate course. This book is just way tooooo basic and a little confusing with items that should not be confusing. The moment I bought it, I returned it immediately as I knew it would not teach me anything. I was right and got a B+ in the class.

You can probably learn more by viewing the HTML of any website of your choosing.

Principles of Web Design 4 by .. S. Aviles ()
Clearly written/explained for the beginner or for an easy-to- follow review of HTML. Pages are well laid out and easy to read. It's important to me to be able to read the text while sitting in front of the monitor, therefore a book should be legible at "lap height". My only complaint is that "figure" examples should printed on the same page as the text explaining them.

Code errors confuse my students 2 by .. ()
I'm a full-time web development instructor with both high-school and returning adult students. I am using this book in my web design class. I liked the introductory chapter and the chapter on tables. However my students and I have run into a number of code errors (especially in the frames chapter) that are unacceptable. So I will continue looking for an excellent instructional book on web design. This book doesn't fit that criteria and I will not force it upon future students.

Code errors confuse my students 2 by .. Jerry Deutschendorf (Oklahoma City, OK)
I'm a full-time web development instructor with both high-school and returning adult students. I am using this book in my web design class. I liked the introductory chapter and the chapter on tables. However my students and I have run into a number of code errors (especially in the frames chapter) that are unacceptable. So I will continue looking for an excellent instructional book on web design. This book doesn't fit that criteria and I will not force it upon future students.

A Very Useful Resource, User Friendly 5 by .. Karen (Massachusetts, USA)
This was one of the better web design books that I have read. It ranks even above HTML Goodies web design books. From an experienced web designer I recommend this book greatly.


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