D&D in name only. This is in fact an entirely different system based largely on the Stormreach Online game and the D&D Miniatures product line. It features one class chart in which a player chooses one "class" category at 1st, 10th, and 20th level then select a very limited number of abilities at each level. It basically amounts to a customized miniatures battle game, not a real role-playing game.
Starter Set: Designed for 1 to 5 players, this boxed game contains everything needed to start playing the Dungeons & Dragons Fantasy Roleplaying Game, including rules for creating heroes, advice for playing the Dungeon Master, a solo play adventure, and group-play adventure content. Several different character races (dwarf, elf, halfling, and human) and classes (cleric, fighter, rogue, and wizard) are presented, along with powers for each race and class.
Player's Handbook: Covers character creation, equipment and combat as that is basically all that this system offers. The races covered in this book are: Dragonborn, Dwarf, Eladrin, Elf, Half-Elf, Halfling, Human, and Tiefling. The classes covered are: Cleric, Fighter, Paladin, Ranger, Rogue, Warlock, Warlord, and Wizard.
Player's Handbook 2: This book builds on the array of classes and races presented in the first Player's Handbook, adding both old favorites and new, never-before-seen options to the game. The book adds a new power source for 4th Edition D&D: classes using the new primal power source include the barbarian and the druid.
Player's Handbook 3: This book builds on the array of classes and races presented in the Player's Handbook and Player's Handbook 2 core rulebooks, presenting old favorites and new, never-before-seen options to the game. Player's Handbook 3 also adds the psionic power source to the 4th Edition D&D game, along with several new classes that harness this power source.
Dungeon Master's Guide: The DMG covers running a game, more combat rules, encounter creation, rewards and a whole 17 pages on non-combat situations.
Dungeon Master's Guide 2: This core rulebook for the Dungeons & Dragons Roleplaying Game features advice and rules for Dungeon Masters of all levels of experience, with a particular focus on running adventures and campaigns in the paragon tier (levels 11–20). It includes advanced encounter-building tools (including traps and skill challenges), storytelling tips to bring your game to life, new monster frameworks to help you craft the perfect villain, example campaign arcs, a comprehensive look at skill challenges, and a detailed "home base" for paragon-tier adventurers - the interplanar city of Sigil.
Monster Manual: This version of the Monster Manual gives combat blocks for a variety of creatures that may or may not have familiar names. In any case they will not resemble anything in pervious editions as everything is meant to be slain without hesitation, including angels.
Monster Manual 2: This core rulebook presents hundreds of monsters for your D&D campaign. Classic monsters such as centaurs and frost giants make their first 4th Edition appearance here. In addition, this book includes scores of new monsters to challenge characters of heroic, paragon, and epic level.
Monster Manual 3: This core rulebook packs in over 200 new monsters to menace D&D player characters. Classic monsters such as the derro, the mimic, and Lolth (Demon Queen of Spiders) make their first appearance here. In addition, this book includes scores of new monsters to challenge characters of heroic, paragon, and epic level, including deadly catastrophic dragons!