Deluxe DMG printed upside down?

8 posts / 0 new
Last post
As a collector of 4e, I just completed my set of Deluxe core books. Imagine my suprise upon opening the DMG ... it is printed upside down and backwards ! The page of pull-tabs is at the front, and the first page is at the back. 

Anyone else seen a major printing error like this in any other 4e products ?
Bane of Gnomes. "An angel of snuggles is a bad match for evil gods." -Mike Mearls (Worlds&Monsters, p.72)
You got a small treasure in your hands (really!). Keep it safe at all cost!
It is not likely to ever be worth more than the standard eBay mark-up of any gaming book as it ages. Stamp, coin and comic misprints are generally worth a lot because there are lots of collectors competing for them. There are not a lot of D&D material collectors.

Keep it pristine and you might get a tripling of the cover price in a decade or so. But the real value in your book is the bragging rights you'll have in very limited circles.
Here are the PHB essentia, in my opinion:
  • Three Basic Rules (p 11)
  • Power Types and Usage (p 54)
  • Skills (p178-179)
  • Feats (p 192)
  • Rest and Recovery (p 263)
  • All of Chapter 9 [Combat] (p 264-295)
A player needs to read the sections for building his or her character -- race, class, powers, feats, equipment, etc. But those are PC-specific. The above list is for everyone, regardless of the race or class or build or concept they are playing.
Unless, of course, thay're all like that...
I have a friend who has a copy of Divine Power that is also bound in that manner. We just figured it was the work of the gods.
Unless, of course, thay're all like that...

this is what i'm asking ... have you seen another one like this ? or is it a semi-unique printing error ? 
Bane of Gnomes. "An angel of snuggles is a bad match for evil gods." -Mike Mearls (Worlds&Monsters, p.72)
this is what i'm asking ... have you seen another one like this ?

Yes. There were a small number of similar errors that happened very early in the 4e run. I recall that most of them out in the world originated from a specific vendor, but I can't recall which one. One of my acquaintances also ended up with one that was mis-cut; the pages were present and in the right order, but the sheet had gotten caught in the cutting process at the wrong angle, so only about half (diagonally) of the page was actually printed on, and the rest was white space.

-m4ki; one down, one to go

"Retro is not new. Retro-fit is not new." --Seeker95, on why I won't be playing DDN

|| DDN Metrics (0-10) | enthusiasm: 1 | confidence in design: -3 | desire to play: 0 | Sticking with 4e?: Yep. | Better Options: IKRPG Mk II ||
The Five Things D&D Next Absolutely Must Not Do:
1. Imbalanced gameplay. Any and all characters must be able to contribute equally both in combat and out of combat at all levels of play. If the Fighters are linear and the Wizards quadratic, I walk. 2. Hardcore simulationist approach. D&D is a game about heroic fantasy. I'm weak and useless enough in real life; I play RPGs for a change of pace. If the only reason a rule exists is because "that's how it's supposed to be", I walk. I don't want a game that "simulates" real life, I want a game that simulates heroic fantasy. 3. Worshipping at false idols (AKA Sacred Cows). If the only reason a rule exists is "it's always been that way", I walk. Now to be clear, I have no problem with some things not changing; my issue is with retaining bad idea simply for the sake of nostalgia. 4. DM vs. players. If the game encourages "gotcha!" moments or treats the DM and players as enemies, adversaries, or problems to be overcome, I walk. 5. Rules for the sake of rules. The only thing I want rules for is the things I can't do sitting around a table with my friends. If the rules try to step on my ability to roleplay the character I want to roleplay, I walk. Furthermore, the rules serve to facilitate gameplay, not to simulate the world. NOTE: Items in red have been violated.
Chris Perkins' DM Survival Tips:
1. When in doubt, wing it. 2. Keep the story moving. Go with the flow. 3. Sometimes things make the best characters. 4. Always give players lots of things to do. 5. Wherever possible, say ‘yes.’ 6. Cheating is largely unnecessary. 7. Don't be afraid to give the characters a fun new toy. 8. Don't get in the way of a good players exchange. 9. Avoid talking too much. 10. Save some details for later. 11. Be transparent. 12. Don't show all your cards. Words to live by.
Quotes From People Smarter Than Me:
"Essentials zigged, when I wanted to continue zagging..." -Foxface on Essentials "Servicing a diverse fan base with an RPG ruleset - far from being the mandate for 'open design space' and a cavalier attitude towards balance - requires creating a system that /works/, with minimal fuss, for a wide variety of play styles, not just from one group to the next, but at the same table." -Tony_Vargas on design "Mearls' and Cook's stated intent to produce an edition that fans of all previous editions (and Pathfinder) will like more than their current favourite edition is laudable. But it is also, IMO, completely unrealistic. It's like people who pray for world peace: I might share their overall aims, but I'm not going to hold my breath waiting for them to succeed. When they talk in vague terms about what they'd like to do in this new edition, I mostly find myself thinking 'hey, that sounds cool, assuming they can pull it off', but almost every time they've said something specific about actual mechanics, I've found myself wincing and shaking my head in disbelief and/or disgust, either straight away or after thinking about the obvious implications for half a minute." -Duskweaver on D&D Next
Sign In to post comments