Bruce R. Cordell
Author of Player's Handbook
About the Author
Series
Works by Bruce R. Cordell
Manual of the Planes (3rd Edition D&D) (2001) — Author, some editions; Author — 464 copies, 1 review
Underdark (Dungeons & Dragons d20 Fantasy Roleplaying, Forgotten Realms Accessory) (2003) — Author — 212 copies
Weapons of Legacy (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement) (2005) 156 copies, 1 review
The Illithiad (Advanced Dungeons & Dragons, 2nd Edition: Monstrous Arcana, Accessory/9569) (1998) — Author — 51 copies, 1 review
The Sinister Spire (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Adventure, 4th Level) (2007) 33 copies
Kingdom of the Ghouls: Adventure E2 for 4th Edition Dungeons & Dragons (D&D Adventure) (2009) 26 copies
Prince of Undeath: Adventure E3 for 4th Edition Dungeons & Dragons (4th Edition D&D) (2009) 25 copies
Masters of Eternal Night (Advanced Dungeons & Dragons/Monstrous Arcana Accessory) (1998) — Author — 25 copies
If Thoughts Could Kill: A Psionic Accessory and Adventure for 10th-Level Characters (2002) 20 copies
Ruins of the Wild: Dungeon Tiles 4 (Dungeons & Dragons Fantasy Roleplaying Accessory) (2007) 18 copies
Hyperconscious: Explorations in Psionics (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Adventure, 7th Level) (2004) 11 copies
Artifacts & Oddities Collection 1 — Author — 6 copies
Escape from the Jade Colossus 4 copies
In Alternate Dimensions 4 copies
After the Nightfall 3 copies
Cults, Factions, and Syndicates 3 copies
Mastodon 3 copies
Impossible Vehicles 3 copies
Extreme Cyphers 3 copies
Alternate Origins 3 copies
Breath of God 3 copies
Eschatology Code 3 copies
High Noon at Midnight 2 copies
Cypher Collection 1 2 copies
Numenera: Into the Outside 2 copies
Numenera: The Trilling Shard 2 copies
Manuel des Psioniques 2 copies
Dread Expectations 2 copies
[ UNEARTHED ARCANA (ADVANCED DUNGEONS & DRAGONS) ] By Gygax, Gary ( Author) 2013 [ Hardcover ] (2013) 2 copies
The Hum 2 copies
The Estate Dossiers 2 copies
Swordbreakers 2 copies
Longevity Clause 1 copy
The Strange: A Strange Box 1 copy
Numenera: Into the Deep 1 copy
A Year Without Rain 1 copy
Beasts of the Id: Mindscapes 1 copy
Aux portes de la Mort 1 copy
Beasts of Flesh and Steal 1 copy
מבצר העלטה 1 copy
Outre-Tombe 1 copy
Associated Works
Player's Guide - Rulebook IV (Dungeons & Dragons: Kingdoms of Kalamar) (2002) — Contributor — 46 copies, 1 review
Tagged
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
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
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. show less
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. show less
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 show less
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 show less
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