PDF Ebook Dungeons & Dragons Player's Handbook: Core Rulebook I v.3.5

PDF Ebook Dungeons & Dragons Player's Handbook: Core Rulebook I v.3.5

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Dungeons & Dragons Player's Handbook: Core Rulebook I v.3.5

Dungeons & Dragons Player's Handbook: Core Rulebook I v.3.5


Dungeons & Dragons Player's Handbook: Core Rulebook I v.3.5


PDF Ebook Dungeons & Dragons Player's Handbook: Core Rulebook I v.3.5

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Dungeons & Dragons Player's Handbook: Core Rulebook I v.3.5

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

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Product details

Hardcover: 317 pages

Publisher: Wizards of the Coast; 3.5 edition (July 1, 2003)

Language: English

ISBN-10: 0786928867

ISBN-13: 978-0786928866

Product Dimensions:

8.4 x 0.8 x 11 inches

Shipping Weight: 2.4 pounds

Average Customer Review:

4.5 out of 5 stars

199 customer reviews

Amazon Best Sellers Rank:

#54,773 in Books (See Top 100 in Books)

This is the Player's Handbook for D&D 3.5. It is the first book you will open when getting into the system, and the one you will rely on the most. It lays out the basics and the mechanics of the game, and gives you a source to refer to for just about any need. With this tome, you will be able to create a fictional character, to take part in an epic adventure with your friends or family.There are hundreds of D&D books and websites out there, all teeming with useful information, but this book remains the go-to for a lot of basic information. Need to quickly look up the price of a horse-drawn cart? It's there. How about the base stats for someone of the elf race? It's there, too. Wizard class information? Feats? Rules on grappling? All there.It's also a very nice book to have a physical copy of, and each person's handbook takes on a life of its own, from sticky notes inserted in the pages, to scribblings and highlights in the pages. The book is filled with excellent information, examples, and wonderful illustrations. The book is of a somewhat heavy construction, so it'll last for years if treated right.Inside this book's pages are hours of enjoyment and fun for all ages. However, 3.5 is one of the more difficult versions to learn, but don't let that intimidate you. It takes quite a while to learn everything, and in the time it takes, you will be playing part of countless adventures, to where you won't even realize how much you've learned!All in all, I would recommend this to both new and seasoned players alike. It is an excellent addition to any gamer's rulebook collection.

I'm giving it 5 stars because of the quality of the book I got (used). It looks like it's never even been read; though it had the previous owner's name inside the cover.The reason that I bought this (and that I want to give it five stars) is that this was the last "good" version of D&D. In 4.0, the entire game was refactored and all the things that were fun were removed from the game. For example, it's all about combat mechanics and pushing the opponent into position for others to use their spells/abilities. Every class is so balanced that it doesn't matter which one you are, they're all the same... nothing interesting about any of them anymore.In 4.0, the D&D team decided to remove all the concepts of non-combat spells for magic users, so that there are no more of the really cool spells. Also, there are specific moves that you're allowed to do for each class; that makes it feel like a video game: you push the button and the move happens and you see what the damage is. There is no more imagination to try to think up your own moves and assess the damage. The 4.0 game is designed on the assumption that the DM is five years old and won't let you do anything that can be read from the rules verbatim. Terrible compromise in my opinion, which takes away much of the fun.Next, they got rid of many of the classic classes and races and replaced with bizarre ones that take the game in a whole new direction. DISCLAIMER: I only have the first three core books for 4.0, and I'm aware that they came out with many more to fill in the blanks, but seriously, do you want to have to buy all those books just to version up one step from 3.5 to 4.0? Also those books have GIGANTIC font and whitespace issues, so you're really not getting what you should out of them.OK, enough of this rant and bash on 4.0, this is a review of the 3.5 book. It's nothing short of stellar. The combat rules and ability rules are concise and full-featured. There is plenty of room for expansion by the DM to cover all the scenarios, and there are few loop-holes for the characters to exploit. The book itself is about 50% spells, so the rich fantasy capabilities are still in this version, and the weapons and fighting rules are thoroughly explained. Yes, this version (3.5) is more complicated than the new one (4.0), but you can always "dumb it down" to speed things up if you need to.Overall, I have thoroughly enjoyed this version and would recommend it to anyone out there upgrading from the previous versions, or anyone that is disillusioned with the new 4.0 limitations and wants to downgrade to something that still captures the essence of D&D.

I just recently began to play tabletop RPGs, and this is one of the first ones I tried. I thought it was going to be difficult, but as you play with more experienced people you begin to figure out the rules with ease. When played with a great group, this is one of the most enjoyable times you will have. Creating characters, playing as them, and exploring the world in your own way is grand. If you've never played D&D, I recommend 3.5 (or 5e) as a starter. It's an absolute blast.

The book sent to me was not v3.5 but 3.0. Does not match item description nor is what I paid for. Highly disappointed and a waist of my time as my set is still incomplete.

Absolutely essential for players and DM's for any 3.5 edition campaign. As one of the Core 3 (others being the Dungeon Master's Guide 3.5 and Monster Manual 3.5), it is an exhaustive resource detailing the Core Classes (such as Rogue, Fighter, Cleric, and Wizard, among others), base skills, round action breakdown, 3rd edition spell system, and base Core spells for divine and arcane. Only reason I'm writing this review at all is that my original copy after 15 years finally fell out from the binding and I had to get a replacement. Yes, if you enjoy 3rd edition, you will use it that much.

This is the best system for role playing in the fantasy genre yet devised. I think this needs to be stated with the new Pathfinder game system mod coming out. This is easily understood and played, yet is complex enough to allow for interesting play and has infinite house rule potential. There have been a couple of attempts to "upgrade" this system by making it "simpler", but so far, these attempts have done nothing but increase the complexity by decreasing the intuitiveness of the rules and widen the appeal to those interested in playing a video game on the table top. I'm sure that everything I said has been said a million times, and has been said about this book. But the truth is, if you have a negative experience with a game system, you need to examine the group you play with, not the rules.

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Dungeons & Dragons Player's Handbook: Core Rulebook I v.3.5 PDF

Dungeons & Dragons Player's Handbook: Core Rulebook I v.3.5 PDF

Dungeons & Dragons Player's Handbook: Core Rulebook I v.3.5 PDF
Dungeons & Dragons Player's Handbook: Core Rulebook I v.3.5 PDF

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