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Revised Player's Handbook: Dungeons & Dragons Core Rulebook [Hardcover]

Wizards Team
3.3 out of 5 stars  See all reviews (77 customer reviews)

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Book Description

July 1 2003 D&D Core Rulebook
Endless adventure and untold excitement await! Prepare to venture forth with your bold compaions into a world of heroic fantasy. Within these pages, you'll discover all the tools and options you need to create characters worthy of song and legend for the Dungeons & Dragons roleplaying game.

The revised Player's Handbook is the definitive rulebook for the Dungeons & Dragons game. It contains complete rules for the newest edition and is an essential purchase for anyone who wants to play the game.

The revised Player's Handbook received revisions to character classes to make them more balanced, including updates to the bard, druid, monk, paladin, and ranger. Spell lists for characters have been revised and some spell levels adjusted. Skills have been consolidated somewhat and clarified. A larger number of feats have been added to give even more options for character customization in this area. In addition, the new and revised content instructs players on how to take full advantage of the tie-in D&D miniatures line planned to release in the fall of 2003 from Wizards of the Coast, Inc.

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Inside This Book (Learn More)
First Sentence
Just about every die roll you make is going to be modified based on your character's abilities. Read the first page
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Concordance
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Front Cover | Copyright | Table of Contents | Excerpt | Index | Back Cover
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Customer Reviews

Most helpful customer reviews
6 of 6 people found the following review helpful
5.0 out of 5 stars If it was broke, then it needed to be fixed. July 15 2003
Format:Hardcover
I've heard all the backlash before I got a chance to review this. I heard that this update was not only not needed, but an ill concieved attempt just to boost Wizard's profits for the year. I've heard numerous people describe the evils of the D20 system. I heard it all, and needless to say, I feel that critism was unfounded.
The Player's Handbook 3.5 does a fixes many of the problems of the original book. Wizards of the Coast came up with a much overdue and spectacular idea a few years ago when they opened up their game mechanics wth the open gaming license making source books for any type of character (gladiators, necromancers, and even shamans) easy to find, and it all fit together. 3rd edtion was the grandaddy that started it, and it gets an overhall.
Most notably, they change 3 of the classes. The Bard finally gets more skill points (6) so that he can more resemble the "Jack of all Trades" than a low rent, underpowered mage/theif that nobody wanted to play.
The Ranger, perhaps one of the most loved classes in First and Second Edition D and D was nearly unplayable in 3rd edition (past 1st level anyway.) This problem is fixed, with choices in specialization with the bow or two weapon fighting, more skill points, and increases in power more in line with the other classes. (No more playing for one favored enemy and a few cantrips you can cast at 8 level.)
The Monks are no longer cookie cutters of each other, as you have choices to make along the way so that you can do things that not every other monk you'd meet would be able to do.
Oh, by the way, now every race that has a special weapon (Dwarven Warhaxe) can fight with it without a feat. What an idea!!
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5 of 5 people found the following review helpful
1.0 out of 5 stars Weak and Rushed July 29 2003
Format:Hardcover
First, I'd like to say thanks Wizards of the Cost. Thanks for nothing! The much hyped 3.5 is little more than 3.0 with a ton of house rules applied to them. What's worse is, that there are enough major mechanical changes scattered throughout the 3 books, that converting your 3.0 game to a 3.5 game will be a major task. And there will be no compatibility to your 3.0 campaign.
I thought the point of a new revision was to make improvements to the system and to clarify rules that were unclear. As it turns out the improvements are so minor, and the clarifications are only covering about 30-40% of the issues my group argues about. That and stat-boosting spells have been rendered almost completely useless. Unless you are certain that you are going to have an encounter in the next couple of minutes, Bull's Strength is now a trash-can spell. It makes no sense to me. Granted an hour per level is a little long for a duration, but a minute per level is way too short. Our DM house-ruled a long time ago that stat boosters durations were 10 minutes per level, thus usable in most situations, but not lasting all day long.
Rangers took the biggest hit of all the class revisions. They're supposed to be improvemed? I'm having difficulty differentiating between the new ranger and a druid. The only difference I can see is that one is more spell focused vs. combat focused. They even have the same hit die now. They should just be call them Combat Specialist Druids and the Spell Slinging Druids.
What's good about this book? I'm still struggling to find something noteworthy and posative to say about this version. It's a challenge.
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2 of 2 people found the following review helpful
By Lockarm
Format:Hardcover
As I've mentioned in several of my pther reviews, I had a difficult time accepting that 3e was in fact the wave of the future for the Dungeons & Dragons game. Truth be told, I bought the original 3e PHB the day it was released, and read it cover to cover several times in only a few days. To make a long story short, where once I did not liek the system at all, I am now one if its strongest advocates.
Enter 3e.5 (or whatever you want to call it). Partial actions in combat have been removed (thank the creator) to simplify combat, character classes revised to balance them, some spells reworded to actually make them useful, and on and on.
This is a book review, so, is 3.5 a good revision? In a word, yes. The book has included just the right amount of information and rehashed rules to make the new system streamlined without threating the core genius of the rules. While two players could sit at a table and play with the different rules (3.0 and 3.5) for a while without compatibility problems, there would eventually be clashes over class abilities, combat actions (especially those pesky and now non-existent partial actions).
Overall, a great book. My only criticism really isn't about he book, but the 3.5 system in general - the lack of 3.5-updated material adds a workload to DMs trying to keep their library up to date. Wizards needs to light a fire under their editing department and get those revisions out there. They did release a revision summary (available for free download at [...]) that covered the other as-of-yet unrevised books, but the cross-referencing is driving me (and other DMs, I'm sure) a little batty.
All in all, bravo.
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4.0 out of 5 stars Decent but flawed in some ways July 6 2004
Format:Hardcover
There isn't much difference between 3rd edition and 3.5. Some minor rule changes and some window dressing basically. This edition came out too soon. I should say the artwork is great though.
D&D has gone from being a RPG to a "minatures" game, which is o.k. if you like lots of tactical combat and complex rules. I prefer 1st and 2nd edition which were a little easier to administer. Some of the new rules just create arguments among players, such as "does this constitute an attack of opportunity or not?" Other rules are way too complicated, such as turning undead. Even the saving throws have gone from a table-based design to a formula design, forcing the players to keep track of exactly how high each monster needs to role in order to evade a particular spell.
The Feats further complicate things, leading to situations in which players are using virtually separate rule systems during the course of the game. For instance, if my PC has combat reflexes, he gets 4 attacks of opportunity, while everyone else only gets one.
Combat takes about 3 times as long when compared to 1st and second edition.
Spells are less powerful, which is o.k. in most circumstances.
Some things I do like. The DC concept is good, and the skills system adds some flavor to the game.
Utlimately, it depends how much complexity you want.
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Most recent customer reviews
5.0 out of 5 stars Perfect
I already knew this version of the book because I've played for a long time with this version. I finaly decided to buy some book because I started to be a Master.
Published 11 months ago by Tommy Bouchard
4.0 out of 5 stars 3.5 éditon
Même avec certe version les changements sont très important par rapport a la quatrième version. Au moin les images belle...
Published on June 26 2008 by Charels le Loyal
5.0 out of 5 stars A really decent game, at last
While I used to play 2nd edition AD&D a lot, there was always the problem of lack of balance in most of the rules. Read more
Published on July 17 2004 by Rafael Lopes Vivian
5.0 out of 5 stars Turning Gamers into Devil Worshipping Sorcerers since 1978
LOL. I remember when I was younger Christian groups and parents used to always claim that AD&D was a secret occult plot to pass on occult lore to the young so it could spread... Read more
Published on July 11 2004
5.0 out of 5 stars IT ROCKS
I have to say one thing about this book. IT ROCKS!!!!!! For those who says 'This new type of D&D sucks.', they are so wrong. Read more
Published on July 2 2004 by Robert Bier
4.0 out of 5 stars Perfect? No, but immensely underrated by some.
I am a GM, and I have started with my group playing 3.5 rules. I have played 2nd edition AD&D as well as 3rd edition, and I find that 3. Read more
Published on June 19 2004 by Kiley
3.0 out of 5 stars I'd like to address issues raised in other reviews
My gaming group has switched to edition 3.5 mainly becuase we started adding new players, and the 3.0 books were no longer available. Also, I'd been rough on my 3. Read more
Published on June 3 2004 by M. Spielman
5.0 out of 5 stars Overpriced Update
I have been a D&D player for 15 years. TSR made some great products. I was disappointed when Wizards bought them out, but I must say the 3.0 rule book they made was great. Read more
Published on May 31 2004 by K. McCormick
4.0 out of 5 stars Solid
I actually bought this to help me with my Neverwinter Nights module. I needed better race/class descriptions, and I was curious about the changes. Read more
Published on May 15 2004 by Ted
2.0 out of 5 stars A horrible introduction for beginner RPGers
If you want a review of the rules and playtests, go to another review. This review is from a beginner's perspective. Read more
Published on May 14 2004
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