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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: 5 stars
Summary: Two words that I miss within these comments.
Review: I can only emphasize the positive reactions on this book, but I miss two words, that first come to my mind when I think of these rules.

Whole and Round.

This book is whole in itself. You will have nearly everything in this book that you missed in previous editions, and bad, unreflected rules have been left out, clearyfied or changed.

These rules are round. When you read this book, you notice that nothing is out of place. Every ability, every skill, every word is part of a well designed whole organism (whole again).

Even if there are different tastes. This is the best designed RPG I ever read.

I hope anybody understands what I mean.

Rating: 1 stars
Summary: Why Buy 3E?
Review: There are lots of reviews for this book out there right now, telling you what's good and bad about the product-- so I'm not going to focus on all of these details. In my personal opinion, I agree with the reviewers who say that the book is poorly organized and poorly written on the whole, and the new 3E rules are too radical a departure from 2E.

However, I wanted to comment on why you might want to consider owning the book anyway. Apart from some wonderful artwork, the book does offer some interesting rule changes, such as the addition of the Sorcerer class, new equipment, and things of that nature. These can be incorporated easily into existing 2E games, and actually make a nice addition!

So if you're looking to pirate some new material to freshen up your 2E gaming sessions...I'd actually recommend picking this book up. On the other hand, if you're satisfied with 2E or if you're looking for a better gaming system, steer far clear of D&D 3rd Edition.

Rating: 4 stars
Summary: Change is a good thing
Review: Some how Wizards of the Coast took an already simple and yet complex game and made it that much easier to play. New features were added to increase the smoothness of the game itself while maintaining the old AD&D feel that we have all grown to love. They have also brought back some old favorite classes that haven't seen the light of day since the "First Eddition" rules were released; Monk and Barbarian. Everything about this book screams for the person to play the new rules, if not to use them permenatly, then at least to give them a fair try. A must have for the dedicated gamer.

Rating: 4 stars
Summary: A turning point for Dungeon & Dragons
Review: Being a first generation Dungeon & Dragons player and having played my best campaign on the 1St edition, experienced the disapointments of 2nd edition and seen computer role playing games take over the market, I awaited the arrival of the third edition with mixed feelings. To my surprise the staff at D&D finally got their act together. While the 2nd edition only simplified the original rules by eliminating some of the more complex and/or contreversial elements of the original edition, leaving us with a rather too boring and "politicaly correct" game to be of much interest, the 3rd edition of the game introduce us to a whole new system. Of course the backbone of the game is still the same but most of the technical aspect of it especially concerning combats, skills & spellcasting have been completely changed and for the better. The new rules are making the game that much more realistic and solving a lot of the problems & difficulties present in the 1st & 2nd edition of the game. You also get to see the return of many old character classes (I never understood why they had removed them in the 2nd edition) an the artwoork is great. Their new ways of treating the different classes is also interesting ( finally wizards will be able to use weapons other than staff & dagger !!!) The only real downside is that some of the changes are so drastic that it wont be easy to use the old material (adventure, rulebook etc...) to play in the 3rd edition. This is on of the reason I give the game 4 star instead of 5, the other reason being it's a little bit to early to comment on the 3rd edition since we have yet to see how these new rule will do in a real campaign (something that will only be known once we have the two other core book the Dungeon Master Guide & the Monster Manual and can finally start playing. Until that the least I can say is that the outlook of the new game is pretty good... (D & D finally evolved in a way that might insure it's survival as a game in the XXI century)

Rating: 4 stars
Summary: Exciting changes to best roleplaying game
Review: AD&D 3rd addition brings welcomed, exciting changes to arguable the best role playing game on the market. It'll certainly take some getting used to for people who have been playing earlier editions for a long time. Saving throws have been decrease in number for the better; skills have been increased for more personalization of characters. With the experience points per level being the same for all of the classes, each class is equally powerful as the party progresses through the game. This makes it more exciting to play wizards at earlier levels and druids at later levels, for example. Also new are the 0th level spells (cantrips) and increased number of spells for wizards (but slower spell progression at higher levels).

My one major complaint is that the book is perhaps a little too colorful. Normally this would not be a bad thing, but I find it difficult to flip to a page of interest because the titles and sections seem to blend together, with almost everything being colored evenly. While some people (myself included) complain that the spells are listed alphabetically and not by level, this is easily worked around if you look up the spells by classification (enchantment, evocation, etc). Under each classification the spells are listed by level which makes referencing spells fairly simple.

Still, Wizards of the Coast has put out a quality product which shows the three years of play-testing that the 3rd Edition went through before it hit the market. It is also less expensive that the final printing of the second edition which is also nice for return players (i.e. the first printing of the second edition was ca. $20 a book while the second printing was ca. $30 a book. I doubt they would have had as many old time players as well as new players purchasing the core rules for $40 a book). Everything together a great product which instills new enthusiasm in a game which has stretched the imaginations of many.

Rating: 5 stars
Summary: The new system
Review: I just recently purchased the book the other day. It took all I had to put it done. I loved the system! This book is a definite must. All my players in my game will have to have a copy of this book.

What really caught my attention was that all classes followed the same experience point chart. Another new feature is that there is less of a race restriction for new classes. Combat is now more realistic.

If you didn't like DnD before because of the unrealistic system, this new book could possibly blow you away. I loved everything about it. At first, I thought it would probably be a disappointment. That is not the case now. I can't wait until the Monsterous Manual and the Dungeon Master's Guide come out. My only complaint is that I don't want to purchase a whole new set of supplement books. They should make a conversion book.

Rating: 4 stars
Summary: ready to study
Review: I am pleased with this game. I was afraid that it would no longer be "D&D" but a different game all together. While the rules have had a major overhual, thet are still close enough for a long-time player (15 years) to convert to. I also feel that this new verion will help new players to D&D by being easy to follow and understand. I am looking forward to the rest of the core books to be released.

Rating: 5 stars
Summary: Most wonderful RPG stuff I ever met
Review: I am a old roleplayer but 3rd ed D&D give some pulse to me. The more balanced character classes, feats and spells provide a new horizon of fantasy RPG. Players can customize their character into the ideal model in the various fantasy litertures or movies without pain. so I am eager to see the upsoming stuff of new D&D.

Rating: 5 stars
Summary: Finally Flexibility
Review: I am most impressed with the way WotC handled the new 3rd edition. It breaks most of the molds that the old edition forced upon both DMs and the players. It is now much easier to create a specific character that you had in mind than to try and squeeze it into the cookie-cutter classes in the second edition rules. The combat is much easier too, no more looking around for the right dice so it speeds up role playing instead of getting bogged down in combat. The feats and skills make things easier to know specifically what your character can, can try and cannot do. The new classes are fun and exciting and allow for a more diverse way of thinking about a fantasy world. My favorite reason for recommending this edition is that now humans are worthwhile to play. With no multiclass restrictions and their skills and feats bonuses you do not have to automatically restrict yourself from playing them.

Rating: 3 stars
Summary: It's Back!
Review: And it's BAD. Please don't waste your money on it...unless it's just for posterity...the 4th edition should be a scream! Here's to the 2010 gamers! Hopefully they'll have something better to play with.


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