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

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

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Rating: 4 stars
Summary: D&D IS BACK WITH A VENGENCE!!
Review: I've been playing D&D for over 14 years and the new 3rd edition P.H. is a triumphant return to my 1st year of playing D&D when everything was a new experience and i had alot of fun playing the game.Gone are the somewhat clunky game mechanics of the 2nd edition and the return of some old favorites such as the barbarian and the monk although i must say that even the 3rd edition monk is an improvement over the 1st edition one.I'm also impressed w/the new race rules and i like the sorceror very much!!please give the game a try and i think you wont be disappointed.

Rating: 4 stars
Summary: Grade: A-; a few complaints, but prime stuff overall
Review: Although, like many, I was dubious at the prospect of a Wizards of the Coast overhaul of D&D, the results overall are high quality. If you want to read my complaints and nit-picking, skip to the second paragraph. Otherwise, my opinion is that this is a quality product and that the upgrade to the D&D system is a definite improvement. The highest praise I can give to it is that a majority of the changes are things that I and other gamers I know have been using as "house rules" for years. They've brought the game in line with how the player's actually play, and that's good any way you look at it.

As for the complaints, if you want to know them, there are a couple of rules explanations that are rather muddled. The two that come to mind are the rules for "attacks of opportunity" and "temporary hit points." Parts of those I'm still scratching my head at and trying to figure out some rather obtuse instructions. The quality (and quantity) of much of the artwork drops off considerably around the second half of the book, which is a shame considering that the first half is a cut above. Lastly, the section on spells is destined to be difficult. In what was probably an effort at consolidation, all spells for all classes have been combined into a single alphabetical listing. It's convenient for keeping things concise and condensed, but any chance of using the spell list as a ready reference is completely gone. It would have been much better for actual use during play to have all those spells broken down by class and level. Instead, if I want to check a couple of my character's first level spells to see what material components I need, I could end up having to flip through almost half the book. The quick cheat lists they give at the beginning of the spell section don't give enough of the details to be useful.

So, prime stuff overall, and I wouldn't be surprised if there are spell reference supplements already in the works... for just a LITTLE more cash, of course. ;)

Rating: 1 stars
Summary: Do not use this rules!
Review: I do not like the idea of priests having 8th and 9th level spells! I also don't like the heighten spell feat - this means that fireballs, lightningbolts even magic missiles can be cast at 8th or 9th level! My only hope now is that the 3e Monster Manual saves me... DM's everywhere I beseech you - DO NOT USE 3RD EDITION RULES!

Rating: 2 stars
Summary: Not for the AD&D fan
Review: This system shouldn't even carry the name AD&D. It appears that they have merged the FASA and Palladium sytems to appeal to the fans of these sytems instead of trying to rework the 2nd ed rules. It works as a stand alone system and would be ok if you don't know about the previous editions, but carrying the AD&D name is a mistake here. Everything has been reworked, and I mean everything, except for a few names. If you were a fan of the previous editions, stick with them, this is not the updated version you were hoping for. This is a different game.

Rating: 5 stars
Summary: The door to a whole new world.
Review: This very complete and through book acts as your guide into the adventure and excitement of Dungeons and Dragons. It helps you create your own character step by step. There's a bonus CD-ROM included that lets you build your character through the computer, but it's only a demo disk so lots of options aren't accessable. You learn about the rules of combat and exploration. There's even a very complete list of spells, abilities, and skills your character can use. While it is a bit difficult to understand at first, this book will serve you well if you're just entering the world of Dungeons and Dragons.

Rating: 3 stars
Summary: 3rd edition... hard to understand
Review: I have been using the 2nd edition rules for a long time. I found the 3rd edition much more complicated than the previous one. I would like to begin using the 3rd edition, but I think I'll have to wait for some one to write "Dungeons & Dragons for Dummies".

Rating: 5 stars
Summary: great due to 30 years of role playing experience behind it
Review: A thousand words in not enough room to say all the positive things I could about his book. I can barely even get started. This newest and greatest edition of the Dungeons and Dragons game did what no other edition (or game in my experience) has ever done. It made a system which is internally consistant and completely intuitive and made it alterable and customizable with great ease. I followed the development of the game online and was involved in a number of discussions regarding the systems and changes. I didn't expect any surprises when I got the book. They managed to surpise me with how little had been revealed in that year while still giving a consistant image of the game. The combat system takes everthing that made combat long and often tedious, requiring a number of pages of notes and a great deal of calculation, and turned it into a simple, streamlined system that allows time for continuing to roleplay while you fight. The addition of Feats (think super-skills) and the complete revamp of the proficiency system into a far superior and more relevant skill system, makes every character highly customizable. The "common" fighter no longer exists, nor is magic missile the default choice for first level spell casters. Every class has been explained and updated, the races have a life and culture of their own (no longer are halflings simply short humans or gnomes inferior dwarves who used illusions). A major part of the consistance comes from the greater codification of exactly how different actions affect each other. What effects will work with each other, how illusions are handled, and a multitude of other useful and consistant rules that are simple enough that once you learn a couple of them, you can guess (and guess correctly) what the others are. The equipment chapter is no longer a guessing game of can my character use this or what does this look like. Beautifully done pictures of every weapon and type of armor and nearly every other piece of equipment keep you from wondering what your character would look like wearing chain mail armor and carrying a long sword. Any pretense of historicity has been taken out of the game and the fantasy elements have been played up. An assortment of weapons are included that, while they may not fit into the standard historical simulation, work beautifully in the hands of a dwarven warrior or a gnomish cleric. The chapters have been set up to offer a clear path to follow to create a character and the classes have "templates" toward the end of the description to help novices complete a character. The templates are not so huge or bothersome that they detract anything from the book for vets either and they are kind of interesting to read. Well, I'd better stop. You should definitely buy this book. Just so everyone knows, Wizards has announced that based on how this book is selling, its first month it will out sell the first year of the 2nd Edition PHB's sales for the first year.

Rating: 2 stars
Summary: W.o.C. Has ruined it again.......
Review: Yes. Leave it to Wizards of the coast to take a good game system (like Magic the gathering alpha / beta / revised) and ruin it. First, Only one of the original AD&D writers makes a come back with 3rd Ed. No wonder all the aquired knowledge of Gary Gygax and David "ZEB" Cook has been lost on this edition. Second, WoC, Take a tip. WE ARE THE GAME! Don't lay out 101 rules for us. The Dungeon master is in control. Let him (or her as the case may be) make the judgement calls. I don't want to name specifics. I think everyone should buy this book, or at least read through it, and make your own call. After all, That's what RPG's are about. I will say this, don't like everyone regardless of class and/or race, leveling up at the same Exp. This does not balance the game. I do like the 5 shot mag for crossbows however. He he he. And the character creation CD that comes with the manual is pretty cool too. OK W.o.C., we'll see what you do in the DM's guide. But 3rd Ed is dangerously close to me saying I won't allow it in my games.

Rating: 4 stars
Summary: A Truly Excellent New Edition
Review: I really don't have much to say about the new edition that hasn't already been said. Simply put, I have been playing AD&D since about 1981 and DMing since 1990. I never switched to the 2nd edition because I thought it wasn't worth it. Guess what! I'm switching to the 3rd edition. It rocks. 'Nuff said.

Rating: 5 stars
Summary: The first and only RPG system remains insurmountable...
Review: I adore role-playing. In fact, my first memories are of illusory figments, scenarios playing forth in my brain, dreaming about majestic serpents and deific Wyrms to split mother terra asunder. While I may not be one of the seasoned veterans, tried and true experts of the genre, playing since Gygax handed out his profoundly innovative little strategy game altering pamphlet, But I am indeed a fellow a brazen testimonial, who has been playing Dungeons and Dragons specifically for five years, fettered and seamless. I mastered over and mediated sessions for three, and even remember times gaming with my older half brother, who has been a great advocate of D&D since its release, when I was but a whelp of four.

Each version of the game, from the very first ugly white box of D&D, in packets, to the tawdry and boorish 1st Edition Ad&D, overe-mbelishing medieval fantasy rather than true sovereign innovation. 2nd Edition has been my stomping ground for the true majority of my tangible RPG years, although I have dabbled in Palladium, Dead Lands, and Star Wars, and while they each have much to offer none can compare to the voracity and sensuality of the classic, now reborn as 3rd Edition. One could not be more satisfied, appeased, or gratified with a system of gaming than with the magnificent paradigm of splendor known as 3rd Edition "D&D", as it is again known.

The characters are truly customizable, in every regard. Anyone of any ethnicity or origin can become whatever combination of class they wish to consecrate, at any level. Wizards can have respectable combat abilities so as not to be helpless, can even wear ARMOR, crikey, at a small cost of their somatic spells possibly dissipating. All are unique, integratable, and personalized to specification. Basically, everything deemed official were simply rules discussed in the supplemental option books in Second Edition, such as the Spells and Magic Book which allowed mages to wear armor, specialize in weapons, and use Priests THAC0 and Hit Dice, at an exponential cost in character points. Drastically overhauled and simplified proficiency system, Skills, and heroic overtures anointed "Feats", make your fantasy ego seem like something grand, unconquerable, a chosen champion.

The rules churn smoothly, everything involves a d20 except various weapon damages, stats increase as you level up, classes all draw from ONE experience table instead of innumerable sources, ability scores increase past 25, although if you compare, say a 25 strength in 3rd Edition to a 25 Strength in 2nd Edition, you will find the 2nd Edition modifier to be errantly surpassing. (Actually a 25 Str in 2ED gave +7, +14, while in 3ED it gives a +7 to both hit damage.) They balanced it out well, so Dragons actually feel like they are an awe inspiring threat and not a laughable mockery as they are to some characters, with their Strengths of 33+. Indeed, your personas are very powerful when contrasted to previous incarnations of the game, but, alas, conversely so to are the bestiary opponents...

There isn't enough praise to dole out about this version of D&D, it is addictive and eerily enamoring, but then again having a great DM certainly helps bolster this sensation of reverence and fluidity to the enchantment of this fabulous parallel reality. The Wizard spells are numbingly easy to access, as they are preceded by a concise index separating the spells into Priest, Bard, Wizard and Sorcerer, sub divided by school, and the categorized by level. Each spell then gives a (brief) description of what it is intended to do, and if you want to learn everything about it, you simply flip ahead to the adjoining compendium where ALL spells are placed Alphabetically for the ease of locating and assimilation. Used in conjunction, this is invaluable when choosing spells, as you can bypass the extraneous dweamors and focus solely on the potent glamours which catch your eye. Oh, and the art is unrivaled, detailed, imaginative, and moody. It really feels like you are scrying upon the inhabitants of a fathomless alien land of myth. D&D, or any other system has ever had more style, or has looked as good, except perhaps some of those masterful Palladium covers...

Second Edition will always be my finest memory, my dearest compatriot, and possesses eternally a special chamber within my heart of hearts, but it is time to evolve into something bigger, and I grudgingly, sparingly admit, superior in every conceivable, logical way. That is my lauded pontification on the subject. Love it or hate it, D&D is regaining its supremacy, with the impending release of the movie by Christmas (I pray), a financial demon like Hasbro/Wizards of the Coast, makers of immensely profitable Pokemon cards, it is here to stay, indefatigably. Thanks Pikachu! (Egad, I feel nauseated...)

Read the edition yourself, compare it to the old, relish in the warm similarities, and rejoice in what previously was static is now pliant... Rich and fertile fields for a new generation of dreamers. Go by Chrono Cross, Square is the TSR of Video Game RPGS! Had to flagrantly vocalize that lamented propaganda... Ramble, done.


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