What is the point of the Rules Compendium?

The Rules Compendium goes beyond errata as it includes rules from supplements such as the Environment series as well as new uses for skills.

Don't think of it in terms of redundancy. Of course it's redundant. The value of the book comes in its presentation and layout. The table of contents and index are very thorough, and the book pretty much presents one rule per page with some exceptions.

Additionally, the book offers much better clarifications for rules such as line of sight and line of effect with full illustrations to help better understand such things.

As an example, the Rules Compendium makes it so much easier to find rules about flight movement without have to cross reference the PHB, DMG, MM, and Draconomicon. Same can be said about effects such as invisibility, spot checks, lighting, distance, etc. It's all right there for quick and speedy access.
 

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Revisions are few and far in between, but can be rather significant. For instance, the DMG has a rule where activating a wand is either a standard action, or the casting time of the spell, whichever is longer. Rules compendium supersedes this by ruling that the activation time of a wand is simply the spell's casting time, so you can now benefit from wands of wraithstrike. I think AMF was ruled to not block line of effect as well.

Wow. I haven't read or bought the book, but from what little I learn about it, the more I hate it. I've yet to see someone post a revised rule from the RC that I like.

Which means...I have no real way to answer the OP's question other than to say, "I don't know, either." If you're running your games fine already, don't see the point in needing this book. And if you're ok with on the spot houserules for rules you're unsure of or dson't want ot take time to look up and cross reference, even less reason to need it.
 

I bought the Rules Compendium, and my 1 word review is "Meh..." :erm:

It's not really all that useful - I was hoping it would include extra rules introduced in the various supplements, like extra uses for skills and such. It presents a couple of clarified and revised rules, but overall, not really worth the price I paid for it.
 

I was hoping it would include extra rules introduced in the various supplements, like extra uses for skills and such.
Well, doesn't it?

Page 66: rules for using Bluff to heckle someone using the Perform skill.
Page 66: rules for using Diplomacy to haggle.
Page 68: rules for using Intimidate to engage in a "duel of wills."
Page 68: rules for using Sense Motive to assess an opponent's relative power.
Page 78: rules for using Decipher Script to create a cipher.
Page 82: rules for using Use Magic Device to identify magic items.
Page 88: rules for using Ride to get your mount to enter water and staying mounted while your mount swims.
Page 91: rules for using Climb to rappel down a surface.
Page 92: rules for using Hide to sneak up on a target from a hiding place, and for moving between hiding places without being spotted.
Page 117: rules for using Sleight of Hand to make a sneak attack, and for casting spells surreptitiously.
Page 145: rules for using Balance checks in place of Strength/Dexterity checks to avoid being tripped.

Those are just the ones I noticed on a quick flip-through.
 

Well, doesn't it?

Page 66: rules for using Bluff to heckle someone using the Perform skill.
Page 66: rules for using Diplomacy to haggle.
Page 68: rules for using Intimidate to engage in a "duel of wills."
Page 68: rules for using Sense Motive to assess an opponent's relative power.
Page 78: rules for using Decipher Script to create a cipher.
Page 82: rules for using Use Magic Device to identify magic items.
Page 88: rules for using Ride to get your mount to enter water and staying mounted while your mount swims.
Page 91: rules for using Climb to rappel down a surface.
Page 92: rules for using Hide to sneak up on a target from a hiding place, and for moving between hiding places without being spotted.
Page 117: rules for using Sleight of Hand to make a sneak attack, and for casting spells surreptitiously.
Page 145: rules for using Balance checks in place of Strength/Dexterity checks to avoid being tripped.

Those are just the ones I noticed on a quick flip-through.
Well, color me embarrassed - I can't believe I missed all of those. :blush:
 

At the least, the actions list at the beginning.

I rarely use the book myself, since I own most other books from which it re-iterated 'new' rules. However, at least once per session someone comes up with a 'how long does this particular action take, and does it provoke an attack of oppertunity?'
I always go for the RC, since it has all the possible actions neatly in one table at the beginning of the book.
 

I liked the Compendium, it's a great reference book. Unfortunately it didn't see much use before my groups switch to 4E. But I think it's a valuable aid.

It does its best to clarify rules questions/doubts, as well as update/revise existing rules. So if after 7 years, you are still trying to understanding just how the heck grappling, AoOs or AMFs work, this is the book for you.(
Though actually the only thing disappointing me a little was the Grapple stuff - it is very exhaustive - but I am still not sure how Improved Grab, Constrict and similar abilities actually work and interact.

Questions we were often stumbling upon - despite using the Grapple rules quite a bit:
1) If you have Improved Grab, do you deal damage with your first successful grapple check to establish the grapple?
2) Is constrict in addition to regular damage for a Grapple or applies only once per round?
3) Is constrict applied upon the first successful grapple check to establish the grapple.
4) What damage options do I have when pinning opponents? Can I still roll Grapple?
5) Do I deal damage when making a succesful Grapple check to pin an opponent (what if "I" have constrict, improved grab orsnatch etc.pp.)
6) What attack bonuses do I use for subsequent Grapple Check? Full BAB + STR + Size Modifier, or using the declining -5/-10/-15 progression? What if defending myself? Always full BAB?

And something we missed for a very long time: Pinning lasta only one round, regardless of grapple check success
 

At the least, the actions list at the beginning.

I rarely use the book myself, since I own most other books from which it re-iterated 'new' rules. However, at least once per session someone comes up with a 'how long does this particular action take, and does it provoke an attack of oppertunity?'
I always go for the RC, since it has all the possible actions neatly in one table at the beginning of the book.

Yep, that's the sort of thing we use it for. Last session we used it for the overrun rules and cover rules. I could have looked both of those rules up in the PHB or DMG but it was just quicker and easier to use the RC.

Olaf the Stout
 


I don't have it and don't think I need or want it.

Also, I strongly dislike if they change basic core rules in a later supplement like this without also making them available as errata.

Bye
Thanee
 

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