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.Read full review
While 3.5 is the best, it is interesting to see the differences. What was changed? What's better? What's not better? For the most part, 3.5 was upgraded greatly and more enjoyable. However, a few things were better in 3.0. 1 example is Ranger got 1d10 hit points per level, but 3.5 reduced it to 1d8. Another is the Barkskin spell adds natural armor to a creature of character, but in 3.5 it only enhances a natural armor said being already has. There are also useful maps thsy help explain things, such as the area effect of a fireball spell.
Verified purchase: Yes | Condition: Pre-owned
This tome is the first book anyone will need who wishes to play the THIRD edition of the world's first Role-Playing Game. This is the perfect manuscript for anyone nostalgic for the early '00s, although it was not without it's faults to wit WOTC quickly published a 3.5 edition. If you want to delve into the earlier renditions of WOTC's acquisition of this pop culture phenomena, then this what you're looking for.
Verified purchase: Yes | Condition: Pre-owned
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).Read full review
The new Player's Handbook (PH) D&D Design Team has created a marvelous product--filled with generally clear writing and excellent artwork--containing a major change in game mechanics. The PH nonetheless manages to retain the spirit of the D&D game created by E. Gary Gygax and Dave Arneson in 1974. The 3rd edition replaces the old movement system, denoted in confusing scale inches--which goes back even before D&D to Gygax's Chainmail rules for medieval combat--with a clear system of speed denoted in feet. Yet the 3rd edition includes familiar races and character classes. It retains the bard, cleric, druid, fighter, ranger, rogue, paladin, and wizard, and resurrects the barbarian, monk and half-orc. Fans of clerics and druids will cheer the addition of 8th- and 9th-level spells. Clerics will love the 9th-level Miracle spell, similar to a Wish. Barbarian fans will rejoice that the 3rd edition removes the unplayable restrictions of the original barbarian, even at the cost of somewhat reduced physical prowess. Fans of the monk and druid will celebrate elimination of limited levels. Each class now requires the same amount of experience to advance in level. Regardless of which class you choose, your character initially will advance rapidly because reaching the lower levels requires relatively small amounts of experience; earning a mere 1,000 experience points, for example, will gain your character second level. The 3rd edition grants each 1st level character full hit points. Combining easy advancement at lower levels with full hit points at 1st level will help keep characters alive through their fragile early days. The 3rd edition introduces a sorcerer class. The sorcerer gains access to the same spells as the wizard, gets more per day, and needn't carry spell books or prepare spells, but can't learn as large a repertoire. The sorcerer can't specialize in schools of magic like the wizard, while the wizard specialist now has some control over the school from which she can't learn spells. All spellcasters except the ranger and paladin now have access to zero-level spells, the way Gygax intended in 1982 when he introduced cantrips in Dragon magazine issues 59-61. The spellcaster will find that she's more effective because a touch spell no longer needs to penetrate an opponent's armor. She also gains the ability to counterspell an enemy's spell, which, when successful, negates the enemy's spell entirely. A rogue will find that his sneak attack comes into play more often than did the old backstab, making him more useful in combat. Your rogue or barbarian will learn to avoid a surprise attack which leaves the rest of the party flat-footed. Your warrior continues to grow in power at higher levels by gaining up to 4 attacks per round, substantial bonuses to hit, and even more hit dice. Characters continue to gain hit dice right up through 20th level. All character classes also eventually get more than one melee attack per round, but the warriors get more and get them faster than anyone except monks. Any character, regardless of race, can now belong to any class. You can play hafling paladins, dwarven rangers or anything else you choose. Any character, regardless of race, can belong to multiple classes. The 3rd edition removes limits on class combinations and maximum levels. It allows you to decide in which class your character will advance with each new level she gains. Best of all, your character gains all the skills and benefits of each levelRead full review
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