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Home » Science Fiction » Free Epub Player's Handbook: Core Rulebook I – Digital Video Transfer

Free Epub Player's Handbook: Core Rulebook I – Digital Video Transfer

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Science Fiction
Sunday, October 13, 2013

Player's Handbook: Core Rulebook I – Digital Video Transfer

Author: Monte Cook | Language: English | ISBN: 0786915501 | Format: PDF

Player's Handbook: Core Rulebook I – Digital Video Transfer Description

Amazon.com Review

The Dungeons & Dragons 3rd Edition Player's Handbook contains all the rules you need to create characters and begin adventuring with the world's most popular role-playing game. Newcomers to the game will appreciate this book's clear explanations, effective examples, pleasing layout, elegant rules, and brilliant art. It's never been easier to create and role-play a heroic human ranger, cunning elf wizard, or any other fantasy character from the game's 7 races and 11 classes.

Old-school players will likewise be pleased, as the outdated AD&D rules system has been given a thorough overhaul. Gone are almost all the old restrictions on race and alignment. Halfling sorcerers, half-orc paladins, dwarf barbarians, and gnome monks are now possible. THACO, negative armor class, funky saving throws, inflated ability scores, heat-based infravision, and just about every other needlessly complex rule has been reworked into a faster, more consistent, and more fun system. Players can choose unique special abilities for their characters as they gain levels, which means that even two fighters of the same race and class can have very different abilities. The end result of all these changes is a dynamic game with more customized characters.

Almost every page has some form of new artwork, and the art almost always serves to explain a concept or illustrate a point. The book is filled with example montages that help to show the difference between human, half-elf, and elf, or relative size differences between creatures, or what the various levels of cover and concealment look like. These illustrations make the rules much more clear. The style of the artwork is consistent throughout the book and is a definite departure from older editions of AD&D. Instead of the classic medieval artwork of Larry Elmore, the new book has the spiky, leathery, Mad Max-meets-Renaissance look of the Magic: The Gathering card game.

We would have preferred less radical artistic changes, but we love everything else that Wizards of the Coast has done with Dungeons & Dragons. The rules are fast and clear, and the characters--including the new sorcerer class and the return of the monk, barbarian, and half-orc--are fabulous. If you're new to the D&D game, then this rule book is the perfect introduction. And if you're an old-school gamer who played D&D back in the day, then welcome to the new era of D&D. You won't want to go back. --Mike Fehlauer

  • Product Details
  • Table of Contents
  • Reviews
  • Hardcover: 304 pages
  • Publisher: Wizards of the Coast; Third Edition edition (August 1, 2000)
  • Language: English
  • ISBN-10: 0786915501
  • ISBN-13: 978-0786915507
  • Product Dimensions: 11.1 x 8.3 x 0.8 inches
  • Shipping Weight: 2.2 pounds
The new Player's Handbook (PH) D&D Design Team has created a marvelous product--filled with generally clear writing and excellent artwork--containing a major change in game mechanics. The PH nonetheless manages to retain the spirit of the D&D game created by E. Gary Gygax and Dave Arneson in 1974.
The 3rd edition replaces the old movement system, denoted in confusing scale inches--which goes back even before D&D to Gygax's Chainmail rules for medieval combat--with a clear system of speed denoted in feet. Yet the 3rd edition includes familiar races and character classes. It retains the bard, cleric, druid, fighter, ranger, rogue, paladin, and wizard, and resurrects the barbarian, monk and half-orc.
Fans of clerics and druids will cheer the addition of 8th- and 9th-level spells. Clerics will love the 9th-level Miracle spell, similar to a Wish. Barbarian fans will rejoice that the 3rd edition removes the unplayable restrictions of the original barbarian, even at the cost of somewhat reduced physical prowess. Fans of the monk and druid will celebrate elimination of limited levels.
Each class now requires the same amount of experience to advance in level. Regardless of which class you choose, your character initially will advance rapidly because reaching the lower levels requires relatively small amounts of experience; earning a mere 1,000 experience points, for example, will gain your character second level. The 3rd edition grants each 1st level character full hit points. Combining easy advancement at lower levels with full hit points at 1st level will help keep characters alive through their fragile early days.
The 3rd edition introduces a sorcerer class.
Well met! Gary Gygax's magnum opus, Advanced Dungeons & Dragons, is somewhat akin to holy writ in the world of fantasy RPGs. And needless to say, the Wizards of the Coast were a little squeamish to tinker with the very best game of all time! It seems heretical - like trying shave off Zeus' beard, to see if he looks better without it. But, they made the right choice - instead of arbitrarily implementing a drastic system overhaul that nobody wanted, they implemented a drastic system overhaul that *everyone* wanted. By having this system play-tested, co-designed, torn apart, and rebuilt by hundreds of fanatical players and DMs, and giving the fans a loud (yet cohesive) voice in the reconstructive process, WotC have done the impossible - Dungeons & Dragons (farewell, "Advanced") is now far superior to any other previous incarnation of itself.
The first thing that strikes you when you crack the cover is the bold new artwork. If you've played Magic, or love the convoluted machinations of Planescape, you will be delighted. Fans of older, more conservatively heroic styles (like me) will dearly miss the graceful touch of Larry Elmore, or even David Trampier. But the new look is infectious, and it (a) is evocative enough to get you into the mood for a game, and (b) actually illustrates key points in the internal logic of the rules. That's a huge bonus.
The bad news? Anyone who's played since 1st Edition (or before) is going to have a stroke. Ability scores have been stratified and cleaned (dare we say scoured?); bonuses and penalties are different from what they were before, Exceptional Strength is gone, Strength now progresses way beyond 25, Charisma actually matters, etc.

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