4.0 out of 5 stars
Worth a look., Aug 14 2000
This review is from: Dungeons & Dragons Player's Handbook: Core Rulebook I (Hardcover)
Simply stated, if you're reading this, you've probably sunk enough money into role-playing games to purchase a used car. If this is the case, buy this book. If this is not the case, you probably can save a few bucks by buying older books from EBay, just to see if you enjoy RPGs. This having been said, I will direct the rest of this review toward gamers who already own/play D&D.
First, the basics:
Did they change a lot of stuff? Yes. A lot of basic mechanics have changed, from ability scores to classes. Some of this is good(No more confusing fractional strength scores) and some bad(unbalanced racial bonus/penalties:Half-Orc +2 Str, -2 Int, -2 Cha). One of the biggest changes is the dropping of most support for game worlds outside of Greyhawk, with a promise to get around to some Forgotten Realms sometime next year.
Is it really better? Thus far, I've only read the book, and not played a game based on it. As with any gaming system, there are things I like and dislike. Before I actually play a game based on these rules, I will probably sit down with the intended party and discuss all of the changes with them. If they hate something, I won't use it. I know I'm dodging the question a bit here, but the bottom line is, I won't really know until I've experienced the game played.
So how do I justify a rating of four? A lot is based upon my optimism going forward in the next year. As the new books are released, I am hoping that all will be well and good in the world of D&D.
The good:
-The book physically is quite attractive. The artwork is beautiful and the cover very nice.
-Some clunky mechanics have been removed from the game.
-Better system for handling skills(finally!).
-Lots of cool freebees are being released via the web. If this keeps up, you may be able to get a lot of material for next to nothing. So far this includes: maps, NPCs, adventures, monsters, and more.
The bad:
-Characters are beefed up a little too much. This is probably done to make up for bad role-playing, a poor storyline, or a bad dm.(Think of a movie: The weaker the story=the more explosions needed to keep audience interested.)
-Although you can consider many rules optional, the inclusion of some and not others can drastically throw off game balance.
One thing that I see as both good and bad is WotC's plan to reach out to the gaming community more. A big project, called "Living Greyhawk" will have players gaming in a contantly evolving world with some interaction between other groups. DMs will be able to submit small adventures that can be played by the gaming community as well as participate in the overall campaign. This sounds good on the surface, but I can see a few problems occurring.
Obviously, the rules must be adhered to, exactly. Otherwise, one group that excludes barbarians from their game runs into another group that doesn't.
Also, what happens when a huge event takes place within a groups game that throws off the grand scheme of things. What do you mean there's a festival if Moonglow? We burned that town to the ground last week!
I know this review is supposed to be about the book and not about all of 3rd edition. Sorry, but the two are linked at the hip. This book, and the next few, are the cornerstones to the next several years of Dungeons and Dragons.
It's not too expensive, so pick it up. If you don't like it, don't buy any more 3rd edition books and keep playing as you always have. Even if you hate it, I think you'll probably find a few neat ideas to incorporate into your campaign.
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