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Title: Player's Handbook: Core Rulebook I (Dungeons & Dragons, Edition 3.5) ISBN: 0-7869-2886-7 Publisher: Wizards of the Coast Pub. Date: 18 July, 2003 Format: Hardcover Volumes: 1 List Price(USD): $29.95 |
Average Customer Rating: 3.17 (66 reviews)
Rating: 2
Summary: Like Microsoft... 80% seems to work for WOtC
Comment: I, too, have read the review of one of the three aurthors of 3rd edition D&D. I must say that I agree with him on many points and have my own skepticism about just what the updated versions will actually do for the game. Needless to say I will buy them anyway... probably here or at GenCon as most of us addicted RPG-ers will. Still, it worries me that the same people who make Cabbage Patch Kids (Hasbro) are the ones deciding the future of such a great game.
Notably, having seen the books at Origins and purused them somewhat, I will say that they have added a small bit of rather nice artwork, though much remains the same, and the changes to Monks, Bards and Rangers are nice... But the weapon thing has to go. That a halfling can't pick up a longsword and use it two handed without a penalty anymore really [bad]. And that spells like Bulls Strength and Eagle's Splendor will only last 1 minute/level instead of hour is another [bad] change.
I guess we'll all just have to make our own minds up and usher in some "house rules."
Rating: 4
Summary: Solid
Comment: I actually bought this to help me with my Neverwinter Nights module. I needed better race/class descriptions, and I was curious about the changes. I like it--but only because I didn't have the 3rd edition handbook before I put down my cash.
In other words, if you've got the "3.0" handbook, don't bother.
I like most changes Wizards of the Coast made. Heal and Harm were nerfed (made weaker), for example. And if balance is a good thing, they needed to be.
Actually, some people don't like that 3.5 levels things out. But if you're anti-powergamer, then this is necessary. If there are so many powergamers in the world and if they're so bothersome, you must balance things to "disarm" them (pun intended). Maybe they've sullied "your" game, but it's your fault for making it popular.
...You bought it, didn't you?
Talk about unintended consequences.
Out with the old, in with the new. Nothing lasts forever. Love is never having to roll a 9 when your critical hit range is 10-20.
D'oh!
Things change, people. D&D is but a game, not a political ideology.
Powergaming forever!
Rating: 2
Summary: A horrible introduction for beginner RPGers
Comment: If you want a review of the rules and playtests, go to another review. This review is from a beginner's perspective.
For an experienced gamer who has played 1e and/or 2e AD&D, it's everything you'd expect. Nothing surprising. In fact, I didn't even feel compelled to write a review b/c it would have been redundant... until I read the D&D Player's Handbook from a beginner's perspective.
The first few pages ask the player to design a character with abilities and feats that haven't even been discussed yet. On top of that, the instructions refer the player to race and ability modifier tables elsewhere in the book. In fact, every step in the character setup section pretty much has the player flipping to different chapters in the book, making this book more a reference guide than a handbook. You're asking, "So what's wrong with that?" There is no context. There is no sample to look at. What is a newby going to learn by filling out a character sheet with points that he/she doesn't understand? What if the player doesn't know any RPGers and wants to start a game from the ground up? (For example, "What's the difference between Wisdom and Intelligence?")
In the Class section, terms are thrown around left and right without explanation. Difficulty Class and Saving Throws, for example, are not defined until 20 pages after they are first mentioned. From a technical writer's perspective, that is a crime! If you want to alienate or frustrate your audience, this is the best way to do it. And I think DC is new to 3e, which makes it even more of a crime that it's not defined earlier.
For those of you who bemoan the decline of pen & paper RPGs, you have to wonder if this book is going to be able to pull Generation Y away from their Playstations. I can tell you right now: It won't.
What this book needs: A better overview/introduction from the beginning. Also, maybe a narrative of action that takes place within a sample adventure from a fictional character's perspective; this should be followed by a dialogue transcript of how that action would mechanically transpire within the game between the PCs and the DM, including dice rolls, etc. (this could be in the appendix or maybe even a cheap supplement). Then the player could see how imagination can really take over in a well-run D&D game. There are sample transcripts in the Player's Handbook, but they are too short; an afterthought and useless to experienced gamers and to novices.
Also, since the d20 open game license specifically requires THIS BOOK to run any of the d20 games out there, don't you think the d20 logo should be on this book... you know, to help newbies connect the dots? I was in a comic book shop last year and remember some kid asking a clerk where he could find the d20 manual. I laughed at him then, but now I wonder how many clueless kids are out there like him who want to get into D&D.
I went to the Wizards of the Coast website to see if they would have an online tutorial to supplement the Player's Handbook. They don't. Perhaps the PHB isn't the place to hold hands for new players, but where else can they turn? The WotC website advertises that a Basic Set is coming out in August. Uhh... how long has the 3e PHB been out? A little late, guys. And how hard would it be for WotC to do a Flash online tutorial? Honestly. I challenge you to search Amazon and try to find a d20 beginner's book published by ANYBODY, let alone Wizards of the Coast.
Conclusion: Wizards of the Coast has published a non-user-friendly handbook that, without a local RPG support system, could never hook the average kid nowadays. I guess Wizards is counting on Generation X to support their products... Gen X who all have jobs and may have families, but don't have a lot of time to be playing games for hours on end. If Wizards wants to pass the torch to Gen Y, they had better do a better job at selling their analog game in an entertainment market dominated by digital games.
Tip to WotC publishers: Write your books as though your entire audience has ADD (because most of them do).
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Title: Dungeon Master's Guide: Core Rulebook II (Dungeon & Dragons, Edition 3.5) ISBN: 0786928891 Publisher: Wizards of the Coast Pub. Date: 18 July, 2003 List Price(USD): $29.95 |
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Title: Monster Manual: Core Rulebook III (Dungeons & Dragons, Edition 3.5) ISBN: 078692893X Publisher: Wizards of the Coast Pub. Date: 18 July, 2003 List Price(USD): $29.95 |
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Title: Complete Warrior (Dungeons & Dragons Accessory) by Andy Collins, David Noonan, Ed Stark ISBN: 0786928808 Publisher: Wizards of the Coast Pub. Date: 03 December, 2003 List Price(USD): $26.95 |
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Title: Book of Exalted Deeds (Dungeons & Dragons Supplement) by James Wyatt, Darrin Drader, Christopher Perkins ISBN: 0786931361 Publisher: Wizards of the Coast Pub. Date: 29 October, 2003 List Price(USD): $32.95 |
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Title: The Draconomicon (Dungeons & Dragons) by Andy Collins, James Wyatt, Skip Williams ISBN: 0786928840 Publisher: Wizards of the Coast Pub. Date: 14 November, 2003 List Price(USD): $39.95 |
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