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<blockquote data-quote="Messageboard Golem" data-source="post: 2008552" data-attributes="member: 18387"><p>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. </p><p></p><p> 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!</p><p></p><p> 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.</p><p></p><p> 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.</p><p></p><p> 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. </p><p></p><p> 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.</p><p></p><p> 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.</p><p></p><p> 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.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2008552, member: 18387"] 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. [/QUOTE]
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