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<blockquote data-quote="poilbrun" data-source="post: 2008400" data-attributes="member: 532"><p>I love it!</p><p></p><p>OK, that's a good start! ;o)</p><p></p><p>Now, I'm going to try to explain why I love it...</p><p></p><p>- 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.</p><p></p><p>Here is a little infor about the various chapters of the book :</p><p></p><p> * <strong>Chapter 1 : Abilities</strong></p><p>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'.</p><p></p><p> * <strong>Chapter 2 : Races</strong></p><p>This chapter introduces the 7 races (Human, Dwarves, Elves, Gnomes, Half-Elves, Half-Orcs and Halflings) and their descriptions.</p><p></p><p> * <strong>Chapter 3 : Classes</strong></p><p>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.</p><p></p><p> * <strong>Chapter 4 : Skills</strong></p><p>Here is the explanation of the new skill system and the description of the various skills.</p><p></p><p> * <strong>Chapter 5 : Feats</strong></p><p>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).</p><p></p><p> * <strong>Chapter 6 : Description</strong></p><p>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...</p><p></p><p> * <strong>Chapter 7 : Equipment</strong></p><p>Nothing exceptional here, the basic stuff as usual : weapons, armours, various equipment.</p><p></p><p> * <strong>Chapter 8 : Combat</strong></p><p>The description of the combat rules : everything from initiative to attack rolls to damage...</p><p></p><p> * <strong>Chapter 9 : Adveturing</strong></p><p>Here are the rules not related to combat or magic (which belongs to the next chapter)...</p><p></p><p> * <strong>Chapter 10 : Magic</strong></p><p>The new rules for magic in D&D.</p><p></p><p> * <strong>Chapter 11 : Spells</strong></p><p>The chapter begins with the lists of spells for each spellcasting class, then contains the description of every spell...</p><p></p><p>- 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...).</p><p></p><p>- 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.</p><p></p><p>- 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...</p><p></p><p>- 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...</p><p></p><p>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)</p></blockquote><p></p>
[QUOTE="poilbrun, post: 2008400, member: 532"] 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 : * [b]Chapter 1 : Abilities[/b] 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'. * [b]Chapter 2 : Races[/b] This chapter introduces the 7 races (Human, Dwarves, Elves, Gnomes, Half-Elves, Half-Orcs and Halflings) and their descriptions. * [b]Chapter 3 : Classes[/b] 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. * [b]Chapter 4 : Skills[/b] Here is the explanation of the new skill system and the description of the various skills. * [b]Chapter 5 : Feats[/b] 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). * [b]Chapter 6 : Description[/b] 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... * [b]Chapter 7 : Equipment[/b] Nothing exceptional here, the basic stuff as usual : weapons, armours, various equipment. * [b]Chapter 8 : Combat[/b] The description of the combat rules : everything from initiative to attack rolls to damage... * [b]Chapter 9 : Adveturing[/b] Here are the rules not related to combat or magic (which belongs to the next chapter)... * [b]Chapter 10 : Magic[/b] The new rules for magic in D&D. * [b]Chapter 11 : Spells[/b] 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) [/QUOTE]
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