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Player's Handbook: Core Rulebook I (3.5) by Jonathan Tweet
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Player's Handbook: Core Rulebook I (3.5)

by Jonathan Tweet

Series: Dungeons and Dragons 3.5 Edition (WTC 175240000)

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75445,572 (3.9)3
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A decent update of the 3rd Edition Dungeons & Dragons rules. The game that birthed the Iron Age of RPG gaming. ( )
  MadBrew | Sep 18, 2009 |
The Player's Handbook contains the true core of the Dungeons & Dragons adventuring game (the character classes, combat and magic rules, and experience tables), and thus represents something of a benchmark in the gaming community. The layout (chapter divisions, appendices and index) is better than in any previous edition, and great strides have been made in unifying the d20 terminology and sub-systems for streamlined play. This is the only book a D&D player absolutely needs: later supplements add or expand rules in a modular fashion. ( )
1 vote okaynowa | May 8, 2007 |
- ( )
  escalla | Mar 30, 2007 |
All gamers have a love-hate relationship with DnD in general, and the Borg-like qualities of OL D20 in particular. I love it more than hate it, and 3.5 brings a number of excellent changes to the system. That said, I've never played d20 without a bevy of house rules, and I think that's the case more or less all over. Still, a good system for the most venerable of games. ( )
1 vote danbarrett | Mar 14, 2006 |
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Canonical titlePlayer's Handbook: Core Rulebook I (3.5)
Original publication date2003-07-01
SeriesDungeons and Dragons 3.5 Edition (WTC 175240000)
Book description

Amazon.com (ISBN 0786928867, Hardcover)

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

(retrieved from Amazon Fri, 24 Apr 2009 07:58:03 -0400)

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