Player's Handbook, Version 3.5 (Dungeon & Dragons Roleplaying Game: Core Rules) | Jonathan Tweet, Monte Cook, ... | What can I say... it's the PHB.
books:
Player's Handbook,...
Player's Handbook, Version 3.5 (Dungeon & Dragons Roleplaying Game: Core Rules)
Jonathan Tweet
,
Monte Cook
, ...
Wizards of the Coast
, 2003 - 320 pages
average customer review:
based on 125 reviews
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This book got me interested in D&D again
I have not had much D&D experience. I only played the
game
a few times with friends when I was a kid. Now as an adult out of college I am revisiting my childhood games.
I am coming from 2nd edition D&D. Let me tell you this book is a big improvement over 2nd edition. Studies have shown that gifted and bright kids tend to play D&D after you have played the game a few times you will to see why. This is not an easy game to learn. There are a lot of
rules
, a lot of stuff to try to remember, this is something that really discouraged me as a youth from it. Since I have always notoriously had a bad memory this game was hard for me to learn back then. I always had to look up stuff in the rulebook, because I couldn't remeber. This slowed down the game a lot. With the few games I played with friends I fudged a lot of the rules and left out a good chunk of them just to speed up game play.
The new 3.5 rulebook is a blessing to me. I find it much easier to learn, since I never really learned D&D back then. A lot more easier to learn. Here are a few things I find easier with 3.5 edition.
1) Although I prefer The old 2nd edition savings throw method, the new savings throw method is a lot easier to learn.
2) Movement is a lot more logical now I think and answers so many questions I had from 2nd edition. Movement in combat in 2nd editon made no sense! You could move 120' in one round and attack! This was so unrealistic. I like the 5' system a lot better. This visually makes a lot more sense and is easier.
3)Improved minature rules! They also tied up a lot of loose ends with minatures and how to move them in this edition which helps a lot. The rulebook in 2nd edition didn't explain minatures all that well or how to move them, this book makes things more clear.
4)Hex paper. Ok in 2nd edition as a kid I was really confused how to use the hex paper and how to layout the maps. 2nd edition didn't explain this at all I don't think. This edition makes the use of hex paper a lot more clearer to the reader.
5)Available help. The internet has been a blessing in so many ways; I can now ask for help online. The online forum is the biggest blessing to me! So many questions I had about how to be a good
dungeon
master have been answered on those forums. I can great advice from veterans on how to construct an adventure.
6)Better written adventures. I have to say in 2nd edition the premade adventures that a
player
could buy were confusing. There were a lot of questions not answered and many adventures were too open ended. I find adventures published for 3.5 are a lot more clear, less confusing, and less open ended. Clearly a lot better written too, in my opinion.
7) Improved character class progression. Hey I like the way they tried to make all the classes more even. The wizard was so problematic in 2nd edition for me. This is one thing that fustrated me about the baldurs gate games; playing a wizard. Wizards started out too weak, leveled at a much slower pace then everyone else, and were hindersome to the party. With everyone leveling at the same experience rate this is such a blessing for both the player and the dungeon master. This was so fustrating to me as a DM. Trying to remember all the different level progressions. It made the game interesting, however really hindered game play and therefore needed change.
Overall I think Wizards of the Coast did a great job at cleaning up TSR's flawed, confusing, and difficult rulebook. This game is now easy to run, easy to learn, and Dungeons and
Dragons
has regained it's popularity.
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What can I say... it's the PHB.
The
Player
's
Handbook
(PHB) for
Dungeon
s &
Dragons
3.5 is a great work, and contains the majority of
rules
for a D&D player. It has good writeups for when you want to take the time to read about a topic, and a simple layout with good tables for when you need a quick reference.
But it could be the ugliest collection of letters and lines ever printed, and if you're going to play D&D you're going to have to get a copy of the PHB. :) For what it's worth, it's a well done manual.
Great source!
If you play D&D, you know this is a must have book. If you are just getting into D&D, you will need this book, unless you plan on using the slightly outdated 3rd edition. Either way, you need a PH to play. Very easy to navigate and helps you out step by step. This, coupled with a DM guide, a pencil, and some dice will be all you need to start adventuring.
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If you are purchasing this product you should already know what your getting.
The 3.5
rules
are new to me. So far, what I see I like.
It's good, but it could have been great.
I liked this update, it saved the ranger. But it didn't do hardly anything for the beleaguered fighter and sorcerer, nor did it curtail the out of control codzilla (the cleric and druid classes, which are considered by many to be overpowered). This
version
also seems to be heavily based on minis, which not all of us in nerd-land collect them.
All in all, however, it's good. Those classes that did receive updates are better for it.
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