Players Handbook

IronWolf

blank
When one reviews this book, one is really reviewing the whole 3E D&D concept.

Obviously, this book is essential. You can't play the game without it - it contains the rules.

The presentation is superb, a definite improvement on anything that TSR/WotC have done in the past. It looks like a modern RPG.

Occasionally the layout falls down - tables in inappropriate places, page breaks in annoying locations etc. But these aren't insurmountable difficulties, and everything else about the book is so good that I can't bring myself to take off a point for it.

So, really, I'm reviewing 3E D&D here. The system is superb - everything about 2nd edition has been looked at and revamped to create a coherent, integrated system that works. The system is now streamlined and easy, with no exceptions or odd out-of-place rules.

The addiiton of the barbarian and monk to the core rules are welcome, as is the half orc. The new feat system allows a balanced way to customise your character, and the skills system is far more logical than the old proficiency rules were.

This book is essential. Not just for D&D, but it is a leader in the RPG industry. If you don't have it yet - buy it now. If you're considering swapping from 2E to 3E - do it. It's worth it, believe me.
 

log in or register to remove this ad

Yes, that's a three. I'm going to take this chapter-by-chapter, and hopefully explain why its a three.

With regards to layout, this book had some serious problems. The lines in the background were somewhat confusing, visually, and gave the book an unfinished appearance. Some tables seem to be poorly placed, and others are begging to be condensed; the combat modifiers for size really should have been included in the table of size on page 131, instead of buried in text on page 118, for example. The artwork, however, is very good; while some is slightly ridiculous (the symbol of Pelor that Jozan wields on page 139 seems to be the same size as his breastplate), the diagrams are excellent.

First chapter is on ability scores, and I must say that this is quite well done. The single bonus chart for abilities is elegant, and the two point increase resulting in a bonus is simple to figure. I also like the more lenient 4d6 minus the lowest method being the standard, and the redefinition of attributes was also very nice. I think it will take some time for people to adapt to the new definition of charisma, but Shadowrun players should have less problems; the attributes and their definitions are pretty close to what Shadowrun has been using for more than ten years.

The new rendition of the races is good, but I think it could have been much better. Being personally indifferent towards halflings, I'm not especially affected by their completely new outlook on life. I do like that humans now get a distinct bonus for being human, and its one that fits reasonably into the into the system and the previous views of humans in most core worlds.
Some things were puzzling about the major races. Given their low charismas, dwarves seem to have weak personalities, which is far from the stereotype. Elves really should have had their favored class be sorcerer; magic is described as coming naturally to them, and their naturally chaotic bent seems at odds with the slight bent towards law found within wizards (it also would have served to highlight the ability of gnomes in illusion magics).
The gnome and the half-orc, however, really got shafted. When the gnome's new ability adjustments were announced, the minus to strength was justified by saying that as smaller creatures, they weren't able to lift and carry as much as larger creatures. However, as page 142 of the Player's Handbook shows, this is already figured into the system; even if a gnome had a 18 strength, he'd still only be lifting and carrying 2/3 as much a human with equal strength, and only a third of what a ogre with 18 strength would carry. And, if you reference the Dungeon Master's Guide, page 24, we find that a bonus to constitution seems to be well balanced against anything but a minus to strength, making the gnome the only race to be so encumbered.
While gnomes receive 3 bonus cantrips and 1 bonus 1st level spell, that's all these will ever be.; a 20th level gnome illusionist casts his bonus cantrips as well as a (proportionally) 3 year old gnomish child, and a 20th level gnomish druid casts the bonus speak with animals as well as a gnome who spent his entire life living in a city. Lastly, of all the races, gnomes are the only one without a true class as their favored multiclass; a gnome is supposedly a master illusionist, but an elf can equal them, as wizard is their favored multiclass, and that can include illusionist.
Half-orcs are simply encumbered by a lack of bonuses. Their strength bonus is balanced against their intelligence and charisma penalties, and they get darkvision, but that's it. Orc Blood is as much a curse as a blessing, as any item designed to harm orcs is likely going to be more common than any designed to aid them. They receive no saving through bonuses, no bonuses to intimidation (indeed, they seem to be less intimidating than other races, as their charisma penalty reduces their use of that skill), and little in the way of other abilities. Even a limited slate of bonus feats might have been preferable; most facets of playing a half-orc, however, can be mimicked by playing a strong, dumb warrior of any other race.

The third chapter covers classes, and again I find myself with mixed reactions. I dislike the alignment restrictions on bards and barbarians; they seem to imply that a disciplined mind cannot be creative in the case of a bard, and that "primitive" societies do not have a code of behavior that its people follow. The definition of lawful, in fact, would seem to apply more to "primitive" societies than to "civilized" ones... they place stock truth and honor, respect authority and tradition, and rely upon others to do what must be done. Who does that describe better?
Clerics, incidentally, do not serve Gods... compared to other characters, they are Gods. No weapon or armor restrictions, coupled with the second-best attack and save progressions in the game; they may not know all weapons at first level, but they aren't barred from using them. They are _highly_ effective spellcasters; with domain bonuses, they are the equivalent of specialist wizards, but without having to give up 1/8th to 3/8ths of the spells they might encounter. They may spontaneously cast an entire category of spells (healing or harming, depending on their alignment), get two granted powers from their domains, and can effectively deal with large portions of undead.
What are their weaknesses? Ethos, though that's easily avoided if you choose a deity who fits your character's style. No spells of opposite alignment from theirs or their deity's, though that's also not too bad, since most Good or Lawful spells have analogues amongst the spells of Evil or Chaos, and vice versa; plus, if you're true neutral, this doesn't affect you in the least. Compared to a wizard, they are slightly behind in the magical assault category, they're their equals in magical defense, and can usually heal any wound that a Wizard can dish out, and have enough hit points to survive the initial attack of any wizard of equal level. I can think of few more effective adventurers than a True Neutral Cleric of Boccob who chose Magic as one of his domains, as he will be able to use, through items, all the spells that a wizard would otherwise dominate him with.
Comparatively, druids were ill-treated. While their shapechange was moved forward some levels, making on of their more popular traits quickly available, one of their "special abilities" at first level is actually a spell that they (and certain clerics) know, and their weapon list is still severely, and unreasonably, curtailed. Why is it acceptable to use a spear, but not a javelin? A sickle, but not the identical in nearly all respects kama? A scimitar, but not a falchion (which is erroniously described as being a big scimitar)? Why can they use a metal sword, but not studded leather armor? None of these are explained; all of them need to be.
Fighters received a huge, and much-needed boost in this book; not only are they attractive as single-class characters, their abilities make them a nice addition to almost any multiclass combination. Wizards, sorcerers and bards don't gain as much as many other classes (since they cannot use armor), and druids only slightly more than they (since their use for the armor proficiency is limited to exotic hides later, and they have no use for the weapons) but the possibility of adding two bonus feats, +3 to fortitude, and 2d10 to hit points will entice anyone who's considering multi-classing.
Monks are well-designed and while I can understand why they were included, I'm personally biased against them by my preference for European-style games. Also, their restriction on multi-classing seems wrong to me; while I can understand the reasoning behind it, monks are effectively limited to being single-class characters; you cannot pick up a level of something else and return to being a monk, and I don't imagine that one can simply wake up one morning and decide to be a monk.
Paladins should have been a prestige class; I think that it would have suited them better to lay the opposite to the D.M.G.'s Blackguard, rather than a standard class. However, as a standard class, they are very good. While they gain quite a few benefits, that's somewhat balanced by needing high scores in several abilities to really be effective; they need strength to fight, at least a 14 wisdom to take full advantage of their spell abilities, and a decent charisma for other benefits. Their extra abilities are nicely spaced out, as well; unlike clerics, who get everything at the beginning, paladins have a slow rise to power, maintaining fairly a fairly constant power level within the party; as fighters outpace them on the battlefield, they gain in spell strength and other special abilities. Also, unlike clerics, their ethos restrictions are quite concrete; playing a paladin doesn't limit you to one character type, but it will often dictate your primary course of action in any case.
Rangers. Arrrgh. On the upside, they took away the alignment restriction. On the downside is nearly everything else. Rangers gets three free bonus feats at first level... but only sort of, since wearing medium armor negates two of them. They get spells at 4th level if they have a good Wisdom, but those spells aren't terribly useful. Their favored enemy bonus is nice, but its really of limited use; its a minor bonus that improves very slowly and simply won't work against some creatures; no matter how cool your background idea is for taking a favored enemy of Undead, you'll find you'll get no damage bonus against them, and in many cases Bluff and Sense Motive are wasted on them. Whereas a Paladin's need for three abilities (Strength, Wisdom, and Charisma) to be truly effective is a nice balance on a strong set of abilities, a rangers need of three abilities (Strength, Dexterity to offset low AC armors, and Wisdom for spells and many skills) is an anchor on an already heavily burdened class.
Rogues were well-treated by the transition. As opposed to being the class no one wants to play, they now have a suite of useful abilities and a wide range of mundane skills to call upon. Sneak attack is far more useful than the old backstab, and their progression of abilities emphasizes their role as the Artful Dodger; the person you have to get around problems, rather than through them.
Though many will disagree with me, Sorcerers are not, in my opinion, a highly useful class unless you wish to add some minor magical ability to another class or, as a DM, want to use a lot of spells against the characters without their wizard getting a chance to learn them. While they can cast more spells per day than a wizard, and don't have a need to memorize, that's heavily hindered by their limited selection of spells at any given level and slow progression. Perhaps their sole upside is that they really only need two abilities to be successful; Dexterity and Charisma, so they can cast spells better and offset their poor AC.
If viewed in continuity with previous editions, wizards are an excellent class. Indeed, most of my complaints about the wizard class do not arise from the class itself, but rather with the magic system and the skill system, which will be covered in their own areas. The improvements to familiars, the removal of "Maximum Number of Spells per Spell Level", the addition of bonus spells for high intelligence, and the amount of variation possible in specialists is a great improvement in the class as a whole, however.
The new multi-classing system is perhaps one of the best features of the game. I disagree with the limitations placed upon Paladins and Monks in this regard, but it truly allows people to create flexible characters. The distinction between Class Level and Character level is reminiscent of Final Fantasy V and Final Fantasy Tactics, but it works very intuitively. Perhaps my sole beef is the ease with which one can multiclass; the example given on page 55 makes it seem like wizardry is just a simple task, an ability easily acquired without much effort. I think an intermediary step in multi-classing should have been introduced, from absolute lack of knowledge to full proficiency, but I am at a loss as to what that step should have been.

Chapter Four deals with the skills system. I truly like the skills system, but there is one major, and several minor, flaws that I see. Certain skills work wonderfully, such as the opposition between skills like Spot and Hide. I would have preferred that literacy were less wide-spread in the game world, with few save wizards starting with the ability, but that's simple enough to fix in individual games.
My major problem is that, after 5th level, many skills become fairly simple. By sixth level, even the iconic bard will be able to use most magical items with only a 50/50 chance of failure, and by 20th level there is almost nothing beyond a character who's studied the skill since 1st level, even if they roll a 1. While a improvement is to be expected, this seems extreme.
On a lesser note, there are some curious selections as to what classes can use which skills. Why can bards and rogues learn to use any magical device, but a wizard (who studies and understands magic) just has to shrug his shoulders and say "What are you going to do?" Why is it that only Druids and Rangers can learn animal empathy? What about Barbarians, who are arguably as in touch with the wilderness as those two, or bards, who make a way of life out of influencing others reactions? Why can't wizards learn Decipher Script, despite the fact that their class seems to be oriented around what they read? The odd skill limitations really grated against my sense of game design; while I understand that bards and rogues got their ability with magic items from previous editions, it still doesn't explain the logical leap of why wizards didn't get it, as well.

Chapter five covers feats, and chapter six covers describing your character. Both of these chapters are simply excellent. The alteration in the way magic items are created makes sense, and the use of metamagic provides a wizard with a choice of either creating magical items or improving the variety of his magic. I would have liked to see some options for alternate ways to power a meta-magicked spell, as well as a feat that would add a cantrip or orison to a non-spellcaster and one that would allow an arcane spellcaster to use armor and cast spells, but otherwise the feats were well done, with logical prerequisites. In chapter six, the redefinition of alignment was very well done, adding some character aside from "crazy person" to Chaotic Neutral and changing the definitions themselves from abstract arguments to actual behaviors. I nearly went berserk when I read the Lawful Good section and read the line "Lawful Good is the best alignment because...", fearing they were starting the previous editions' prejudice that Lawful Good was the "best", but then read the other entries, where each explained why they were the best or most dangerous alignment. I also liked the new system of determining height and weight; it works neatly, without the fear that a random height and weight will result in someone shaped like a football or someone better suited to being a quarterstaff. If the quality in these chapters had appeared throughout the book, I would've given this book a 5 without reservation.

Equipment fills chapter seven, and here again the problems reassert themselves. The simple weapons category seems under-populated. Weapons such as the short sword, pick, flail and hand axe should have made an appearance here; these are simple to use weapons that many people are going to be familiar with simply from daily life. Similarly, though the kama, kukri, and siangham are rare, they're also fairly intuitive weapons. You're not going to find yourself staring at a siangham trying to figure out how you're supposed to hurt someone with it, and while a master might be able to do many things with it, the fact remains that it’s a fairly simple weapon to use competently. Of similar note is the old speech about weapon weights; wielding a 15 pound greatsword for any length of time is going to destroy your arms, and a 30 pound double-bladed sword is even worse (though that weight has been errata'ed). Some of the double weapons are simply unusable by any save masochists, such as the dire flail. On the up side, however, the new statistics for armor are quite nice; max dexterity bonuses give light fighters a reason not to wear heavy armor, and the stepped arcane spell failure chance might entice some people to take the risk of wearing armor. The addition of Masterwork items, with set costs is also a boon; it gives characters something to strive for between normal and magical, though a percentage system likely would have been better for determining the cost of masterwork armor. Apparently, it is 30 times more difficult to make masterwork leather than it is to make normal leather, but you'll probably pay more in sales tax than the cost of making Full Plate as a masterwork, rather than normal.

Combat, in general, works very well. The new Armor Class system is more intuitive to newer players, and the bonuses to hit are similarly easier to deal with. The cyclic initiative being rolled once, at the beginning of combat, helps to reduce the number of rolls, though combined with the rules for being flat-footed, it does place more emphasis on getting in a good first strike. I am disappointed with the rules on flanking; it seems counter intuitive to say that, while you have problems defending against two enemies who are on opposite sides of you, you don't have any problem defending against the third opponent who also in close combat with them, but its clearly shown to be the case on page 122. The combat section is also the most egregious offender of layout; simply look at page 127 for an example, where the list of partial actions is noted in a separate column, and would more logically refer to the "Loss of Hit Points" section than the Partial Actions. Lastly, attacks of opportunity, while a good concept that adds to realism, also need careful control by a DM; they can be confusing to newer players, and in some cases simply do not apply when the rules say that they should.

By and large, chapter nine could have likely been folded into other chapters. The section on Carrying Capacity could have fit better into the first chapter. The Experience and levels section could have been added to chapter three, and the Treasure and Other Rewards sections would have worked well in the Equipment section. Only the Exploration and Movement sections wouldn't have neatly fit into another category; perhaps their closest analogue would have been found in the Combat section, but that's a very loose fit.
In spite of this problem, however, the information in the chapter is very good. I like the idea of varying carrying capacity by size, and the rest of the information is things that players are going to need to know to play the game. The chapter itself doesn't suffer from any gaming flaws; simply an anomaly of layout.

The last two chapters are on Magic; the first on its practice, and the second on the particulars of the spells. I think that the various changes to old spells are going to plague long-time players of D&D for many years to come, but for the most part the spells are excellently done. Each lists the appropriate level for the various classes who may learn and cast it, and describes the effect of saving throws and spell resistance on the spell. Schools are clearer, and various tags make determining what kind of spell is being cast, so the player can tell if his bonuses apply. There are definitely some problem spells, such as Harm having horrific damage with no save, and the ability to "hold" a touch spell indefinitely has the possibility for abuse, especially when combined with Harm. However, the concept of named bonuses and bonuses with the same name not stacking does clear up many old questions about various spells, especially those that protect people or increase their combat effectiveness.
Many of the problems come in at the conceptual level. A prime example is the question "Why can't wizards cast healing spells?" Healing spells are the conjuration of positive energy, which wizards obviously have no problem with, given the cantrip "Disrupt Undead". It can't be explained away as a facet of Arcane Magic, as bards can cast healing spells as well as any class but clerics starting at 2nd level (provided the bard in question has at least a 12 Charisma). Even the argument that it would take away from clerics doesn't work; not only can Bards, Druids, Paladins, and Rangers all cast healing spells at one point or another in their career, Clerics can still cast them spontaneously. Since everyone but the bard has to memorize, and the bard's selection is severely limited, that amounts to a large advantage.
Similarly, you must ask why arcane magic cannot be cast in armor, but divine magic can, even when they're casting identical spells. A 1st level cleric with the Fire Domain could cast Burning Hands while wearing half-plate armor and carrying a tower shield with no chance of failure, while a 20th level wizard casting the same spell wearing even padded armor would have a 5% chance to fumble it completely. It’s the same spell, with the exact same somatic components described, yet for some reason the books provide that a cleric can cast the spell without a hitch, and the wizard is seemingly incompetent.

Finally, my copy of the Player's Handbook, purchased in September 2000, contained a copy of the "2000 Survival Guide", designed to get us all through the dark months between the release of the PH and the other two books. Some have slammed this; I applaud it. In the 90's, D&D was always somewhat of an oddball for requiring three books to play, and Wizards took something of a risk continuing with that (not much, given that hype and loyalty alone were likely to sell their first print run, but a slight one, especially given their artificially low price). However, since those who were buying the books were going to need something to play right away, this allowed people to get started on the system before the second two books were out. I ran my first game without the benefit of the Monster Manual, and this part was necessary. I am given to understand that new printings include information on attacks of opportunity and how to deal with them instead of this survival kit; I think that alone shows my earlier point that attacks of opportunity can be difficult to handle and confusing to new players.

Is the Player's Handbook a terrible book? No. As the rating indicates, its simply average. Much of what was hailed as revolutionary, however, has been done before in other games. Perhaps my main beef comes with their marketing of the game. While the advertisements said "Challenge Your Perceptions", much of what they turned out was simply a repetition of the old stereotypes, without truly examining the ideas behind them or trying to improve them.
 

I love it!

OK, that's a good start! ;o)

Now, I'm going to try to explain why I love it...

- Content : I love the new rules. The new edition is one of the best thing that could happen to Dungeons & Dragons. It seem that the authors have found the perfect balance between simplicity (everything except hit points and damage uses 20-sided dice) and customization (thanks in part to the new feat system). The only problem concerning content is that there was so much material for the 2nd edition that a lot had to be left out, especially in the spells section. This problem is easily solved since modifying 2nd edition spells to 3rd edition is fairly easy.

Here is a little infor about the various chapters of the book :

* Chapter 1 : Abilities
This chapter introduces the new ability tables, including the modifiers for each ability and a list of creatures for each ability so that players can compare their scores to other creatures'.

* Chapter 2 : Races
This chapter introduces the 7 races (Human, Dwarves, Elves, Gnomes, Half-Elves, Half-Orcs and Halflings) and their descriptions.

* Chapter 3 : Classes
This chapter includes the description of the 11 classes (barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, and wizard) and the rules for multiclass characters.

* Chapter 4 : Skills
Here is the explanation of the new skill system and the description of the various skills.

* Chapter 5 : Feats
THE change compared to the previous edition. Feats can be taken by characters to give them advantages and enable customization. The number of feats a character can have varies according to its race, class and, of course, level (a 20th-level human fighter has 19 feats, whereas a 20th-level dwarf cleric has only 7).

* Chapter 6 : Description
This chapter includes everything else that is needed to describe your character (except your background story, you still have to write it!) : alignment, religion (the deities of the Greyhawk campaign worl, which is now the generic world) as well as the tables to randomly generate your age, height and weight...

* Chapter 7 : Equipment
Nothing exceptional here, the basic stuff as usual : weapons, armours, various equipment.

* Chapter 8 : Combat
The description of the combat rules : everything from initiative to attack rolls to damage...

* Chapter 9 : Adveturing
Here are the rules not related to combat or magic (which belongs to the next chapter)...

* Chapter 10 : Magic
The new rules for magic in D&D.

* Chapter 11 : Spells
The chapter begins with the lists of spells for each spellcasting class, then contains the description of every spell...

- Sturdiness : I have already used my copy of the Player's Handbook quite a lot, and there is still no sign of it broking (unlike the 2nd edition PHB who broke after only a month!). This is very valuable since a Player's Handbook is something you need nearly every time (when you play rpg, of course...).

- Art : It's exceptionally good... There isn't too much so that it doesn't look like filling, but there's enough to make the reading enjoyable.

- Presentation : Nothing exceptional, but good nevertheless. Beautiful enough so that we won't get tired of it, and yet discrete enough so that it doesn't hamper your reading...

- Price : 19.95$ for 286 pages + 16 pages that are there so that people who don't have the Dungeon Master Guide (since the PHB was released about a month before the DMG, that was needed so that people could play during that time) : 0.066$ per page! That's one of the cheapest rpg book I ever bought! And when you have read these 302 pages, a little surprise is waiting for you! There's a CD at the end of the book which includes the official character generator. That's not the best generator around, but that's a great tool to create some characters as soon as you've read the book...

In conclusion, the Player's Handbook would be worth it even if it wasn't absolutely necessary to play. And since it IS necessary, you've got no excuse if you don't go and buy it immediately! ;o)
 

The Player's Handbook is the first core rulebook of the current edition of Dungeons & Dragons. There is no information to new gamers; this book is strictly to those already acquainted to roleplaying games. Wizards of the Coast's production values are usually high and this book is not an exception. However, I don't think that the design is particularly good. The cover tries to portrait a photographic rendering of an old magic book. It fails. It is better described as photographic rendering of a toy, although the new logo and the titles font are good. Internal art is also gorgeous, but I think that the layout is rather poor. The margins design try to evocate the margins of an old book, but they are only ugly. The chapter name is now in the margins but in a fixed height. If they could vary the position of the chapter name, it would be easier to quickly find it by examining the lateral of the book. Finally, there are some horizontal lines following the text alignment. I found this a little bit bothering during reading.

Regarding the rules, there are lots of improvements from previous editions. Character creation is particularly enhanced as abilities and races are much more balanced now. Although the current classes are better than previous editions, a few problem remains. A quite obvious is that some, such as the ranger, receives a hefty package of abilities at first level, which may prompt some players to take a single level of it just to create a powerful character. Unlike previous editions, the skills rules are now serviceable. Although improved, the new rules are still short to provide a good skill system to D&D. Because of the disparity of levels, some difficulty classes are just to high to low level characters. It take a 20 to open a very single lock, while good locks may need a 30, and it is possible to have non magical locks requiring a 40 to be picked. Considering how easy is to pick a modern lock and how crude are the medieval ones (at least I suppose that they were very simple), this does not make much sense. Feats are a welcome addition to the rules. They are special abilities available to all PCs in some levels, provided that they have the necessary prerequisites. They allow a better customisation of the characters. Now it is possible to have wizards employing swords, fighters specialized in different styles of combat (ranged, mounted, dexterous, etc.), and so on. Sadly, feats are too much oriented to combat. There are few non-combat related feats and the magic related ones are actually weak. Equipment now includes some fantastic weapons, some really ridiculous, such as the two-bladed sword. Armour now restricts dexterity bonuses, opening new tactical choices to players.

Combat is also greatly improved from previous editions. Round duration, initiative, action types, subdual damage, unarmed attack, and turn are much better handled. Some new rules, such as opportunity attacks and flanking, especially when combining with some feats such as mobility, may introduce some problems to players not playing with miniatures. The new rules for critical attacks are also better, although they are still timid to introduce a really random component to combat.

Magic was also improved from previous editions, presenting more tactical options to spell casters. Also, divine inspired spells are now classified in nine levels, and, as much as possible, are equivalents to their arcane counterparts. Spell lists are provided to each of the spell caster classes, followed by an integrated spell descriptions list, organised in alphabetical order.

The Player's Handbook is the main book of the better D&D edition so far. It is well written, with generally good art, albeit the poor design. Despite the great improvements, some persistent problems remain. The main problem is D&D level improvement design that allows a linear advance of skills and combat abilities. In real life, skill improvement is harder as someone is more skilled, as such, the difference between a master and a skilled person is not as great as the difference between a skilled and a not skilled person. In D&D, high-level characters are disproportional better than lower level ones, unlike other class/level games, such as Rolemaster. I think that this is a main flaw of the rules system that reflects heavily in the score I am giving to this book. Those who actually like the D&D power inflation at high levels should add a star to my score.
 

The 3rd edition Dungeons & Dragons is here! The PLAYER'S HANDBOOK is the first core rulebook to appear from Wizards as a 3rd edition manual and this is the beginning of the d20 system. I'm new to this d20 community and I can't pass by this masterpiece rulebook from reviewing even if it's almost two years that we heard from the d20 system. The PLAYER'S HANDBOOK completely redefine the old Advanced Dungeons & Dragons 2nd edition rules and let me say you this: the new system is much more playable, understanding and allow a great deal of flexibility, so he is much more enjoyable for the player's and DM's.

The character creation has been made more easier. I like the idea that only one table list the ability modofiers and bonus spells (they're the same for all abilities). In fact, the CHAPTER 1 on ability scores length only four pages , but it was the right way to do it; not complex and realistic, for player's and monster's alike. The CHAPTER 2 , about races, goes right trought the matter and present a new PC's race as well: the half-orc. Gone are the old rules the likes of ¨only elves, half-elves and humans can be wizards (except gnome.... illusionnist)¨. All races can be of any classes with some more comfortable with one or another. The 3rd edition present you the favored class concept; your character grow faster in XP if one of is dual-class is his favored class. For exemple, rogue is the favored class of the halfling race. The new races & classes system allow much more flexibility to your game!

The classes are well balanced in CHAPTER 3. All classes will now calculated their current level with the same XP table and you can now increase one of your ability score by one point every four level. There are a total of 11 classes with th addition of the barbarian, the monk and the sorcerer. Each classes also gain new specials powers according to their level ( and with addition of all the usual attack & saving throws bonus...). With the reshaped classes, we can now assume that each abilities is of approximately the same importance in the game. The multi-class system is now fully customizable and allow more flexibility for your character. The designer have included some deities in CHAPTER 6 so it is a good start for the beginning player's and DM's alike.

The CHAPTER 4 & 5 skills and feats is a great addition to the game flexibility: they are a little thick, an issue that later releases will fix, but the rules for determining when and how to use it are easy to understand. You can be a master in a skill related to your class and you can pick some cross-class skills to tunes up your character as you like.

The CHAPTER 7, about equipment, is well made. Weapons and armors have been redefined and work much better with the new 3rd edition rules. Also included is a list of some mundane item that will providea start for the beginner. The most enjoyable fact in this chapter is all the illustrations that cover the item description( all the weapons and armors are illustrated) a must over the old versions.

It was truly a piece of art to assemble a set of rules that regulate the combat mechanics this softly and it make it easy on the player's and DM's who can concentrate on the action instead of the rules. The combat system in CHAPTER 8 stands in only 26 pages, a remarkable job was made to make them as clear, short and precise as they are. All the player's options in combat is clearly describe and the new attacks of opportunity, explanation on movement capabilities in a round, are great additions to the rules.

The last two chapter, CHAPTER 10 & 11, about magic, is like the rest of the manual, fully integrated into the game basic mechanics, easy to understand and use, clear and precise. The class spell list is well made, particularly the domain spell for the cleric. You can now counterspell a spell, to prevent it from being casted, if you are a divine or arcane spellcaster. The concentration mechanics have been more detailed and much more improved.

In conclusion, Jonathan Tweet, Monte Cook and Skip Williams have done an awesome work on the new 3rd edition rules, it show that they have been in the field for decades. The 3rd edition rules is much more easier to master than the second one. And, do I mention the price? For 19.95$ it is well worth the price!!! I give the PLAYER'S HANBOOK a perfect 5 stars.
 

The Player's Handbook for Dungeons and Dragons 3rd edition led the charge in a revitalization of the industry what... a year and a half ago now? So, rather than review the book again (at the time of this review, there are already 18 reviews for this product) I figured I'd try to add whatever wisdom I've been able to gain from having the book since its release, and looking at how well its stood up over time.

Relative to other editions of D&D, the new Player's Handbook is miles ahead. However, relative to some other games, it still lags in terms in complexity. Oddly enough, some of these games are d20 games produced by Wizards of the Coast! The Wheel of Time Roleplaying Game for instance, and the Star Wars Roleplaying Game are about the same size as as our beloved PHB and yet contain not only the same information, but also a small equivalent of the DMG and the MM to boot. It's hard to put my finger exactly on why the D&D game is larger. Perhaps the larger size of the spell lists, or equipment lists? Or perhaps the other books are simply written better; are more concise, and convey the same information much more clearly and succinctly? Certainly, they feel more like reading a roleplaying game, while reading the PHB is often uncomfortably like reading a dictionary.

Be that as it may, the mechanic introduced in the new edition is certainly, as I said earlier, the best edition of D&D ever released, and one of the best roleplaying games released as well. The system certainly has proven to be flexible, converting relatively well to Star Wars and the Wheel of Time. However, both Star Wars and the Wheel of Time are settings in which the heroic, larger than life actions of the D&D hero fit in pretty well. How well does the PHB port over into other types of settings, as the promise of the d20 license unveiled along with it contains?

Unfortunately, we can't really tell yet. The PHB itself is not a particularly useful tool as a d20 document, but is rather uniquely tied to the D&D game still. No one has yet tried to make a significantly different type of game yet. Perhaps when Monte Cooks d20 Call of Cthulhu comes out, we'll be able to see just how flexible the d20 system introduced right here in the trusty, workaday PHB really is.
 

The Book that started the 3E revolution.
Rather than go through an entire point by point review, I'll keep my meanderings short. The wonders of the 3E system have been well documented by others and I'll not gainsay them, mostly because I agree with them. What I will do is describe the D&D renovations I think catapult this edition far beyond the previous ones.


Classes
Though panned by many of its critics as a limit to character creation, the class based system has been brought to life by 3E. Though some people still complain about the equality of the specific classes presented in this book (myself included), the class based creation system is still a viable one.

Multi-classing
Personally, I view the revamped of the multi-classing rules in 3E to be the best revision in the entire book. They strained the impurities of the existing multi-classing rules and whipped them into shape.

Skills
The new skill system presented to D&D fans is a quantum leap beyond the "skill slots" of 1E/2E. The skill point system allows for true customization of any character class to something unique.

Feats
Yet another new mechanic presented in the new Players Handbook that allows for even more customization. Though the feat mechanic is prone to exaggerated power levels in many D20 products and even some WOTC products, the Feats and Feat system presented in the Players Handbook are wonderfully crafted.


Combat
Though the combat rules have had their complexity increased many fold, the new combat rules are sensible (once you learn them) and do smooth out once you have studied them thoroughly. Though many of the new rules are easily removed and are not necessary, depending on the level of complexity you strive for. Now that Weapon Speeds have been vanquished, I find initiative to be quicker and easier. The reversed THACO system had been in affect in my D&D games for years, so that was another easy change. This part of the game however, is knowledge intensive and does have a learning curve. For converts and beginners, both.

Overall
At $20 for this hardcover, this is an incredible buy. That is why I gave it 5 stars without a second thought!
The renovations to the game that 3E provides not only saved D&D, it brought me back the fold after I had sworn off D&D forever! Gone (or diminished greatly) are the cries of character creation being stifled? Between multi-classing, skill points, and Feats, the new D&D allows for truly different characters that are easily distinguished from each other.
Even at the soon some price bump to $30, this is a great buy, although at this price, my rating would probably drop to a 4 because of the somewhat imbalanced races and classes, as well as too much complexity in the default combat rules.
 

You can read this and other reviews at http://www.angelfire.com/realm2/darkcitadel/roleplay/roleplay.html

Introduction: The reviews of the Core Rulebooks have been long in coming. I've had over a year to collect my thoughts and, after great discussion with my colleagues, have decided that I have had enough time to consider them and give them a fair and honest review.

Cover: The cover of The Player's Handbook is beautiful, with the appearance of being bound in a leather jacket and adorned with various jewels and a nifty little bolt to hold it closed, giving it a much more arcane as well as grandiose feel than previous books.

Writing Style: The book is very well written. The authors put a great deal of thought into everything they wrote into the book, and they did a fantastic job. My only major complaint is the combat section, where they grow rather vague when it comes to certain abilities, such as attacks of opportunity, as well as in the magic section. Aside from that, the book was
actually a very pleasant read. The authors were not very dull at all, and gave excellent examples of play throughout the book to illustrate the rules they were discussing. Although the dungeons the characters dove into weren't as interesting as the sewers with the wererats in the 2nd Edition Player's Handbook, they were still interesting reads.

Artwork: This is where the book began to turn sour. Don't get me wrong. The artwork is abosolutely gorgeous! The pictures were incredibly painted and the book is so well illustrated I couldn't believe it! I can easily remember the 1st edition handbooks with pencil-drawn artwork that looked like it was sketched by a 3-year-old, and the dull, emotionless,
almost medieval or Celtic artwork of the 2nd edition core books. This book definitely makes an incredible impression with the absolutely incredible artistry. But now we come to my problem, a problem that will plague me for the rest of 3rd Edition, it seems (right down to Elminster and Fzoul Chembryl in The Forgotten Realms Campaign Setting book). The artwork is incredibly inaccurate. I remember at the end of one of the old 1st edition core books Gary Gygax expounds on the differences, strengths, and evolution of pole-arms for several small-print, sparsely illustrated pages, all for the sake of accuracy. The 2nd edition Arms and Equipment Guide was incredibly well-researched and detailed, with highly accurate
drawings and information concerning the use and strengths of various weapons and armors. However, when looking at the equipment section of The Player's Handbook for 3rd edition, I have to admit, I was disappointed. The armor looked absolutely too elaborate and the weapons were all wrong. What they depicted as a heavy lance was, in reality, more like a padded practice lance, and didn't have nearly the reach or the sharpness of a true heavy lance. Then there are the ridiculous double-weapons (such two-bladed sword, which was probably just to amuse Darth Maul fans). Some of the weapons were well-drawn and effectively researched, but a few things just completely baffled me in the equipment segment.

Mechanics: This is probably the most important part of the book. It is what won me over to the idea of 3rd Edition back in fall semester of my senior year at college. The D20 system streamlined Dungeons & Dragons, giving it a much-needed facelift, smoothing out many of the old problems (and ushering in very few new ones). The manner in which they handle skill checks and combat, with everything revolving around a d20 (hence, the system's name) simplifies combat and skill usage alike. The character classes (except for the monk) are incredibly well defined and balanced with the others. The races are also much more versatile, and they have trimmed the fat (literally) off of many of them, making them much more playable, and attracting the interest of more than just Lord of the Rings fans who want to play Bilbo Baggins in Greyhawk. The addition of feats is probably the best thing they introduced, however, since it makes characters infinitely more customizable. The character classes are much more vague (influenced by the late Alternity), allowing which skills and feats the player selects to further define the character itself, eliminating the necessity (or desire) for kits. A pirate can be a fighter with the Knowledge: Navigation and Swim skills, and the Weapon Focus: Rapier (or Cutlass, from Forgotten Realms) feat. A horse-nomad (like the Mongols or Huns) may be a barbarian with several ranks in Ride and Mounted Combat, Mounted Archery, and Ride-by Attack feats at level one.

My problems with the system, however, fall under monks and magic.

Monks: I just think they are extremely unbalanced. Their abilities go beyond the rational and enter the realm of the surreal the farther they go up in level. Many of the other DMs I know either disallow them in their games or trim down their abilities. Their unarmed attack damage gets a bit too powerful, as well as some of their skills, one of which does the incredible and makes the monk an outsider. The first edition monk was incredibly powerful, but I find the third edition monk to be absolutely unbalanced, almost to the point where you really don't need a party, just a monk. They are more than just the Swiss Army Knife of D20, but the Swiss Army Howitzer.

Magic: Magic has been completely overhauled. The idea of clerical domains and such are excellent additions to the system. Dungeons & Dragons still has that system of fire-and-forget spellcasting, although they now have added the sorceror to the mix for those who hate the idea of forgetting your spell once you cast it. However, the spells themselves have been reduced. They brought back cantrips, but I would have rather seen the cantrips as much more simplistic, similar to 1st Edition cantrips. Many spells, such as light, have been gravely weakened due to their downgrading in level. The name-changes don't bother me, but whatever happened to spells like fools gold? In addition, the new system makes anyone's 2nd Edition Tome of Magic completely useless unless their DM wants to spend a week converting the spells (which are, by the way, still not 3rd Edition canon). Wizards spell progression is also somewhat stifled. When converting a wizard from 2nd Edition to 3rd Edition, you'll end up losing a great deal of spellcasting power. The sorcerer, although he doesn't know as many spells as the wizard, easily overpowers him when it comes to raw firepower. A wizard ends up needing an 18 for his Intelligence or he is weakened considerably. Yeah, he may end up casting more 9th-level spells than in 2nd Edition, but extra 9th-level spells are never worth losing several 3rd, 4th, and 5th level spells, which are used much more commonly than 9th.

Overall: All-in-all, this book impressed the hell out of me. After I was through critiquing 3rd Edition's take on magic, I began to develop hope for future spells in books like Tome and Blood and Magic of Faerun. To give your wizard a bit more omph, I'd suggest buying Relics & Rituals for Sword & Sorcery, because it puts a lot of utility spells back into 3rd Edition that the original conversion from 2nd Edition lost. I can do nothing but extol the virtues of the D20 system as a combat and skill system, because it is a fantastic mesh of Alternity and 2nd Edition AD&D. I am quite satisfied with this purchase, and although I use the "Spells per Day" list from the 2nd Edition wizard for my 3rd Edition wizards, just to keep any sorcerors in my games from getting too cocky, I don't encourage everyone to do so. It all depends on your DMing style and what you want to focus on.

Note on monks and magic: Since mechanics are part of the "Player's Handbook", I review them quite a bit. However, my opinions of 3rd edition are largely in support of it (that is why I collect and read the books). I know people who defend monks and the 3rd edition magic system to the death, and I know people who despise them. Personally, I liked 2nd magic better, but I love the engine that 3rd edition runs on. I stand by my rating, but I try to explain what I see as shortcomings as fully as possible. There are undoubtedly merits to the 3rd edition wizard as well as the monk, and I accept that. I am just trying to express what I believe is somewhat unbalancing.
 

The Player's Handbook (hereafter PHB - never have gotten used to simply PH) is the first of the three Core Rulebooks for the D&D/d20 System, published by Wizards of the Coast.

Note: This review, along with the review on the DMG and MM is considerably shorter than usual and focused on my opinions and reactions because of the tremendous amount of reviews they have already received and the assumption that everyone is quite familiar with them by now.

Percent of OGC: 0%* (This deserves an asterisk because a great deal of the PHB was released as Open Game Content in the System Reference Document)

First Impressions: When I picked up this beauty two years ago I was stunned by the beauty of the thing. Two years later, I'm no longer stunned, but I think that's just due to familiarity. This book is still, in my mind, the benchmark for d20 system supplements for players.

Initial Annoyances: Spikes! Seriously, the new "grim-n-gritty" artwork style didn't work for me. I much prefer Elmore's style and while others can't stand him, this is a taste issue. The other annoyance? Well, um, can't think of any, really.

The Good: Everything here is very well-organized, and well-explained. Of course there are "loopholes" and "rules problems" but they are very minor. I especially liked the new way of cataloguing spells - alphabetically. Makes things so much easier to find and no more, "see Wizard spell on page X." Yay! The introduction of Feats was a wonderful touch for customizing characters. Suffice to say that this book showcases the d20 system. There is nothing really "out of left field" in terms of the genre, but there is innovation aplenty in the mechanics.

The Bad: Sorcerers and wizards should have different spell lists. Nothing else really to find fault with here, with the possible exception of the Skill Focus Feat.

The Ugly: Did I mention the artwork is a little too gritty for my tastes? More "high fantasy" less "medievalpunk."

Presentation: Gorgeous. Solid hardback, beautiful paper throughout, well-organized. Layout is wonderful and stuff is (fairly) simple to find. No complaints here aside from the art style. The inclusion of the Character Generator CD was nice, too.

Conclusion: This is the book that defines the d20 system. It set the bar for all future d20 releases in terms of balanced rules, organized publishing, and production value. If you only buy one book ever for the d20 system, this should be it.

--The Sigil
October 18, 2002
 

Remove ads

Top