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Player's Handbook: Core Rulebook I (Dungeons & Dragons, Edition 3.5)

Player's Handbook: Core Rulebook I (Dungeons & Dragons, Edition 3.5)

List Price: $29.95
Your Price: $20.37
Product Info Reviews

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Rating: 4 stars
Summary: If you held back from 3rd ed, now's the time to jump in
Review: D&D 3.0 looked great on the outside, and felt great when you started playing, you assumed all the little confusions would clear up when you got to know the system better.

But three years down the line, high level campaigns well underway, and you're discovering your DM is having to make arbitary rulings on things left right and centre because of abiguities or problems with the rules.

Well now it's been cleared up well and good. The flavour still seems to be there, but there's a consistency and ordered logic about the new system that makes it easier to pick up on the rules, and it looks like judgement calls will be well down on the old system.

Rating: 4 stars
Summary: Change of Heart
Review: At first I found my self very displeased with this book. But I'm pretty sure that was only because of Cook's statement that it was planned from the beginning. This is simply not the right way to look at it! The book has many needed revisions to the system, which I am happy to use!

Starting with races, there were several minor changes. For example, dwarves can now use dwarvish exotic weapons without a feat, orcs can use orcish exotic weapons without a feat, etc. Plus, for all of you that love gnomes, be warned that their favored class has been changed to bard.

Moving on to classes, a lot of things have been clarified, like the barbarian's rage ability (the lowdown on what you can and can't when you're a raging maniac). However, there is also a lot of new stuff. I'm not crazy about bards, but I noticed that there is a new song, the Song of Freedom. Rangers have been changed quite a bit, which I am happy to see because I love rangers a lot and agree with many of the changes.

Now for the biggest changes, Skills and Feats. A bunch of skills that were pretty much useless have left the game or joined up into a new skill. For example, the new skill Survival incorporates Intuit Direction and Wilderness Lore into one skill! Yay! Plus, in feats, there are plenty o' changes too. Ambidexterity has merged with two weapon fighting, a much needed change, and several new feats have been added. Like Improved Counterspell, which improves your ability to counterspell (go figure). That is a great idea and I'm happy to see it!

Finally, spells. Once again, a number of small changes, but I'll stick with the big ones. As I usually DM, I'm glad to see that the Harm spells have been weakened (they were just too powerful). However, I think they might have weakened them a bit too much. Oh well. Just a rotten barrel in a barrel of good ones... or something like that.

Anyways, that is how I now feel about the 3.5 Player's Handbook, after getting rid of my bias. The only reason I gave it a 4 was because part of me wishes there were larger changes. But thankfully WotC realized that there is no point of putting changes into the game just for the sake of change.

Rating: 5 stars
Summary: If it was broke, then it needed to be fixed.
Review: I've heard all the backlash before I got a chance to review this. I heard that this update was not only not needed, but an ill concieved attempt just to boost Wizard's profits for the year. I've heard numerous people describe the evils of the D20 system. I heard it all, and needless to say, I feel that critism was unfounded.

The Player's Handbook 3.5 does a fixes many of the problems of the original book. Wizards of the Coast came up with a much overdue and spectacular idea a few years ago when they opened up their game mechanics wth the open gaming license making source books for any type of character (gladiators, necromancers, and even shamans) easy to find, and it all fit together. 3rd edtion was the grandaddy that started it, and it gets an overhall.

Most notably, they change 3 of the classes. The Bard finally gets more skill points (6) so that he can more resemble the "Jack of all Trades" than a low rent, underpowered mage/theif that nobody wanted to play.

The Ranger, perhaps one of the most loved classes in First and Second Edition D and D was nearly unplayable in 3rd edition (past 1st level anyway.) This problem is fixed, with choices in specialization with the bow or two weapon fighting, more skill points, and increases in power more in line with the other classes. (No more playing for one favored enemy and a few cantrips you can cast at 8 level.)

The Monks are no longer cookie cutters of each other, as you have choices to make along the way so that you can do things that not every other monk you'd meet would be able to do.

Oh, by the way, now every race that has a special weapon (Dwarven Warhaxe) can fight with it without a feat. What an idea!!

The races have minor tweaking, with changes to the Gnome, Half Elf, and Dwarf the most notable.

Feats have been expanded, and some combined. Gone is Ambidextarity, which is now just "Two weapon fighting." Some of this is from the class books (Song and Silence), and some new. Cool feats that give you bonus to a few skills rather than one are a nice touch.

Skills have been combined. Gone is Intuit Direction and Wilderness lore. Hello Survival, that now does both. There are more examples like this. Slight of Hand, which is better, replaces pick pocket in one example of the new skills that are listed.

The combat chapter is rewritten and top notch, answering many of the questions that have come up since we first adopted 3rd edition.

All in all, I think this was a much needed update, and will be imediatly adopted in our playing group. I told a few of the changes at our last session, and all of the ones who "swore" they'd never get it, were already making plans to do so.

Highly Recommeded.

Rating: 2 stars
Summary: Like Microsoft... 80% seems to work for WOtC
Review: I, too, have read the review of one of the three aurthors of 3rd edition D&D. I must say that I agree with him on many points and have my own skepticism about just what the updated versions will actually do for the game. Needless to say I will buy them anyway... probably here or at GenCon as most of us addicted RPG-ers will. Still, it worries me that the same people who make Cabbage Patch Kids (Hasbro) are the ones deciding the future of such a great game.

Notably, having seen the books at Origins and purused them somewhat, I will say that they have added a small bit of rather nice artwork, though much remains the same, and the changes to Monks, Bards and Rangers are nice... But the weapon thing has to go. That a halfling can't pick up a longsword and use it two handed without a penalty anymore really [bad]. And that spells like Bulls Strength and Eagle's Splendor will only last 1 minute/level instead of hour is another [bad] change.

I guess we'll all just have to make our own minds up and usher in some "house rules."

Rating: 3 stars
Summary: Ehh?!? Another!
Review: WHY? They have made yet ANOTHER D&D book in the seemingly endless series of books. This "3.5" set is NOT worth buying if you already have a players handbook and stuff.

Rating: 5 stars
Summary: 3.5 while a bit early, is still very well done
Review: Despite what Monte Cook has stated (the game designer mentioned in the first review) the new revised books are wonderful. MANY changes have indeed been made, and almost without exception, those changes have been much needed.

Also, be sure to check out the Dungeon Masters Guide 3.5 and the Monster Manual 3.5. Both of these are also very well done.

Rating: 3 stars
Summary: Really deserves the 3.5 title
Review: Wizards of the Coast made a good marketing move by releasing a revision of its most well known rpg, not only it can increase sales but it is supposed to make the game system even better. Thats not exactly what happens when you fire the original game designers and put new people to revise it. Its kinda like making some newbie fantasy author reviewing Harry Potter books and releasing updated versions. How can you really revise something you didnt create? Perhaps by talking with the authors, but not even that occured as Monte Cook said on his review.

Theres are lots of good news though, like the urgent fix on Harm, Heal and Haste spells; The downgrading on wizards power by reducing the ammount of spell DC augnment on bumping feats/class abilities; The total redisign on Ranger and Monk classes; and so on...

But... There are some terrible terrible mistakes. Like making weapons vary with size (like small longsword and large longsword, which in fact is the same as a great swrod); Combat rules even more tied to miniatures system (looks like a war game, and not everyone likes miniatures or can afford tons of them); Some weird racial abilities (half elves now gain bonuses to diplomacy skills because they "get along with everyone" ??);
Clerics got even more powers with mass healing/harming spells; etc...

Overall its 3.5 stars for 3.5 edition. But because you have to pay 90 bucks for the 3 books I give 3 stars.

Rating: 1 stars
Summary: Planned obsolescence
Review: One of the chief creators of D&D 3rd Edition has stated on his website that Wizards of the Coast always planned to put out a "3.5" consisting of little more than errata and new artwork once sales of the 3rd Edition began to dip - which they expected to happen in 2004 or 2005. Apparently WotC needs that economic shot in the arm ahead of schedule. This creator goes on to note that the changes have proven to be somewhat more substantial than that. However, it very much remains to be seen whether they actually improve the game at all. Given the cynical conception of this product, the average D&D gamer - who has already funneled hundreds of dollars into the pockets of this publisher who stupidly bet the ranch on the enduring appeal of Pokemon - may be forgiven a degree of skepticism.

Rating: 2 stars
Summary: A horrible introduction for beginner RPGers
Review: If you want a review of the rules and playtests, go to another review. This review is from a beginner's perspective.

For an experienced gamer who has played 1e and/or 2e AD&D, it's everything you'd expect. Nothing surprising. In fact, I didn't even feel compelled to write a review b/c it would have been redundant... until I read the D&D Player's Handbook from a beginner's perspective.

The first few pages ask the player to design a character with abilities and feats that haven't even been discussed yet. On top of that, the instructions refer the player to race and ability modifier tables elsewhere in the book. In fact, every step in the character setup section pretty much has the player flipping to different chapters in the book, making this book more a reference guide than a handbook. You're asking, "So what's wrong with that?" There is no context. There is no sample to look at. What is a newby going to learn by filling out a character sheet with points that he/she doesn't understand? What if the player doesn't know any RPGers and wants to start a game from the ground up? (For example, "What's the difference between Wisdom and Intelligence?")

In the Class section, terms are thrown around left and right without explanation. Difficulty Class and Saving Throws, for example, are not defined until 20 pages after they are first mentioned. From a technical writer's perspective, that is a crime! If you want to alienate or frustrate your audience, this is the best way to do it. And I think DC is new to 3e, which makes it even more of a crime that it's not defined earlier.

For those of you who bemoan the decline of pen & paper RPGs, you have to wonder if this book is going to be able to pull Generation Y away from their Playstations. I can tell you right now: It won't.

What this book needs: A better overview/introduction from the beginning. Also, maybe a narrative of action that takes place within a sample adventure from a fictional character's perspective; this should be followed by a dialogue transcript of how that action would mechanically transpire within the game between the PCs and the DM, including dice rolls, etc. (this could be in the appendix or maybe even a cheap supplement). Then the player could see how imagination can really take over in a well-run D&D game. There are sample transcripts in the Player's Handbook, but they are too short; an afterthought and useless to experienced gamers and to novices.

Also, since the d20 open game license specifically requires THIS BOOK to run any of the d20 games out there, don't you think the d20 logo should be on this book... you know, to help newbies connect the dots? I was in a comic book shop last year and remember some kid asking a clerk where he could find the d20 manual. I laughed at him then, but now I wonder how many clueless kids are out there like him who want to get into D&D.

I went to the Wizards of the Coast website to see if they would have an online tutorial to supplement the Player's Handbook. They don't. Perhaps the PHB isn't the place to hold hands for new players, but where else can they turn? The WotC website advertises that a Basic Set is coming out in August. Uhh... how long has the 3e PHB been out? A little late, guys. And how hard would it be for WotC to do a Flash online tutorial? Honestly. I challenge you to search Amazon and try to find a d20 beginner's book published by ANYBODY, let alone Wizards of the Coast.

Conclusion: Wizards of the Coast has published a non-user-friendly handbook that, without a local RPG support system, could never hook the average kid nowadays. I guess Wizards is counting on Generation X to support their products... Gen X who all have jobs and may have families, but don't have a lot of time to be playing games for hours on end. If Wizards wants to pass the torch to Gen Y, they had better do a better job at selling their analog game in an entertainment market dominated by digital games.

Tip to WotC publishers: Write your books as though your entire audience has ADD (because most of them do).

Rating: 4 stars
Summary: Perfect? No, but immensely underrated by some.
Review: I am a GM, and I have started with my group playing 3.5 rules. I have played 2nd edition AD&D as well as 3rd edition, and I find that 3.5 fits my style best out of any of these.

My group consists of three people who have never played except via games such as Baldur's Gate II: Shadows of Amn, one 3rd-edition junkie, and one 2nd-edition wizard-obsessed child. There was a lot of stuff coming from the last two, believe me, as they discovered while creating characters, many differences.

In fact, I know for a fact that the wizard-obsessed boy was appalled at what they had done to his spells, but I allowed him to spend several thousand GP to pull quite a few spells (at my disgression) from his 2nd-edition books.

Now to discuss some of the past reviews:

First off, the 2nd edition junkies who claim wizards were screwed by being more "balanced". If you can honestly claim that wizards do as much damage as fighters after watching one of my games, I will eat my hat. The party started at level twelve, and the first enemy was an Elder Black Pudding. There is a ranger in my party with dual longswords, and she was our primary physical fighter. She's pretty nicely powered, too, not overpowered, but not underpowered, either. The ranger ran up to the pudding and attacked it, and then the wizard cast a few spells. The wizard took out about three quarters of the Pudding's hit points, while the other quarter was taken out by the ranger and the cleric.

This goes to show that yes, wizards are more balanced, but they are not screwed over.

Also, about the "square" thing... I am a GM who is more into storytelling than miniatures and making sure that the combat is going just right, etc. Honestly, I don't care how many squares a creature takes up, as I only need this information to determine how large it is. My players, too, focus upon the roleplaying-- which is more fun when it is balanced, as everyone has a bit of a twinker in them.

I'm saying that it's a matter of style, but, honestly, I have never used an encounter map nor have I needed one. Storytelling is all that I need in my campaigns. I prefer 3.5, as to me, it just seems easier with some of the feats and skills being changed, and the classes more balanced.

My 3rd edition player was shocked that monks were actually *balanced* in this one. I am, overall, a big fan of the balanced changes. Despite the fact that my playing of a bard in third edition, and roleplaying her well, I did enjoy the fact that bards in 3.5 are actually useful.

There were several people who said that the art seems... commercial. I have seen no pictures of unrealistically beefy fighters, nor have I seen only pictures of beautiful characters. Your precious 2nd edition manuals were also produced en masse, and I find the art in 3.5 much prettier.

Also, despite there being a fanboy of 2nd edition and a 3rd edition player in my group, by the end of our first session, everyone was in agreeance that they were having great fun.

Overall, I enjoyed this. If you have the third edition books, there is no need to get these, as third is quite fine upon its own.

The long and short of this review is:

-If you have 3rd edition, and are satisfied, no need to get this, even if you are in a 3.5 campaign. As I have explained to my 3rd edition player, you can ask your DM about changes.

-If you like 2nd edition, play 2nd edition!

-If you are new to D&D, this is worth checking out, as the older books are hard to find. These books are detailed, entertaining, and pretty enough to keep your attention.

-If you are a DM, you may wish to consider how rules-heavy your campaign is. There is not much rolling that goes on outside of combat at my games, except for entertaining little checks. I'm not sure how my opinions would change if we rolled for everything.


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