Bookstore Search All Books Browse Books R. A. Salvatore Science Fiction & Fantasy Fantasy Science Fiction Gaming Dungeons & Dragons Comics & Graphic Novels Graphic Novels Manga Marvel DC Comics Dark Horse Image Literature & Fiction Mystery & Thrillers Horror Historical Fiction Anthologies Children's Books Comics & Graphic Novels Manga Mysteries, Espionage, Detectives Science Fiction & Fantasy Horror Superheroes Thrillers Action & Adventure Fairy Tales, Folk Tales & Myths Browse Movies & TV Movies & TV Movies TV Browse Computer & Video Games Computer & Video Games PC Games Mac Games Xbox 360 Playstation 3 Nintendo Wii
View Shopping Cart Dungeons & Dragons Players' Handbook: Core Rulebook I, v. 3.5 See larger image Author: Wizards Team List Price: $29.95 Price: Availability: Not Available Rating: Release: Tuesday, July 01, 2003 Publisher: Wizards of the Coast Sales Rank: 18896 Binding: Hardcover Quantity: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Editorial Reviews Product Description Endless adventure and untold excitement await! Prepare to venture forth with your bold compaions into a world of heroic fantasy. Within these pages, you'll discover all the tools and options you need to create characters worthy of song and legend for the Dungeons & Dragons roleplaying game.The revised Player's Handbook is the definitive rulebook for the Dungeons & Dragons game. It contains complete rules for the newest edition and is an essential purchase for anyone who wants to play the game.The revised Player's Handbook received revisions to character classes to make them more balanced, including updates to the bard, druid, monk, paladin, and ranger. Spell lists for characters have been revised and some spell levels adjusted. Skills have been consolidated somewhat and clarified. A larger number of feats have been added to give even more options for character customization in this area. In addition, the new and revised content instructs players on how to take full advantage of the tie-in D&D miniatures line planned to release in the fall of 2003 from Wizards of the Coast, Inc. Amazon.com Review This Revised Edition (also called 3.5) of one-third of the Dungeons & Dragons trinity of core rulebooks (the other two being The Dungeon Master's Guide and The Monster Manual) contains errata, rules updates, and outright changes to the already-published Third Edition rules. The majority of changes are made in a quest for the holy grail of game rules: balance. To prevent boredom and enable creative choices, no single ability, spell, character class, or weapon should have an overwhelming advantage over another. So what has changed? The spells Harm, Heal, and Haste have been toned down. Other spells have been adjusted or renamed. Weapons are classified by the Size of the intended wielder, not the size of the individual weapons. A noteworthy effect of this new weapon size system is that Small characters can wield small-size greatswords, longswords, longspears (with reach), and other two-handed weapons. Classes have been tweaked. Bards and rangers received the most changes. New feats have been added (some original, some from the builder books), and some feats have been altered (a Power Attack now gives double benefit for two-handed weapons). Redundant skills have been rolled into one (such as sense motive and read lips) while others have been renamed (such as "wilderness lore" becoming "survival"). Skill synergies have been expanded and knowledge skills now include appropriate monster lore. In addition to outright rules changes and tweaks, much of the core rule content has been clarified and updated with 3E errata. The combat section, in particular, is organized much better. Even the dreaded grapple rules are now relatively clear. A much-appreciated import from the D&D Miniatures game are new and simple rules for cover and line of sight, as well as clear photographic illustrations of the concepts of facing, attacks of opportunity, and reach. All in all, 3.5 is a welcome update. The typographical errors are forgivable, given the extent of the update. The new options available to players (in the form of new class features and feats) make the play experience more fun. Veterans will enjoy re-learning the game they love and exploring all the new character possibilities. Perhaps more importantly, they'll find that introducing new gamers to the admittedly formidable D&D ruleset is easier with 3.5 than it was with 3E--call it a +2 circumstance bonus. --Mike Fehlauer Customer Reviews You Might Also Be Interested In: Dungeon Master's Guide: Core Rulebook II v. 3.5 (Dungeons & Dragons d20 System) Monster Manual: Core Rulebook III v. 3.5 (Dungeons & Dragons d20 System) Player's Handbook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (Bk. 2) Complete Warrior (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) Premium Dungeons & Dragons 3.5 Dungeon Master's Guide with Errata (Dungeons & Dragons Core Rulebooks)