Sorcerers NEW for Third Edition D&D!!!
Created: 04/11/11
This book is the Third Edition of the Players Handbook. The 3.5 Edition cam out a few years after this one, and the Fourth Edition came out in 2008. Still, this is a very good book. The 3.5 Edition spawned a spin-off in response/rebellion to the release of Fourth Edition called Pathfinder by Paizo Publishing. This Third Edition is very, very similar to that 3.5 Edition. Contrary to previous reviewers, I must point out that the Half-Orc race did NOT originate with this edition, but was included in the very first edition of the Players Handbook from 1976. However, said reviewer is absolutely correct that the Third Edition marks the debut of the Sorcerer class. The addition of the Sorcerer class is significant because up to this point, all arcane spell-casters (originally called 'magic-users' but by this time referred to as 'wizards') had to prepare their spells ahead of time, based on challenges that they believed were the most likely for them to face on a given day. This system is called the 'Vancian' system, because it is drawn from works by author Jack Vance, primarily his "Dying Earth" books and stories. Sorcerers, by contrast, are spontaneous spell-casters and can cast any spell that they know without any preparation whatsoever, provided that they still have enough personal 'juice' left for that day to power the spell. (In game terms, these are called 'spell slots,' of which a character receives so many of each 'level' of spell per day, based primarily upon his 'level' as a caster.) Sorcerers also differ from Wizards in that their primary attribute is their Charisma, whereas a Wizard's primary attribute is his Intelligence. Also, to compensate for their ability to cast spells spontaneously, Sorcerers had to give up a great deal of their depth in their spellcasting. That is to say, Wizards know very many spells, but have to prepare each spell ahead of time. (Wizards are also limited in how many of each 'level' of spell that they can prepare for a certain day, but they know a much broader array of spells from which they choose the ones to prepare.) Sorcerers, by contrast, know fewer spells, but can cast any spell that they know spontaneously, limited only by their number of 'slots' of each 'level' of spell that they know for a given day.
Confused yet? I am. Buy the book and learn the game. It will all make sense then, trust me.
Oh, and why did I only give this book a "good" rating? It's a case of personal preference -- I find the 3.5th Edition and the 4th Edition much more to my liking. Choosing between those two editions is difficult for me, if not impossible, but the 3.0 Edition is definitely a third place contender.

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Monks are back!
Created: 08/27/06
This is a very well put together rule book, kudos the WotC for a good job, I personally think TSR would have done a bad job (after all WotC has the money to put into it). Very well researched and cross refrenced and includes a table of contets but does not include an index.
Major changes to the D&D system are the addition of 1 new race (half-orc), and classes (monk, sorcerer - she who has innate powers and wizards -- he who has to study for the powers). The removal of the Thac0 system, and a complete overhaul of the magic and combat systems. The highlight of the new system include the any race, any class motto. Really, it is a whole new game.
The rules are very much simplified using the D20 system (you still will need those other dice, just not as much). No more calculating Thac0 in your head on simple dracolitches, or using geometry to find who your fireball gets. I'm sure the rules hounds will insist on using 1st edition till they die for the rest of us there's the future.
My only complaont: Why not release the DMG and PH at the same time? I guess it's so I have to wait a month before I can find out what manner of evil I can visit upon my players (and convert my personal favorites into 3rd edition).

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D&D players Handbook 3.0
Created: 10/07/06
The 3.0 edition of this book is still a decent representation of the v.3.5 that is currently out. Most of the changes in 3.5 are slight to the 3.0. This is a must have for and Dungeons and Dragons players. Other companion books would the the handbook that related to your class (adventurer, cleric, bard...).
This book is an excellent starting point for any player. Dungeon Masters(DM)however must also have the DM Guide and the Monster I Guide.
Other expension from these core three are icing on the cake, and only necessary if you are an avid player.

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this book might be old. but it is still D&D:)
Created: 01/08/09
thisw book might be old. but alot of players still use it becouse it is fun and to buy it know from ebay it cost less then new.
the 4.0 is good to. they toke lots of game play hr's . for reshurech to find all the flae's in it. to make it better. now we have 4.0
but for those on a tight income. 3.0/3.5 rocks for us.
thanks for lettin me share.

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Dungeons and Dragons Player's Handbook 3.0 Edition
Created: 08/03/08
Great book. The switch to D20 and Fantastic art. Should come with a Character Generator CD-Rom inside the back cover. A must have for D&D 3rd edition users.

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