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Player's Handbook II (Dungeons & Dragons d20…

Player's Handbook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (Bk.… (edition 2006)

by David Noonan (Author)

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Title:Player's Handbook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (Bk. 2)
Authors:David Noonan (Author)
Info:Wizards of the Coast (2006), 244 pages
Collections:Your library

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Player's Handbook II by David Noonan



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IN my view the retraining / rebuilding mechanic presented in this book is essential, and all DMs should be encouraged to allow fair uses of rebuilding, as no one should play a character that they are no longer having fun with. Not to mention, that retraining and rebuilding make "real world sense" (I know, I know, DnD isn't a "reality simulator" can be used to flesh out a characters personality and to provide roleplaying options, and good player DM interaction. However, watch out for munchkinism if you do let these rules fly. The base classes in this book are all good, and has a class flavored toward most of the common archetypes: tank, sneak, blaster, etc.

Another useful part of this book is the character generation helper section, which has suggested starting gear by level, as well as feat and skill progressions with several archetypes for each class. I've seen better characters made using this system, than some players can make on their own.

Rounding out the book are more feats, spells, and the introduction of teamwork benefits. Teamwork benefits are like circumstantial feats that apply to the whole party, and some are quite nifty, only requiring skill ranks for the "team leader" and usually a rank for a member, as well as a weeks training to use. Fun book. Pick and choose what you like and use it. ( )
  divisionbyzer0 | May 21, 2009 |
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Amazon.com Product Description (ISBN 0786939184, Hardcover)

The Player’s Handbook II builds upon existing materials in the Player’s Handbook. This is the first direct follow up to the best-selling and most used D&D rulebook. It is specifically designed to expand the options available for players by both providing new material and increasing the uses for existing rules. Included are chapters on character race, background, classes, feats, spells, character creation, and character advancement. New rules include racial affiliations that make race matter as a character advances in level, new character classes and alternate class features for existing classes, new feats, tools for rapid character creation, and additional organization and teamwork benefits -- an option first introduced in Dungeon Master’s Guide II and Heroes of Battle.

(retrieved from Amazon Thu, 12 Mar 2015 18:22:11 -0400)

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