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Bruce R. Cordell

Author of Player's Handbook

132+ Works 9,509 Members 24 Reviews 1 Favorited

About the Author

Series

Works by Bruce R. Cordell

Player's Handbook (2014) — Author — 2,840 copies, 7 reviews
Manual of the Planes (3rd Edition D&D) (2001) — Author, some editions; Author — 464 copies, 1 review
Psionics Handbook (2001) 408 copies
Epic Level Handbook (2002) 400 copies
Expanded Psionics Handbook (2004) — Author — 327 copies
Libris Mortis (2004) — Author — 263 copies, 1 review
Lady of Poison: The Priests (2004) 187 copies
The Sunless Citadel (2000) 185 copies
Complete Psionic (2006) 168 copies
Sandstorm: Mastering the Perils of Fire and Sand (2005) — Author — 156 copies, 1 review
Darkvision (2006) 153 copies
Magic of Eberron (2005) 137 copies
Enemies and Allies (2001) 127 copies
Plague of Spells (2008) 121 copies, 1 review
Expedition to Castle Ravenloft (2006) 116 copies, 1 review
Open Grave: Secrets of the Undead (2009) 108 copies, 1 review
Stardeep: The Dungeons (2007) 104 copies, 1 review
Draconomicon™: Chromatic Dragons (2008) 104 copies, 1 review
Heart of Nightfang Spire (2001) 94 copies
The Standing Stone (2001) 94 copies
Key of Stars (2010) 75 copies
Grasp of the Emerald Claw (2005) 74 copies
Bastion of Broken Souls (2002) 73 copies
Sword of the Gods (2011) 55 copies
The Strange RPG (2014) — Author — 47 copies
Gates of Firestorm Peak (1996) 43 copies
Tangents (Alternity Sci-Fi Roleplaying) (1999) 42 copies, 1 review
Marauders of the Dune Sea (2010) 28 copies, 1 review
When The Sky Falls (2003) 27 copies
The Killing Jar (2000) 26 copies
Spinner of Lies (2012) 20 copies
Mindscapes (Malhavoc) (2003) 19 copies
The Strange Players Guide (2014) 14 copies
The Strange The Dark Spiral (2014) 10 copies
Liminal Shore (2020) 8 copies
The Stars Are Fire (2019) 7 copies
Artifacts & Oddities Collection 1 — Author — 6 copies
D&D Basic Rules (2018) — Designer — 6 copies
Mastodon 3 copies
Extreme Cyphers 3 copies
Breath of God 3 copies
Keep on the Shadowfell (2008) 2 copies
The Hum 2 copies
Swordbreakers 2 copies
Cypher System The Origin (2022) 2 copies
Manual de psiónica (2002) 1 copy
First Responders (2022) 1 copy
La infraoscuridad (2004) 1 copy
Outre-Tombe 1 copy
The Mother of Storms (2025) 1 copy

Associated Works

Dungeon Master's Guide (2014) — Contributor — 2,171 copies, 6 reviews
Monster Manual (2014) — Contributor — 1,878 copies, 6 reviews
Monster Manual III (3rd edition) (2004) — Author, some editions — 325 copies
Magic of Faerûn (2001) — Contributor — 312 copies, 1 review
Fiend Folio (3.5 edition) (2003) — Author, some editions — 307 copies
Races of the Dragon (2006) — Development team — 141 copies
Realms of the Dead (2010) — Contributor — 90 copies
Relics & Rituals II: Lost Lore (2002) — Contributor, some editions — 55 copies
Player's Guide - Rulebook IV (Dungeons & Dragons: Kingdoms of Kalamar) (2002) — Contributor — 46 copies, 1 review
Tomorrow's Cthulhu: Stories at the Dawn of Posthumanity (2016) — Contributor — 45 copies, 2 reviews

Tagged

2nd edition (50) 3E (64) 4e (51) 5e (48) AD&D (94) AD&D 2E (59) adventure (116) D&D (1,662) D&D 3 (152) D&D 3.5 (144) D&D 4E (68) d20 (376) Eberron (53) fantasy (571) fiction (118) Forgotten Realms (224) game (54) games (171) gaming (371) non-fiction (59) reference (74) role-playing games (290) roleplaying (205) RPG (1,248) rulebook (90) supplement (54) The Strange (55) to-read (110) TTRPG (77) Wizards of the Coast (147)

Common Knowledge

Canonical name
Cordell, Bruce R.
Legal name
Cordell, Bruce Robert
Birthdate
1968
Gender
male
Education
University of Colorado (Biology)
Occupations
game designer
Nationality
USA
Birthplace
Watertown, South Dakota, USA
Places of residence
Seattle, Washington, USA
Associated Place (for map)
USA

Members

Reviews

29 reviews
As an avid table-top RPG player, I found this latest edition of DnD to be the best yet to come out of Wizards of the Coast. Granted I have only dabbled in 1st and 2nd edition, but playing 3rd, 3.5, and 4th for the past 11 years or so, this 5th edition book seems to take all the good things in the last few tries and compiles them all together into this version. It was an enjoyable read especially if you read it out loud as I did to my newborn daughter.
Now for a little uber-nerdom fan talk - show more If you follow RPG politics you may know that a lot of 4th edition DnD game designers jumped ship over the past couple years to make their own kickstarter games like Numenera and 13th Age. It's rumored that they did this because they wanted to get back to basics but Wizards of the Coast wasn't having it because it's hard to make a "back to basics" RPG profitable. Having played these recent offshoots for the past couple years now, you can tell that Wizards of the Coast took the hint and decided to get back to their roots a bit and incorporate more "theater of the mind" and storytelling elements into their game mechanics. This is a good thing in my opinion, but some of it seems a bit borrowed. Numenera for instance, has a random roll list of bizarre items that you might come across as a player. The items tend to be weird and quirky, like a two headed cat fetus in a jar for instance. These items are called oddities and add a bit of strangeness to the world but rarely do they serve any real tactical advantage. That's ok because Numenera isn't really about combat, it's about discovery. DnD is however about combat a majority of the time This new version of DnD happens to included a random roll list called "trinkets" which appears to be very similar to the Numenera concept. When I came across the trinkets page in the new edition of this player's handbook it seems a little out of place. Wizards of the Coast also added the idea of "bonds" which seems to be directly drawn from 13th Age. I find this funny because these are probably the kind of concepts that Monte Cook and Rob Heinsoo wanted to incorporate into DnD before they left. Regardless of these interesting asides, the book is well put together, well edited, and contains decent art that isn't too cartoony. I look forward to checking out the new Monster Manual and Dungeon Master's Guide soon. I have also been given a reprieve from DMing by my players since we have a new edition to the family and I don't have a lot time to plan out adventures. So another brave soul is DMing for now and I'm really looking forward to playing through this new system over the next year or so. show less
I was a die-hard fan of 3.5e for a long time but 5e seems to be a worthy successor! I really enjoyed this handbook and look forward to giving it a spin.

I started playing in times of AD&D 2e and this system was unnecessarily complex even then and the worldbuilding was absolutely minimal. So when 3.5e came around it was very refreshing, books looked inviting, it felt epic, and it gave a sense of the world that adventures happen. 5e takes it to the next level - mechanics are simplified, but it show more doesn't limit player's options; the book is full of story hooks and many are baked into character creation (read: mandatory); it provides glimpses of different settings and sets basic themes of each (multiverse in the 1st core book!).

5e seems to be fast and intuitive mechanic-wise and gives a lot of inspiration for both DM and PCs to build an epic story. It gives a variety of options to chose from and basically everything you need to start playing (even without other core books). A lot of OP combos, powers, and spells seem to be nerfed or eliminated, so I hope for a balanced play where every choice (race/class/etc.) gives a player an awesome experience.

My only issue with this book is the lack of a short core mechanics summary. The index is very poor and frustrating, there is no glossary (like in 3.5e), and the book is full of "You will learn more about it in Chapter X". So when you want a summary of what the Proficiency Bonus is for, you need to skip through 4 different chapters of the handbook to get a full picture.
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½
This is my 3rd D&D player's handbook and I really like how they've gone back to a more traditional feel to the game while still allowing for (and giving support to) DMs and Players who are used to the miniatures and tiles based play of 4th edition. I'm excited to start DMing under 5e in the coming weeks.
The best part of the novel is Telarian, the supposed villain. In a misguided attempt to help, the diviner causes a great deal more trouble than he realizes. This is a good example of how the ends don’t always justify the means. Cordell really plumbs the depth of what that means, and how a misguided attempt at doing good can do so much harm to so many. To tell you more would ruin the novel, but in this one, our heroes and villains, while identifiable, all have bits of good and bits of show more darkness in them. It’s a yin and yang fantasy. In its style, content, characterization and all other elements, the entire novel shows that there is a little bit of good in everything (actions, words, deeds) as well as a little bit of bad.

Forgotten Realms fans will enjoy Stardeep. Those who love novels with elves will drool over this one. I recommend this as a good shared-world novel. It has fun action, unique characters, and a setting little explored, even by other Forgotten Realms authors. And if you enjoy it, Cordell has announced that this is not the end of Stardeep's characters. His next novel will continue their stories. I for one am looking forward to it.

Full Review at Grasping for the Wind
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½

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Statistics

Works
132
Also by
10
Members
9,509
Popularity
#2,523
Rating
3.8
Reviews
24
ISBNs
133
Languages
6
Favorited
1

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