Dungeons & Dragons Player's Handbook: Core Rulebook 1, Vol. 3.5 Hardcover – 11 Jul 2003
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Discusses how to create and play characters of various races, classes, and abilities, covering topics including skills, feats, equipment, adventuring, and magic.
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Top Customer Reviews
Here's the differences:
1. Some of the character classes have been overhauled. Barbarians now aqcuire abilities in a far less lumpy manner; there's a few new abilities for Bards; Monks have been tweaked, including at low level, as have Paladins; and Ranger abilities have been substantially adjusted. Of the other 'traditional' classes, only Rogue has been played with, with improved aptitude with traps now added (Trap Sense proves helpful to players and DMs alike). ALL of these adjustments are improvements.
2) Skills have been mildly adjusted. Animal Empathy has been removed as a stand-alone skill, and Alchemy now comes under Craft, and the rarely-used Innuendo has vanished. Intuit Direction and Wilderness Lore are no longer skills but Knowledge checks, Pick Pocket is part of Sleight of Hand... you get the idea. Most importantly, which skills are class skills went under revision, and yes, Initimidate IS now a Fighter skill. These may seem like superficial changes at first, but for fans of Roleplay rather than Gaming, these will be important.
3) Some new Feats. At first, the double-page spread of listed feats looks like a massive expansion, but in fact most of the new ones are the kind of feats that merely boost a couple of skills or saves by 2 each. Players are unlikely to find these useful, but they are helpful for DMs padding out specialist NPCs.
4) As D&D moves a little closer (optionally, of course) to miniature gaming, the Combat section has been expanded with a lot more illustrations.
5) A (very) few new spells.Read more ›
I really do not know the diferences between this edition and the third one, but all I know is that this book is great!
Its a really good book to get you started in D&D.
Most of the time however you'll be overrun by rules and little details, but do not worry... once you start a session you'll be able to play even if you dont respect all of the little details... that (at least for me) comes with time...Just have fun...Then those details will make the diference... :P
Just keep this book (and the other core books) around for quick consultation on a session.
Each race, class, skill, feat is explained in detail, great artwork, pre-made caracters, sheets, quick seacrh tables, and lots of fun are within the pages of this book...
PS. For and handbook .. its quite large... :P
It's worth pointing out that the book itself does not cover the game world, or a background to the environment you'll be playing in. That's all decided by the Games Master (or GM) when you start your game. What it does cover is how to create your character, from the individual concept you'll use, all the way through to deciding skills and equipment. You'll also find everything you need to know about Feats, and what in-game benefit these give you.
Also included is a comprehensive spell list for each spellcasting character class. An in-depth description of each spell, along with the actual mechanics of casting and effect are included. You also get an example character sheet which you can photocopy, giving you everything you need to create and play your character.
It's a worthwhile investment if you're starting out, and will become an indispensible guide throughout your campaign.
The new edition is better than the last in many ways, and I think that upgrading your game is well worth it. Especially for the average 5-person group the cost of all 3 Core Rulebooks comes to less than £10 per person. The game is more streamlined and enriched. There are more feats and the skills are modified, the 10-minute pause whenever one of the characters attempts a jump is a thing of the past. If you still don’t want to upgrade your game, be advised- the role-playing community shifting to 3.5.
For people new to D&D this book is the essential place to start. It contains everything you need to play the game. This includes detailed information on creating and playing your character.
Most Recent Customer Reviews
Great, great, great if I didn't think so I would not give it 5 stars.Published 21 months ago by Mr. Rodney Walker
These 3.5s are better than 4.0, however D&D has changed and itsnt the same as it used to be, Fantasy Craft is now actually closer to how the game used to be played, it may be an... Read morePublished on 20 Jun. 2011 by Andy
Do you like fantasy, dragons and adventures?
Need somewhere to put your imagination?
If your answer is yes, you really should try this out. Read more
This was in almost perfect Qlt!
I am pleased, but hell it took like forever.. I wish that there was more shipping options :)
Through out my entire role playing career this one book has been the basis of everyones knowledge (as far as i know). Read morePublished on 27 Oct. 2008 by Mr. C. W. Fordyce