So here we have it, the roleplaying equivalent of The Phantom Menace in all it's hardbound glory. Wizards of the Coast had very hard task ahead of them when they started work on 3rd Edition; re-writing the first and argueably most popular RPG in the world. Somehow, they've pulled it off. The first thing you notice is the presentation. It is designed to look like the tome of some wizard. The cover looks like an ornately-bound fantasy book and the inside is dotted with Leonardo DaVinci-style drawings. Even the text is surrounded bt feint lines, like someone has drawn a guide onto the paper before starting to write. Everything is illustrated, from character races to equipment, meaning you don't have to guess what everything looks like from text descriptions as is the case in many RPG's. The illustrations have moved away from the usual medieval style and are reminiscent of the D&D Planescape setting, or WotC's Magic: The Gathering card game. The book is also accompanied by a CD-ROM with a character generator program and a number of other extras. This simplifies character creation no end and is a great bonus. The rules have been greatly simplified. In 2nd Edition the game's wargaming heritage was all too apparant with the number of different mechanisms for different actions. This time they stripped the rules down to the elements that make it D&D and then built it up again around the d20 system, where there is only one roll required for each action. It does involve a lot of tables full of modifiers and I can see it being hard for the novice player who doesn't have any instruction. It improves no end on the old system whilst retaining the D&D feel. In many ways 3rd Edition goes back to it's roots. The return of monks, half-orcs and the Greyhawk world as a kind of 'default' campaign setting all hails back to 1st Edition. In other ways it consilidates. It shifts the focus from it's historical roots to a more fantasy flavour, with the popular barbarian class in the main rulebook and the weapon selection becoming more fantastical, (Earlier editions had their weapons based on historical ones. For example, while a real-life warhammer is a fairly small, armour-piercing weapon, a fantasy one is a huge, heavy thing, the new rules have changed to accomadate this.) It simply brings things together from numerous supplements and the feedback from fans. But it also reaches into the future, with the sorceror class, the new weapons, the rule restructuring and the new style. The fact that it brings these elements together so well is a testimony to the skill of the writers and the overall quality of the book. WotC couldn't have done much better.