Type of bind: Hardcover
Brand: Wizards of the Coast
Dewey Decimal Number: 793.93
EAN num: 9780786928866
ISBN number: 0786928867
Label: Wizards of the Coast
Manufacturer: Wizards of the Coast
Quantity: 1
Page Count: 320
Printing Date: July 18, 2003
Publishing house: Wizards of the Coast
Release Date: July 01, 2003
Sale Popularity Level: 6406
Studio: Wizards of the Coast
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Editor's Notes and Comments:
Product Description:
Endless adventure and untold excitement await! Prepare to venture forth with your bold compaions into a world of heroic fantasy. Within these pages, you'll discover all the tools and options you need to create characters worthy of song and legend for the Dungeons & Dragons roleplaying game.
The revised Player's Handbook is the definitive rulebook for the Dungeons & Dragons game. It contains complete rules for the newest edition and is an essential purchase for anyone who wants to play the game.
The revised Player's Handbook received revisions to character classes to make them more balanced, including updates to the bard, druid, monk, paladin, and ranger. Spell lists for characters have been revised and some spell levels adjusted. Skills have been consolidated somewhat and clarified. A larger number of feats have been added to give even more options for character customization in this area. In addition, the new and revised content instructs players on how to take full advantage of the tie-in D&D miniatures line planned to release in the fall of 2003 from Wizards of the Coast, Ltd.
Amazon.com Review:
This Revised Edition (also called 3.5) of one-third of the Dungeons & Dragons trinity of core rulebooks (the other two being The Dungeon Master's Guide and The Monster Manual) contains errata, rules updates, and outright changes to the already-published Third Edition rules. The majority of changes are made in a quest for the holy grail of game rules: balance. To prevent boredom and enable creative choices, no single ability, spell, character class, or weapon should have an overwhelming advantage over another. So what has changed? - The spells Harm, Heal, and Haste have been toned down. Other spells have been adjusted or renamed.
- Weapons are classified by the Size of the intended wielder, not the size of the individual weapons. A noteworthy effect of this new weapon size system is that Small characters can wield small-size greatswords, longswords, longspears (with reach), and other two-handed weapons.
- Classes have been tweaked. Bards and rangers received the most changes.
- New feats have been added (some original, some from the builder books), and some feats have been altered (a Power Attack now gives double benefit for two-handed weapons).
- Redundant skills have been rolled into one (such as sense motive and read lips) while others have been renamed (such as 'wilderness lore' becoming 'survival'). Skill synergies have been expanded and knowledge skills now include appropriate monster lore.
In addition to outright rules changes and tweaks, much of the core rule content has been clarified and updated with 3E errata. The combat section, in particular, is organized much better. Even the dreaded grapple rules are now relatively clear. A much-appreciated import from the D&D Miniatures game are new and simple rules for cover and line of sight, as well as clear photographic illustrations of the concepts of facing, attacks of opportunity, and reach.
All in all, 3.5 is a welcome update. The typographical errors are forgivable, given the extent of the update. The new options available to players (in the form of new class features and feats) make the play experience more fun. Veterans will enjoy re-learning the game they love and exploring all the new character possibilities. Perhaps more importantly, they'll find that introducing new gamers to the admittedly formidable D&D ruleset is easier with 3.5 than it was with 3E--call it a +2 circumstance bonus. --Mike Fehlauer
User popularity level:

Rated by buyers
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The 3.5 system allowed for massive customization and character creation, as long as you have an imaginative group and a DM who is good with making house rules to bring things down to earth, then this was the best D&D system to date.
The forth edition really seems set to drain the money out of one's pockets. There's the miniature push, the web site subscription that should help you to solve problems that the books themselves create, oh and the common place D&D material that was left out of the basic books to lure one to have to buy the additional books, hooray.
I'm glad people are this interested in this system and I hope more people discover it.
Rated by buyers
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The drawings are a little cartoonish...but still a great book. Now I just have to find some Die Hard D&D players.
Rated by buyers
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This is the say all end all when it comes to D&D. With character creation, detailed explanations of combat, skills, feats, and an impressive starting spell library, this book is a must for all players.
If you're new, this is a wonderful text to get a feel for the game. As reference material, I give it an A+ (yes, even for Dungeon Masters).
Rated by buyers
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Really it doesn't need reviews by me, there are plenty. If you're ordering it you've probably already held one and you know what it does and what is in it.
All I can really say is that Amazon shipped it out fast, UPS (or who ever delivered it) got it here in 2 days, regular shipping, and it was in perfect condition.
Rated by buyers
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Dungeons and Dragons is still the best and most popular table top role-playing game on the market today. My only complaint about this book and the game in general is the sheer volume of companion books you have to get in order to play the game. It'd be nice for them to break down one day and make a good all-in-one product for a change.
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