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Player's Handbook, Version 3.5 (Dungeon…
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Player's Handbook, Version 3.5 (Dungeon & Dragons Roleplaying Game:… (edition 2003)

by Jonathan Tweet, Monte Cook, Skip Williams

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1,35388,876 (3.93)7
Member:Unigames
Title:Player's Handbook, Version 3.5 (Dungeon & Dragons Roleplaying Game: Core Rules)
Authors:Jonathan Tweet
Other authors:Monte Cook, Skip Williams
Info:Wizards of the Coast (2003), Edition: 3.5, Hardcover, 320 pages
Collections:d20, Sticker: Green, Condition: Fine, rpg, dnd 3.5, Your library
Rating:
Tags:d20, Fine, rpg, dnd 3.5, Sticker: Green, Condition: Fine

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

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» See also 7 mentions

Showing 1-5 of 6 (next | show all)
I love D20, but it shouldn't really be called Dungeons and Dragons. The differences between 2e and 3e are huge, it's a completely different game. I'd much prefer they just call it D20 instead of mooching off the D&D name.

That said, it offers far more flexibility than earlier editions; no Fred the Fighter here! Not as good as some of the 3rd party refinements, but a good game for about 8 levels or so before the system starts to break down a little. ( )
  Cromonhismountain | Dec 15, 2009 |
A decent update of the 3rd Edition Dungeons & Dragons rules. The game that birthed the Iron Age of RPG gaming. ( )
  MadBrew | Sep 18, 2009 |
If your going to play the game (v. 3.5) you must have. ( )
  mageThufer | Mar 26, 2008 |
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. ( )
2 vote okaynowa | May 8, 2007 |
- ( )
  escalla | Mar 30, 2007 |
Showing 1-5 of 6 (next | show all)
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» Add other authors (12 possible)

Author nameRoleType of authorWork?Status
Tweet, JonathanAuthorprimary authorall editionsconfirmed
Cook, MonteAuthormain authorall editionsconfirmed
Williams, SkipAuthormain authorall editionsconfirmed
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This is the 3.5 edition, not the 3.0 edition.
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Each of the Dungeons & Dragons core rulebooks has been revised and updated for clarity and content. Each revision integrates user feedback received since the original product release so as to address the specific wants and needs of the player and Dungeon Master audiences. The overall rules system remains intact, with changes targeted specifically at elements of game play that were considered under-powered or incomplete. These revised editions also contain bonus content, such as new feats, that are exclusive to these editions. 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 Fall 2003 from Wizards of the Coast, Inc.

Overall changes to all the titles include making complex combat easier to understand and provide more information on interacting with and summoning monsters. Specific changes include the following: the Player's Handbook received revisions to character classes to make them more balanced, and there are revisions and additions to spell lists.
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Amazon.com Amazon.com Review (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 Thu, 12 Mar 2015 18:03:54 -0400)

(see all 7 descriptions)

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, Inc.… (more)

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