Picture of author.

Rodney Thompson

Author of Player's Handbook

25+ Works 3,773 Members 16 Reviews

About the Author

Image credit: via Scratchpad Publishing

Series

Works by Rodney Thompson

Player's Handbook (2014) — Author — 2,832 copies, 7 reviews
Dragon Magic (2006) — Author — 106 copies, 1 review
Jedi Academy Training Manual (2009) 53 copies, 1 review
Legacy Era Campaign Guide (2009) 50 copies
The Noble's Handbook (2005) 19 copies

Associated Works

Dungeon Master's Guide (2014) — Designer — 2,166 copies, 6 reviews
Monster Manual (2014) — Stat Block Development — 1,868 copies, 6 reviews
Sword Coast Adventurer's Guide (2015) — Designer — 638 copies, 3 reviews
Hoard of the Dragon Queen (2014) — Contributor, some editions — 380 copies, 3 reviews
Monster Manual V (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (2007) — Author, some editions — 113 copies, 1 review
d20 Cyberscape : A d20 Modern Supplement (2005) — Author, some editions — 70 copies
Hero's Guide (2003) — Author, some editions — 65 copies
Book of the Righteous 5E (2017) — Author, some editions — 14 copies

Tagged

5e (44) 5th Edition (18) core rulebook (14) D&D (371) D&D 4E (12) D&D 5e (15) D&D 5th Edition (12) d20 (59) fantasy (131) fiction (35) game (19) games (93) gaming (90) hardcover (24) non-fiction (36) reference (51) role-playing games (82) roleplaying (51) RPG (356) rulebook (30) saga (24) saga edition (17) science fiction (57) sourcebook (24) Star Wars (134) Star Wars RPG (25) Star Wars Saga (19) to-read (32) TTRPG (47) Wizards of the Coast (38)

Common Knowledge

Birthdate
1980-03-08
Gender
male

Members

Reviews

17 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.
This book has some of the personally more interesting errata for the Star Wars D20 4.0 Rpg. Who doesn't think that the most intelligent and capable character in all of Star Wars was R2-D2? He's got everything: charm, spunk, a head full of astrogation and a pocket full of probes. Now add to that your desire to BE him, and now we've got the proper measure of this rpg supplement. Sure, there's a lot of talk of balance mechanics such as the cost in credits and how you're arbitrarily limited from show more playing, as a player-character, a whole droid army bent on destroying the GM, but that's just a little side issue, and not anything anyone should really concern themselves about.

(snicker, snicker, wheeze, snicker.)
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Associated Authors

Christopher Perkins Designer, Editor
Jeremy Crawford Lead Designer
Robert J. Schwalb Author, Designer
Bruce R. Cordell Author, Designer
Chris Sims Editor
Peter Lee Author, Designer
Matthew Sernett Contributor
Kim Mohan Editor, Contributor
Wayne England Illustrator
Eva Widermann Illustrator
Miranda Horner Contributor
Ralph Horsley Illustrator
Richard Baker Contributor
Daren Bader Illustrator
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Chris Youngs Contributor
Steve Argyle Illustrator
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Chris Dupuis Contributor
Matt Sernett Contributor
John Hay Project Management, Editor
Wayne Reynolds Illustrator
Tom Olsen Contributor
Lars Grant-West Illustrator
Ben Wootten Illustrator
Steve Winter Contributor
Neil Shinkle Project Management, Editor
Kim Graham Project Management, Editor
Bree Heiss Designer, Graphic Designer
Greg Bilsland Producer
Tom LaPille Contributor
Emi Tanji Designer, Graphic Designer
Alessandra Pisano Illustrator
Randy Gallegos Illustrator
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Cynthia Sheppard Illustrator
Scott Murphy Illustrator
Jesper Ejsing Illustrator
Jon Hodgson Illustrator
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Thom Tenery Illustrator
Noah Bradley Illustrator
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Statistics

Works
25
Also by
8
Members
3,773
Popularity
#6,717
Rating
4.1
Reviews
16
ISBNs
19

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