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Player's Handbook: Core Rulebook I (Dungeons & Dragons, Third Edition) Average Customer Review: Hardcover (01 August, 2000) list price: $29.95 US | Canada | United Kingdom | Germany | France Editorial Review The Dungeons & Dragons 3rd Edition Player's Handbook contains allthe rules you need to create characters and begin adventuring with the world'smost popular role-playing game. Newcomers to the game will appreciate thisbook's clear explanations, effective examples, pleasing layout, elegant rules,and brilliant art. It's never been easier to create and role-play a heroic humanranger, cunning elf wizard, or any other fantasy character from the game's 7races and 11 classes. Old-school players will likewise be pleased, as the outdated AD&D rules systemhas been given a thorough overhaul. Gone are almost all the old restrictions onrace and alignment. Halfling sorcerers, half-orc paladins, dwarf barbarians, andgnome monks are now possible. THACO, negative armor class, funky saving throws,inflated ability scores, heat-based infravision, and just about every otherneedlessly complex rule has been reworked into a faster, more consistent, andmore fun system. Players can choose unique special abilities for theircharacters as they gain levels, which means that even two fighters of the samerace and class can have very different abilities. The end result of all thesechanges is a dynamic game with more customized characters. Almost every page has some form of new artwork, and the art almost always servesto explain a concept or illustrate a point. The book is filled with examplemontages that help to show the difference between human, half-elf, and elf, orrelative size differences between creatures, or what the various levels of coverand concealment look like. These illustrations make the rules much more clear.The style of the artwork is consistent throughout the book and is a definitedeparture from older editions of AD&D. Instead of the classic medieval artworkof Larry Elmore, the new book has the spiky, leathery, Mad Max-meets-Renaissancelook of the Magic: The Gathering card game. We would have preferred less radical artistic changes, but we love everythingelse that Wizards of the Coast has done with Dungeons & Dragons. The rules arefast and clear, and the characters--including the new sorcerer class and thereturn of the monk, barbarian, and half-orc--are fabulous. If you're new to theD&D game, then this rule book is the perfect introduction. And if you're anold-school gamer who played D&D back in the day, then welcome to the new era ofD&D. You won't want to go back. --Mike Fehlauer ... Read more Reviews (389)
3.0 is truly the right blend of D&D tradition and sound game mechanics. 3.5 is a pile of garbage house-rules for actual D&D crafted by a new batch of "limited" designer minds. This book is D&D 3rd edition, no other.
Isbn: 0786915501 |
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Dungeon Master's Guide: Core Rulebook II (Dungeons & Dragons, Third Edition) Average Customer Review: Hardcover (01 September, 2000) list price: $29.95 -- our price: $29.95 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Editorial Review The 3rd Edition Dungeon Master's Guide focuses on how to createand run a fun Dungeons & Dragons game. Like previous editions, the 3rdEdition DMG further explains the rules introduced in the Player's Handbook. But thisbook goes beyond rules and offers valuable tips on pacing, story creation,conflict, villains, motivation, and player rewards. Novice DMs will benefit from the sections on creating individual adventures anddescribing action, while even experienced DMs will appreciate the notes onextended campaigns, detailed world creation, and high-level play. We loved the"Behind the Curtain" blurbs, which explain the reasoning behind the changes madein 3rd Edition. Well-considered optional rules are offered to daring DMs,including rules for monsters as PC races (troll paladin, anyone?), hightechnology, and guidelines for creating custom races and classes. The nuts and (lightning) bolts of DMing are also covered in great detail. Thebook teaches DMs how to gauge Challenge Ratings for players and monsters inorder to create balanced encounters. These encounters are easier to run thanksto 3rd Edition's standardized monster abilities, each of which are covered indepth. Rewarding players for successful encounters is also easier, now that thecumbersome treasure tables of 2nd Edition have been replaced. Particularattention is paid to magic items: how to award them, how players create them,how to adjudicate them, and how to take them away. The new magic itemenhancement rules (similar to the magic items in the computer game Diablo) are also detailed. One dramatic departure from D&D as we knew it could have used a bit moreattention. The DMG introduces the concept of prestige classes, and includesrules for six sample prestige classes: arcane archer, assassin, blackguard,dwarven defender, loremaster, and shadowdancer. Characters can't take theseclasses at first level but must instead work toward them by choosing specificclasses, skills, and feats. For example, before taking a level in arcane archera character needs to be an elf or half-elf and have a high attack bonus,specific archery feats, and the ability to cast at least one arcane spell.Unsure how these classes will affect your game? Want tips on how to properlycreate and balance these classes? Sorry, the DMG does not provide adequateanswers. But aside from this complaint the DMG stands out as an honestly useful guidebook to the incredible new Dungeons & Dragons game. The rules and tips are wellorganized and easy to find, thanks to a detailed table of contents and fullindex. Artwork, examples, and diagrams are liberally placed throughout the book.All this attention to detail makes the DMG an easy and effective read. Wewouldn't want to DM without it. --Mike Fehlauer ... Read more Reviews (71)
There are many useful tables throughout the book based on almost everything imaginable. They are quite useful for in-game reference. The classes included are quite interesting. My personal favorite is the "Paladin Gone Bad." It's real name is the Fallen Blackguard, and he is very bad-arse. They have other interesting ones, like the Arcane Archer, and Loremaster. There are tips in the first chapter of the book for beginners, that could come in handy. The problem is this book is geared for neophyte DMs. Experienced ones can rip out Chapters 1,4, and 5, because they just give you pointers on what adventures and campaigns are and how to control them. Trust me, If you've DMed for a fair amount of time, don't even bother buying this, and stick with your 2E Dungeon Master's Guide for reference. iF you are new to DMing, this is the perfect review for you.
It is so much more than a collection of tables and charts. Sure, those are there as a short cut, an easy reference. What the book really brings to the table, though, is a system for knowing how to modify the system and add things to the game without throwing the power balance all out of whack. An example of the is the "Most important thing for a DM to know:" a quick and easy rule for modifying a situation. If it's easy, give a +2 bonus. Difficult? -2. REALLY difficult? -4. After the session is over, look up the actual 'rule' on the situation, and most times you'll find that you were right. Most importantly, though, is that the book does this without cramming a default campaign setting down your throat. Many DMs out there, myself included, want to play in our own worlds that we've created, and the DMG lets you do exactly that. This book is better laid-out than the Player's Handbook, which is why I gave it 5 stars. If half stars were available, I would have given it 4.5, since the book isn't perfect. Sure, there are some problems, but they're so much more minor than 2ed, with so many more possibilities for expanding the system that they're easily overlooked. 3rd Edition is what brougth my circle of gamers back to the table. It's so much easier to play that I can't imagine how we ever dealt with other systems. Much more time to roleplay, and less time taken looking up rules!
The most important flaw is the experience and rewards systems.It's designed to rocket the characters to 20th level without ever placing them in any real danger.Please, since when is one lone 4th level NPC a challenge for four 4th level characters?Any why are 1st and 3rd level characters treated the same on the experience chart?A 3rd level party is going to have more than triple the resources that a 1st level party has available.Combined with a reward chart that puts a truckloads of magical items into the characters hands, this book puts Third Edition D&D solidly into the munchkin world (For the RPG terminology impaired, that's like a Monty Haul campaign but without any danger of loosing). Other irregularities include the fact that there are rules on drowning and being crushed to death by water pressure (deep under the sea), but no rules for actually moving in water or fighting under water. There are rules for generating towns and cities.Those rules do not function in a reasonable manner, unless the DM manually saturates the cities with specifically placed characters.Even something as simple as using the tables to determine what the levels of the high priests of the religions present in a city breaks down unless there are less than four seperate religions present in the city. The section on magic items is poorly laid our and difficult to use for anything other than random magic item rolls.Some of the magic items are undervalued, overly powerful, or both. A lot of space is devoted to incomplete tutorials on how to be a game master.Ironically, that's not matieral that should actually be in the Dungeon Master's Guide.This is supposed to be a reference book for running a campaign, not "The Dummies Guide to Dungeon Masterery". The rules for gunpowder weapons and lasers are useless filler that takes up space that could have been devoted to environments that average game master would actually like to see his characters in, like say astral combat rules and underwater combat rules.Who cares how much damage a laser might do if it were in the hands of a barbarian.Anyone who actually wants to use laser weapons is just going to use a d20 modern or futuristic sourcebook anyways. The D&D economy is so disfunctional that no wizard or sorceror who can create any magic items (including scrolls) should ever be allowed to die.It's always worth a cleric's while to bring the chump back from the dead and make him work off the investment.Also it becomes blatantly clear that NPCs are supposed to give special respect to the PCs simply because they are PCs, otherwise how can you explain the fact that a character can earn a wage of 15 gps a week as a stablehand but only needs to pay his stablehands 1 gp per week. The section on special abilities is redundant because most of it is repeated in the Monster Manual and the encounter tables are useless without the Monster Manual.Since they were also rendered useless by the first expansion printed for the Monster Manual, it is very obvious that they should have been printed in the Monster Manual itself. Half of an entire chapter is dedicated to charts of stats for average characters of each of the classes at each level.This space is completely wasted. Overall, the DMG is first book produced for Third Edition that was simply bad.No attempt was made to turn a collection of notes and rules into a good refence book for Third Edition D&D.Instead it seems to have been thrown together with a nice binding and cover and some artwork and rushed out the door.Not all of the material is bad, but all you have to do is try to use the book to realize how useless it really is. I would only recommend this book to someone who is being forced to run Third Edition D&D. ... Read more Isbn: 078691551X |
$29.95 |
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Monster Manual: Core Rulebook III (Dungeons & Dragons, Third Edition) Average Customer Review: Hardcover (01 October, 2000) list price: $29.95 US | Canada | United Kingdom | Germany | France Reviews (91)
I think if at least one of these is followed, it's worth the same as the original.If all are followed, it's a goldmine.I have the great annoyance to tell you that none of these were followed. There are 1/3 the number monsters in the new manual as the old one (I hear that if you add this manual, 2, and the Monsters of Faerun books together you get almost as many as the old 2nd edition MM.)I believe that the creators argued "The original MM only had 40 monsters in it!"My answer to this is simple: the first edition didn't have 25+ years of books and two editions in front of it to help. The new monsters (which ended up drowning out old favorites) are way too underpowered or overpowered, lack depth, and generally seem a little too sci-fi (remember, this is a fantasy game) The layout definately sucks, it took me an hour to find anything.One monster a page is definately a better road to travel. Last but not least, the monsters BARELY go beyond the numbers.I suggest you either buy all three of the above mentioned "Monster Manuals" (have fun shuffling books!) or just play 2nd edition AD&D.
On one hand, the 3E Monster Manual delivers over 200 monsters to terrorize your campaign setting. They have some awesome new monsters. My personal favorite, is a devil, and is known as a Kyton. He is demonic humanoid with hundreds of chains drooping from his body, and his mode of attack is flailing those chains. Pretty hardcore. On the other hand, the 3E Monster Manual doesn't seem to give enough. Some of the monsters just plain [are bad], and they aren't unique in any way. Also, the amount of creatures do not come near the amount that were in the 2E monster manual, which is frustrating. On the FINAL hand, It is a must for any DM playing 3E. It isn't a bad book at all...it just seems lacking. The monster stats are good...the amount of monsters are good...but don't expect much more. (If they had 3.5 stars I would give this book 3.5)
First note: all the D&D books are quite hard to understand without playing first.That would be why you buy the "Adventure Game" using the same ruleset.The MM is the shortest of the D&D books, which makes sense, as it mostly talks only about monsters.The content is hard to understand first hand, however it is quite detailed. Now, we go onto the quality of the book.Both the DM Guide and the PHB have a hard cover binding and high-quality full-colored pages.The MM has this too, but in my recent experiences, the binding at the spine (the binding that is holding the pages together) is quite loose.So loose that in fact, one player of mine has all the pages completely out of the binding.True, out of 12 NEW MM's that I have seen, all of them had an extremely loose binding, especially with the pages in the back.You can see the rope that is holding the pages together there.Just note: a lot of the pages in this book will fall out with heavy use.something not too normal with hardcover books. My suggestion, since you are looking at this, is to wait until July 2003, where a new, revised MM will be avaliable.That MM will have 108 more pages, and hopefully a better binding with that many pages.All the D&D core rulebooks are being revised and released in July 2003 (at the end of the month).If you want the D&D books right now, then I suggest the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual II.The MM II will not be revised, and was released recently, so it will be easier to understand.If there is one rulebook that you should not buy, it would be this one.Wait for July 2003 and reap the rewards. ... Read more Isbn: 0786915528 |
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The Speaker in Dreams: An Adventure for 5th-Level Characters (Dungeons & Dragons Adventure) Average Customer Review: Paperback (13 January, 2001) list price: $9.95 -- our price: $8.95 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Reviews (14)
The DM has to work hard to get the full value of this module because there is so much going on at the same time.The reward is well worth the effort though, as your players will light up at the feeling of being immersed in a city where things are going on all around them whether they are looking or not. This story-driven adventure is a nice change from an event driven dungeon where sometimes you get the feel that the monsters were "in stasis" waiting for PC's to show up and deal with them. This adventure is full of plots, side-plots, plot-twists, rumors, and red-herrings and it is a lot of fun for the group to try and separate fact from wives tale, important from meaningless, to slowly uncover the trail that leads to what is really going on.
In my case, I had already bought "The Sunless Citadel" and "The Forge of Fury" before starting the campaign. Comparing the towns depicted on the modules, I decided beforehand to use Brindinford (from Speaker in Dreams) as the characters' HQ. This allows me to build up the events in Speaker, so the players can feel that they are not being dropped in mid season. Besides that, I think this module is a very good one to use as a break from too many Dungeons. ... Read more Isbn: 0786918306 |
$8.95 |
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Character Sheets (Dungeons & Dragons Accessory) Average Customer Review: Paperback (28 August, 2000) list price: $9.95 -- our price: $9.95 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Reviews (44)
All in all, give this thing a pass. Print out something from the web and go somewhere to take a bunch of copies. You'll be much happier and get a better value for money.
These character sheets are a simple repetition of information readily available elsewhere, they aren't sturdily made, and they don't have nearly enough room for your stats. If you really want to keep good record of a character, try Green Ronin's Character Record Folio. It's well worth the price. ... Read more Isbn: 0786916427 |
$9.95 |
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d20 System Dice with Booklet Average Customer Review: Game (May, 2001) list price: $6.95 -- our price: $6.95 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Reviews (8)
As a note it sickens me when for the price they charge for cheap, [discount chain store] quality dice they couldn't throw in another set, or at the bare minimum include the 10-00 10 sided die as a complement to the 10 sided dice that comes with the 'System dice.' ... Read more Isbn: 0786920351 |
$6.95 |
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Dungeons & Dragons (New Line Platinum Series) by Director: Courtney Solomon Average Customer Review: DVD (14 September, 2004) list price: $12.97 -- our price: $11.67 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Editorial Review There is trouble in Izmer. With the emperor dead from an assassin'spoison, the 16-year-old princess Savina (Thora Birch) inherits not just thethrone but also the royal scepter, which has the power to command gold dragons. With a youthful idealism, she decides all people should be equal, from lowly commoners to the ruling-class, magic-wielding mages. This doesn't sit well with the mages, so Archmage Profion (Jeremy Irons) leads a revolt in the Council against Savina's rule, forcing her to relinquish the royal scepter. In order to maintain her power, she decides she needs the rod of Savrille, which can control red dragons. To retrieve it, she hires two bumbling thieves, Ridley (Justin Whalin) and Snails (Marlon Wayans), and an apprentice mage (Zoe McLellan). The true trouble in Izmer is the fact that it's a poorly imagined world that cribs more from Star Wars and Raiders of the Lost Ark than it does from the Dungeons & Dragons role-playing game that shares its title. Director Courtney Solomon optioned the rights to the game in 1991, when he was 21, and should have spent the years since then drafting a coherent script. Mediocre special effects take precedence over story, and the actors try to make up for that by hamming it up. Irons, in particular, covers his embarrassment by chewing the scenery and spitting it out. Often unintentionally funny, Dungeons & Dragons is that fun kind of bad movie, whose cult status would be all but guaranteed if it weren't for a slow second act mired in the boring bumbling ofthe awkward thieves. Still, there are plenty of laughs to be had. --AndySpletzer ... Read more Features Reviews (283)
Asin: B00003CXQM |
$11.67 |
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Toastmaster 576 10 Cup Coffeemaker with Digital Timer Average Customer Review: Kitchen list price: $94.50 US | Canada | United Kingdom | Germany | France Editorial Review Programmable up to 24 hours in advance for preparing "wake-up" coffee, this handsome coffeemaker brews 10 cups of coffee and then keeps it hot in a glass carafe on a warming plate. The clock/timer is only one of many useful features; others include an optional charcoal filter to reduce chlorine in tap water, a magnifying window to display the water level, a button to select either a four-or-fewer-cups or a five-or-more-cups brewing cycle for optimum flavor, a swing-out filter basket, and an automatic coffee-flow shutoff for 30 seconds if the carafe is removed for a quick pour. For safety, the machine turns off two hours after the brewing cycle begins; for convenience, the chrome handle atop the machine stays cool, and there's hidden power-cord storage. The coffeemaker measures 15 inches high by 8 inches wide by 11 inches deep (with the carafe on the warming plate). --Fred Brack ... Read more Features Reviews (4)
Asin: B00005AM8H |
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Fiestaware Black 149 18-Ounce Jumbo Cups, Set of 4 Average Customer Review: Kitchen list price: $44.00 -- our price: $30.99 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Editorial Review These jumbo Fiestaware cups are a fitting tribute to the product line introduced in 1936 and still beloved in the 21st century. Adding original Fiestaware's signature art deco design and bold palette to the grande-size mug popularized by the coffee craze of the last two decades, these cups successfully merge old and new. Their 18-ounce capacity and 4-1/2-inch diameter make them ideal for coffee, soup, or even dipping cookies in milk. They are more contemporary in appearance than many other Fiestaware pieces and mix well with casual contemporary dishes or with the full spectrum of Fiestaware products in different colors. Match these cups with Fiestaware jumbo saucers for a cup and saucer set. --Emily Wolf ... Read more Features Reviews (17)
Asin: B000056I8D |
$30.99 |
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Defenders of the Faith: A Guidebook to Clerics and Paladins (Dungeons & Dragons Accessory) Average Customer Review: Paperback (May, 2001) list price: $19.95 -- our price: $13.57 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Reviews (27)
Isbn: 0786918403 |
$13.57 |
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Sword and Fist: A Guidebook to Fighters and Monks (Dungeons & Dragons Accessory) Average Customer Review: Paperback (01 December, 2000) list price: $19.95 -- our price: $13.57 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Reviews (37)
There are some new feats in here that are pretty neat, but most of the feats are geared towards Monks. Some feats also have no value whatsoever, such as "Dirty Fighting" which lets you make a single attack as a full-round action, adding +1d4 to the damage. The prestige classes are either excellent or horribly worthless. My personal favorites though, is the Weapon Master and Duelist. All the others are generally meant for certain organizations, or as antagonists, such as the Ravagers, the Red Avanger, and the Ninja of the Crescent Moon. The tactics section is utter garbage. It just gives you the "proper usage" of feats like Cleave and Spring Attack. It also gives out pointers as the hit-ratio percentage of using the monk's 'Flurry of Blows.' Theres also some strategies about using Monstrous Fighters and Monks and mounted opponents and such. One fine section of the book, which is the new weapons and equipment, was pretty intriguing. They seem more powerful then the weapons in the Player's handbook, but all the ones represented in SaF are exotic weapons, and thus require the Exotic Weapon Proficiency feat. The mercurial swords, Whip Daggers, and the Orc Shotput are some definite winners. Overall, a useful book, but dont pay 20 dollars for it.
Sword and Fist has the following significant problems: 1) There are six pages of errata for a 95 page book. 2) An excessive amount of space is wasted in repetitive charts. 3) The feat section is a handful of feats that seem to have been chosen at random for their "cool" factor. 4) Many of the feats are either incredibly useful, or not useful at all.For example, Power Lunge could allow a third level character to inflict 14 extra points of damage with a single attack while on the other hand Dirty Fighting requires that a character forego all his extra attack to get 1d4 extra damage.These benefits are not equal in any way, shape or form. 5) Some of the prestige classes, like the Fist of Hextor and the Ravager, absolutely can not be used by a player character, so why are they present in a player oriented book? 6) Other prestige classes, like the Duelist, Devoted Defender, Ghostwalker, and Gladiator are obviously copies of movie characters without giving any credit to the source of inspiration. 7) Some of the prestige classes, like the Fist of Hextor, Knight Protector of the Great Kingdom, Ninja of the Crescent Moon, Order of the Bow Initiate, Red Avenger and Warmaster are tied to specific organizations and/or locations.It simply makes no sense to put them in what should be a relatively generic source book.For example, the Warmaster and the Knight Protector should be in a supplement for the Kingdom of Furyondy or the Great Kingdom respectively. 8) The organization section takes some of the organizations from the Living Greyhawk Gazetteer and rewrites them, and then adds new organizations that have nothing to do with the World of Greyhawk.Focusing either on Greyhawk material or on generic material would have greatly improved the book. 9) The "Game within the Game" chapter is just a basic tutorial on tactics.Not very interesting and it's recommendations are mediocre at best. 10) The tools of the Trade section is probably the single worst section of the book.The stats for most of the weapons are wrong, and many of the weapons are either bizarre, inappropriate or both.The "cool" mercurial weapons are a joke, because mercury reacts with steel to create a brittle alloy.Thus the weapons are not only impractically difficult to manifacture, they'd be worthless in combat. 11) This is a player oriented book, thus there is no reason for any magic items to be in the book at all. On the upside: Overall, I received the impression that the author did not try to write "a good book", but merely one that was "good enough".He failed.I heartily recommend to anyone who is thinking of buying this book: Save your money and buy something good. ... Read more Isbn: 0786918292 |
$13.57 |
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Tome and Blood: A Guidebook to Wizards and Sorcerers (Dungeons & Dragons Accessory) Average Customer Review: Paperback (July, 2001) list price: $19.95 -- our price: $13.57 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Reviews (47)
I was slightly disappointed at the variety of schools, lots of innovation for necromancy, but the other schools, particularly illusion seemed to get short handed. Also, compared to some of the d20 licensee products like Fantasy Flight Games's "Spells and Spellcraft" or Malhavoc Press's "Eldritch Might" series, this was pretty expensive for the amount of information given. ... Read more Isbn: 0786918454 |
$13.57 |
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