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$23.07 list($34.95)
1. Lords of Madness : The Book of
$61.17 $56.95 list($89.95)
2. D&D Core Rulebook Gift Set,
$9.99 $6.63
3. Archfiends Expansion Pack (Dungeon
$19.77 list($29.95)
4. Races of Eberron : A Race Series
$20.37 $17.50 list($29.95)
5. Player's Handbook: Core Rulebook
$23.07 list($34.95)
6. Sandstorm : An Environment Series
$13.59 $13.49 list($19.99)
7. D&D Miniatures Giants of Legend
$19.77 $19.47 list($29.95)
8. Complete Arcane : A Player's Guide
$20.96 $18.34 list($29.95)
9. Dungeon Master's Guide: Core Rulebook
$19.77 list($29.95)
10. Complete Adventurer : A Hero Series
$6.00 list($29.95)
11. Monster Manual: Core Rulebook
$26.39 $21.99 list($39.99)
12. Warhammer Fantasy Roleplay : A
$19.77 $17.70 list($29.95)
13. Monster Manual: Core Rulebook
$19.77 $19.71 list($29.95)
14. Heroes of Battle (Dungeons &
$9.95 list($29.95)
15. Vampire : The Masquerade (Revised
$19.77 list($29.95)
16. Races of the Wild
$9.74 list($12.99)
17. Deathknell Booster Pack
$23.07 $20.99 list($34.95)
18. Monster Manual III (Dungeon &
$63.00 $62.90 list($100.00)
19. World's Largest Dungeon
$19.77 $17.30 list($29.95)
20. Complete Divine (Dungeon &

1. Lords of Madness : The Book of Aberrations (Dungeons & Dragons Accessories)
by Richard Baker, James Jacobs, Steve Winter
list price: $34.95
our price: $23.07
(price subject to change: see help)
Asin: 0786936576
Catlog: Book (2005-05-06)
Publisher: Wizards of the Coast
Sales Rank: 266062
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Book Description

An art-filled sourcebook about aberrations in the D&D world.

Codex Anathema: The Book of Aberrations takes a comprehensive look at the most bizarre monsters of the D&D world, and the heroes who fight them. It provides detailed information about beholders, mind flayers, aboleths, and other popular aberrations, while also introducing several new aberrations. In addition, this book provides new rules, feats, tactics, spells, and equipment for characters that hunt aberrations. Extensive story and campaign elements and flavor information add interest and dimension to playing or fighting creatures of this type. The book itself features a prestige format, with heavy use of art throughout and a full-painted cover.
... Read more

2. D&D Core Rulebook Gift Set, Version 3.5 (Dungeon & Dragons Roleplaying Game: Core Rules)
by Jonathan Tweet, Skip Williams, Monte Cook
list price: $89.95
our price: $61.17
(price subject to change: see help)
Asin: 0786934107
Catlog: Book (2003-11-22)
Publisher: Wizards of the Coast
Sales Rank: 4157
Average Customer Review: 3.69 out of 5 stars
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Book Description

Version 3.5 editions of the Player's Handbook, Monster Manual, and Dungeon Master's Guide are now offered in one slip-covered gift set.

In the 30-year history of the Dungeons & Dragons game, this type of boxed set has never been available -- until now. Enjoy the foundation of the Dungeons & Dragons roleplaying game in one product that is a great gift for someone you want to introduce to the hobby or as a gift to yourself.

With these three books in one case, the entire world of Dungeons & Dragons is yours to explore and share with others.
... Read more

Reviews (13)

5-0 out of 5 stars A well thought out plan
The artwork is well executed. The layout of the books is not unfamiliar; even though it is 20 years since I last played. This collection was the least expensive way I could review all of the changes made in that time. It saved me just under $40 dollars to local retail sales. The box is nicely laminated; easy to remove the books from, and slip back in for storage. The colors are subdued and tasteful, and will not look garrish or inappropriate on any shelf. This contains the Dungeon Master's Guide, Player's Handbook, and Monster Manual in 3.5 Edition rules. (And I started in the construction paper bound set. My! have we changed.)

5-0 out of 5 stars Great Books
D&D 3.5 is a huge improvement over original D&D or AD&D. The system is much more simple without losing its ability to handle complex stuations. I heard complaints from an earlier reviewer about needing all three books too much, personally I almost never use anything other than the players handbook, although the DMG has a lot of nice info for new players/DMs. As far as this gift set is concerned I would reccomend buying the books used, they are rather pricey.

4-0 out of 5 stars Upgrading to 3.5? This is it.
Ok, if you, like me, have finally decided to crack down and upgrade with the rest of the gaming world to the new 3.5 edition rules for D&D, this is probably the way to go. Gripes about the short time between the release of 3e and 3.5e aside, this is the easiest and by far cheapest way to go. If you purchased each of the core rulebooks individualy you would shell out between $30-$40 per book, thats $90-$120 depending on where you buy! But at $63 you save a bundle and get the whole thing in one fell swoop. So if you are a veteran of 3e (or before) and are looking to update to 3.5, this is the way to go. If you are new to the roleplaying scene this bundle may be too overwhelming, and I would suggest to simply buy the Players Handbook.

4-0 out of 5 stars Great but not for the beginner
I have been playing D&D and AD&D in various incarnations for over 10 years now and I have to say that these are some of the most beautifully presented volumes ever. While expensive what you get for you money is 3 gorgeous full colour glossy manuals. But be warned, these books are not for the inexperienced newbie. As an experienced player I had no problem understanding and navigating thru the tomes, but if I were a new player I would have face real problems. These books are really written for the experienced player as they are heavily loaded with rules and don't really give a good introduction to the game.

The other problem is that while one book is called the players manual and the other book the dungeon masters guide, the truth is that you can't really do full character creation with just the players handbook. For example all the prestige class options are detailed in the DM's guide! Go figure. Were they short of material to fill up the DM book or something?

So if you're an experienced player and, if like me you enjoy pretty books filled with game mechanices, then go for this. Otherwise stick to the basic set or you will be overwhelmed.

5-0 out of 5 stars If you're starting new it's fabulous.
Ok. I'm not going to compare this with the older eds. I'm just going to say for new people joining the game this is alot easier. The set up is quicker, the rules are better, the game is balanced better. This edition is easier to learn from scratch and is better at getting new people in because more is spelled out....

The only complaint... my dice roll low and they need to roll high for everything in this ed. :)

This set is the complete set for the game. If you already have someone running the game then you only need a player's guide to start. If you want to run a game... well.. hopefully you've at least played it before. To run a game you could conceivably need every book imaginable, but many of the rules were traditionally the dm's call.. so just the DM's guide and player's guide is a must. The monster manuel just makes it all a bit easier.

It's fun. It's incredibly interactive and there is tons on the internet to spice your game up. You can even get the character sheets needed online for free. ... Read more

3. Archfiends Expansion Pack (Dungeon & Dragons Roleplaying Game: Miniatures)
by Wizards of the Coast
list price: $9.99
our price: $9.99
(price subject to change: see help)
Asin: 0786934646
Catlog: Book (2004-03-31)
Publisher: Wizards of the Coast
Sales Rank: 6954
Average Customer Review: 5 out of 5 stars
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Book Description

Roll for initiative!

Brace yourself for a random encounter dominated by demons, devils, and other outsiders, along with a horde of heroes, villains, and monsters. Taken straight from D&D rulebooks, such as the Monster Manual, Forgotten Realms Campaign Setting, Miniatures Handbook, Psionics Handbook, and Savage Species, these characters are ready for battle -- right out of the box.

Each Archfiends expansion pack contains 8 randomly selected, prepainted, fully assembled, collectible miniatures with double-sided statistic cards for use with the D&D roleplaying game or for fast-paced head-to-head combat.

Three separate Archfiends expansion packs are pictured at left. Each pack contains eight randomly selected miniatures.
... Read more

Reviews (1)

5-0 out of 5 stars More cheap miniatures and a good game, too!
Archfiends is the 3rd prepainted miniature release from Wizards of the Coast and it gets better every time. The quality of miniatures from WotC's prepainted D&D Miniature line has been improved from their prior two sets, and they're still keeping it affordable at $9.99. The details on some figures are really improving. For instance, Archfiends includes a new common "Warrior Skeleton" that looks better than many skeletons painted by professional miniature painters. "Ragnara, Psychic Warrior" is also a pretty slick looking figure. There is an increase in larger figures from previous sets, including four "Aspects" which are popular D&D villain deities with a midlevel power range (around CR 12) which work well in both D&D and the skirmish game. Finally, the popular Forgotten Realms character Drizzt is now a (rare) figure for the Chaotic Good faction.

I've played a lot more of the Skirmish game that the figures are designed for and I'm surprised how much I like it. The combat cards gives some complex play with relative ease, which is a nice bonus. The new figures add quite a bit to the Skirmish game. The "Gauth" has a dangerous 15 fire damage special ability eye ray, the "Githyanki Fighter" and "Erinyes" have a Dimesion Door ability that was previously only availible to the "Hound Archon" from Harbinger, and Lawful Good finally has a dragon with the nasty "Large Silver Dragon".

The set is not perfect. The humanoid figures are still missing a bit of detail, especially some of the elves -- like the uncommon Mialee, Elf Wizard. I'm a firm believer that figures for PCs should be hand-painted anyway, so in my RPG games any of the short-term NPCs are drawn from these prepainted figures and the long-term PCs are hand painted metal figures.

I'm willing to overlook some of the flaws because they're a relatively inexpensive way to build up a large force of painted figures to help a time-crunched DM. Unfortunately, there are rumors that the price of these figures is increasing, which will cut down on their usefulness. With the increased price of Giants of Legend to $19.99 (for 8 figures and 1 huge figure) and I suspect future sets will be around $12.99, I think this is the last easily affordable set. ... Read more

4. Races of Eberron : A Race Series Supplement (Dungeons & Dragons Accessories)
by Jesse Decker, Matthew Sernett, Keith Baker, Gwendolyn F. M. Kestrel
list price: $29.95
our price: $19.77
(price subject to change: see help)
Asin: 0786936584
Catlog: Book (2005-05-06)
Publisher: Wizards of the Coast
Sales Rank: 160555
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Book Description

A new D&D sourcebook detailing the major races of the Eberron™ world.

Races of Eberron provides Dungeons & Dragons® players and Dungeon Masters with an in-depth look at the new races of the Eberron™ Campaign Setting, including changelings, the kalashtar, shifters, and the warforged. The book includes extensive information on each race, plus new race-related feats, prestige classes, spells, and equipment. In addition, this book highlights the other major races of the Eberron world, including elves, dwarves, halflings, gnomes, half-elves, half-orcs, and drow.
... Read more

5. Player's Handbook: Core Rulebook I (Dungeons & Dragons, Edition 3.5)
list price: $29.95
our price: $20.37
(price subject to change: see help)
Asin: 0786928867
Catlog: Book (2003-07-18)
Publisher: Wizards of the Coast
Sales Rank: 997
Average Customer Review: 3.29 out of 5 stars
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This Revised Edition (also called 3.5) of one-third of the Dungeons & Dragons trinity of core rulebooks (the other two being The Dungeon Master's Guide and The Monster Manual) contains errata, rules updates, and outright changes to the already-published Third Edition rules. The majority of changes are made in a quest for the holy grail of game rules: balance. To prevent boredom and enable creative choices, no single ability, spell, character class, or weapon should have an overwhelming advantage over another. So what has changed?

  • The spells Harm, Heal, and Haste have been toned down. Other spells have been adjusted or renamed.
  • Weapons are classified by the Size of the intended wielder, not the size of the individual weapons. A noteworthy effect of this new weapon size system is that Small characters can wield small-size greatswords, longswords, longspears (with reach), and other two-handed weapons.
  • Classes have been tweaked. Bards and rangers received the most changes.
  • New feats have been added (some original, some from the builder books), and some feats have been altered (a Power Attack now gives double benefit for two-handed weapons).
  • Redundant skills have been rolled into one (such as sense motive and read lips) while others have been renamed (such as "wilderness lore" becoming "survival"). Skill synergies have been expanded and knowledge skills now include appropriate monster lore.

In addition to outright rules changes and tweaks, much of the core rule content has been clarified and updated with 3E errata. The combat section, in particular, is organized much better. Even the dreaded grapple rules are now relatively clear. A much-appreciated import from the D&D Miniatures game are new and simple rules for cover and line of sight, as well as clear photographic illustrations of the concepts of facing, attacks of opportunity, and reach.

All in all, 3.5 is a welcome update. The typographical errors are forgivable, given the extent of the update. The new options available to players (in the form of new class features and feats) make the play experience more fun. Veterans will enjoy re-learning the game they love and exploring all the new character possibilities. Perhaps more importantly, they'll find that introducing new gamers to the admittedly formidable D&D ruleset is easier with 3.5 than it was with 3E--call it a +2 circumstance bonus. --Mike Fehlauer ... Read more

Reviews (73)

5-0 out of 5 stars A Necessary Revision for a Generally Excellent System
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.

5-0 out of 5 stars A desperately needed update and a successful endeavor
It seemed as if the genre wasn't really dying out, it was merely fading away from the giant that started the revolution. Now, bought out by Wizards of the Coast (who brought us Magic: The Gathering, amongst other CCGs), the old star is back and better than ever! I was convinced when I checked out 3.0, but 3.5 is truly a gift to the world of RPGs.

It's very simple to get through, the titles and chapters are intelligently organized in an order that will help the players create their characters. That's important, rather than having to flip haphazardly back and forth through the book. The titles are clearly labeled, sections which a person does not need can be easily skipped, and the language is even humorous to boot. No, it's not a laugh riot, but it keeps reminding us that yes, it's just a game.

If you're planning on getting back into it, I would recommend the three-pack as well, which holds this volume, plus the Monster Manual and Dungeon Master's Guide. Obviously, if you don't want to DM, don't bother, but every player should have their own copy of this handbook. You just can't be without it. If you haven't played it yet and are merely curious, Amazon here has the best price and it's a mere pittance for the sheer enjoyment you will garner from role-playing. Enjoy!

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. That system had grown too wide and wild, with too many worlds and new races and classes that critically outshined the core rules, not to mention that the core itself was unbalanced.

This is all over now.

3rd edition rules brought real balance to the game, and a fresh restart all around. The old worlds were revised, same with the classes, races, spells, everything.

Now 3.5ed gathers all the good balance in 3ed, plus revisions and a better support for both players and DMs alike: everything you look for is widely explained exactly where it should be. Information is all so well organized now, you never miss a rule. Just look out the index and you're done.

And let's not forget this is one of the most beautiful books we've ever seen.

Great edition, great artwork, nearly flawless new system. Thumbs up!

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 to a new generation. It was supposed to make us demon worshippers... LOL. How foolish can people be?
Oh... wait.... I am grown up now, and I actually -have- become an occult demon worshipping sorcerer. Ooooops! But I'm sure D&D had nothing to do with it. After all, those massive catalogs of spells, pagan religious tenets, and compendiums full of demons complete with their real names and backgrounds couldn't have pushed me in that direction... Could they?? BAH BAH BAHHHHHH

4-0 out of 5 stars Decent but flawed in some ways
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. ... Read more

6. Sandstorm : An Environment Series Supplement (Dungeons & Dragons Accessories)
by Bruce R. Cordell, Jennifer Clarke-Wilkes, J. D. Wiker
list price: $34.95
our price: $23.07
(price subject to change: see help)
Asin: 078693655X
Catlog: Book (2005-04-16)
Publisher: Wizards of the Coast
Sales Rank: 136423
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Book Description

A complete guide to playing D&D in arid wastelands.

This beautifully illustrated supplement continues a series of releases that focus on how the environment can affect D&D gameplay in every capacity. Sandstorm™ contains rules on how to adapt to hazardous hot and arid weather conditions, such as navigating desert terrain and surviving in fierce heat or harsh weather. There are expanded rules for environmental hazards and manipulation of hot weather elements, as well as new spells, feats, magic items, and prestige classes. New monsters associated with deserts and wastelands are included, as well as variants on current monsters. Sandstorm provides enough adventure material included for months of gameplay.
... Read more

7. D&D Miniatures Giants of Legend Huge Pack (9 Random Miniatures)
by Not Available
list price: $19.99
our price: $13.59
(price subject to change: see help)
Asin: 0786936495
Catlog: Book (2004-07-07)
Publisher: Wizards of the Coast
Sales Rank: 9086
Average Customer Review: 4.33 out of 5 stars
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Book Description

The Huge Pack contains a randomized selection of figures designed to expand any collection of Dungeons & Dragons miniatures. Figures in this set are chosen directly from key D&D titles, including the Miniatures Handbook, Expanded Psionics Handbook and the new Eberron Campaign Setting. Also, in honor of the 30th anniversary of Dungeons & Dragons, the set contains characters and creatures made popular during the history of the game.

In addition, one of the nine miniatures are much larger than any miniatures released to date and are representative of classic, larger-than-life D&D icons such as giants and dragons.

Huge Pack components:

- Nine randomized, pre-painted plastic miniatures, including one huge miniature.
- Statistics cards for each miniature.

The product line features:

- 72 unique miniatures in the Giants of Legend set, inlcuding 12 huge-sized creatures.
Miniatures are pre-painted plastic, and are built to standard hobby scale (30mm).
- All D&D miniatures packages are randomized and made up of rare, uncommon, and common figures.
- Every miniature can be used to add dimension to roleplaying games or to play skirmish-level or mass-battle combat scenarios.
... Read more

Reviews (3)

4-0 out of 5 stars Multi-Purpose Gaming Tools
If you don't play the skirmish game, these miniatures are worth the price if you only use them in a P&P game. Pre-painted and durable as heck, these little buggers can take a lickin' and keep on tickin'. Get rid of your card-stock counters and pick up a few packs of these things to add that extra something to your home games. But, when combined with the extra rules outlined in the Miniatures Handbook, the fun lasts even longer. With a whole bunch of new game types, you'll just get that much play out of these minis. With four series to choose from, there are literaly hundreds of minis just waiting for you to pick them up, throw them on a grid map, and roll away.

The paint jobs are about what you can expect out of mass-produced plastic figures, but in this series (GoL) they have gotten much better. Eyes are no longer blobs of black or white paint, instead detailed and outlined. The minis are usually made of two or more pieces that have been glued together which allows for much, much more detail than the first and to a lesser degree second and third series. I can't wait to see what the Aberrations (Oct 04) series will look like.

However, I have unfortunately had a couple (not terrible, mind you) problems with them. Out of the last 9 or 10 packs I've purchased, I've gotten about ten minis with manufacturing defects, hence the four stars. Detached limbs, broken teeth/swords, etc. WoTC, however has been pretty helpful in making sure I am satisfied, and out of the 10 I have sent back, I have recieved 9 new minis in excellent shape.

Also, though the prices on this series are usually a little up there (most retail for $20), you're getting 9 minis, including a huge one (ranging from 4" to 7" tall), so it compensates for it a little.

Overall a good, fun, and practical product

4-0 out of 5 stars Looking Good
I have enjoyed all of the sets since this series of Dungeos and Dragons miniatures started, but these are my favorite so far. The extra large figure is a nice touch and the others in the set are excellent as well. The Frost Giant (#48) is particularly well done of the pieces I have so far. I admit I have not actually learned the Skirmish game yet, but they look great as dressing for my desk. My only complaint has been with the assortment. Each box comes with 1 of the huge figures and in the 5 boxes I have purchased so far, I have received 3 Bulettes (#67). It is a nice figure and all but 3 is a little much. Other than that--great job.

5-0 out of 5 stars The Pinnacle of the Collection
I have been collecting the D&D miniatures since the first set of Harbinger was initially released. While I play the skirmish game quite a bit, the real use I get out of these miniatures is during my role-playing games. For this purpose, each set that comes out seems to be better than the last because it expands the entire gaming experience. Now, on to the review.

The basic set (not including the giants) of Giants of Legend is very comparable to the previous sets before it. We now have 60 more great miniatures to use in our games. But the giant that comes in each absolutely outstanding! The first two boxes I opened included a Nightwalker (which I wanted more than any figure to date) and a Huge Red Dragon. From what I have seen so far (I haven't seen all the giants), the Red Dragon is the lines masterpiece. Forgot about the skirmish game or using the miniatures in an RPG. Place that dragon in the middle of your miniatures collection and watch the entire collection look that much better.

If you liked the previous expansions before this set, you're going to like this one too. If you just haven't been able to get into these miniatures, try out a box of Giants of Legend. I feel that the painting on the regular minis continues to get better, and Wizards of the Coast has truly created something wonderful in releasing these marvelous giants. I just hope the gaming community is having as much fun with them as I am! ... Read more

8. Complete Arcane : A Player's Guide to Arcane Magic Use (Dungeons & Dragons)
by Richard Baker
list price: $29.95
our price: $19.77
(price subject to change: see help)
Asin: 0786934352
Catlog: Book (2004-11-12)
Publisher: Wizards of the Coast
Sales Rank: 497
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Book Description

A new sourcebook outlining the use of arcane magic by any D&D character.
Complete Arcane provides Dungeons & Dragons© players with an in-depth look at how to access traditional arcane magic and use that power to a character's advantage. It explains how magic affects life and gameplay in the D&D world, adding dimension to one of the most unique and popular aspects of roleplaying. Complete Arcane also contains a wealth of material for traditionally non-magical characters, so the tips and data provided will assist all class types. In addition to new feats, spells, prestige classes, and magic items, this title adds new and revised core classes to a player's character choices. There are also new arcane-related monsters and information on how to fight, join, or summon each one.

... Read more

9. Dungeon Master's Guide: Core Rulebook II (Dungeon & Dragons, Edition 3.5)
list price: $29.95
our price: $20.96
(price subject to change: see help)
Asin: 0786928891
Catlog: Book (2003-07-18)
Publisher: Wizards of the Coast
Sales Rank: 1542
Average Customer Review: 3.25 out of 5 stars
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Book Description

Weave exciting tales of heroism filled with magic and monsters. Within these pages, you’ll discover the tools and options you need to create detailed worlds and dynamic adventures for your players to experience in the Dungeons & Dragons roleplaying game.

The revised Dungeon Master's Guide is an essential rulebook for Dungeon Masters of the D&D game. The Dungeon Master's Guide has been reorganized to be more user friendly. It features information on running a D&D game, adjudicating play, writing adventures, nonplayer characters (including nonplayer character classes), running a campaign, characters, magic items (including intelligent and cursed items, and artifacts), and a dictionary of special abilities and conditions. Changes have been made to the item creation rules and pricing, and prestige classes new to the Dungeon Master's Guide are included (over 10 prestige classes). The revision includes expanded advice on how to run a campaign and instructs players on how to take full advantage of the tie-in D&D miniatures line.
... Read more

Reviews (24)

3-0 out of 5 stars If you're new to DMing you'll want this book
First things first: I don't think Wizard is releasing this because they are money grubbers. But I *do* think this book says something about their poor quality control & editing processes. This half-edition should never have been necessary. This is the book that SHOULD have been version 3. That said, if you want to become a good D&D DM but don't know how, you need this version 3.5 book.
The 3.0 book is useless to new DMs. It is a mish-mashed regurgitation of 2nd edition structure and 3rd edition rules with a useless glossary and index page. The 3.0 DMs guide was a horror that may have permanently scared off anyone who was thinking about DMing. If you bought version 3 wanting to see what DMing would be like, then sell it or use it to prop up a short table leg.
This 3.5 version is an excellent book. Things are properly organized, clarified, tabled and exampled. The book is presented in almost a chronological order and makes for decent recreational & sequential reading. Don't give up on learning to be a DM. Instead, buy the 3.5 version and dig in! This version is worth the money, especially if you are brand new to being a game master.

4-0 out of 5 stars An updated Guide to DMing
Now, I am not going to say that they needed a 3.5 edition. I am going to say that a revision does seem to make the classes and their abilities more balanced (by making some weaker and a few stronger). Monsters are much more powerful in general terms. Also, there is a lot more helpful information included in the books, especially in the DM's Guide. The DM's Guide contains a great deal more information, helping the DM to make intelligent choices and guide the world of his or her players. All the magic items now include information for Detect Magic and the like, easing that all too familiar problem for DMs. All the included Prestige Classes are also useful. By far the two most important and useful things are the combat/spotting/etc. related information and the free map, counters, etc. at the end of the book. So far I've found very few errors.

5-0 out of 5 stars Great Book, BUT NOT FOR PLAYER CHARACTERS, only for DMs
If your a Player-Character, and are reading this review, then SHAME ON YOU! As it -clearly- states at the begining of the Dungeon Master's Guide, Player-Characters HAVE NO BUISINESS READING THE DUNGEON MASTER'S GUIDE. It is for DUNGEON MASTERS
Shame shame shame You only have the right to read the Player's Handbook.... You should be ashamed of yourselves.

3-0 out of 5 stars Great for the unitiated, but disappointing for veterans
I've played D&D since the early 1980s when I was introduced to Advanced Dungeons & Dragons. Dungeons & Dragons has gone through many evolutionary changes to reach its current 3rd Edition state - many of which I do not favor. I must agree with a previous reviewer in saying that this is not the D&D I remember playing; rather, it is an overcomplicated game meant to satisfy a generation of computer and console gamers by emphasizing combat development of super-heroic player characters over social roleplaying. While it is nice to see Advanced Dungeons & Dragons become simply, Dungeons & Dragons, again; the trendy Digital Age version nomenclature of 3.5 is rather sad.

Criticisms of 3rd Edition aside, this tome is vital for gaming in the 3rd Edition world. It resolves issues presented in the previous 3.0 release. If you own the original 3rd Edition DMG, you might be better off looking for the errata elsewhere.

This DMG, along with other 3rd Edition books, has very high production value (which adds to the cost). The pages are full color and glossy. We old timers had grainy paper and black & white artwork until 2nd Edition when pages had more color. I was disappointed to find that the groundbreaking artwork found throughout the 2nd Edition pantheon of books has been replaced with distorted, almost comic book-like works, that just do not do D&D justice.

The DMG by its very nature is like a college textbook full of tables and charts. The book isn't supposed to be entertaining reading, unlike the many other books in the D&D pantheon. Therefore, the decision to use extensive color and graphics in this book is more for consistency than function. Overall, while the book is very attractive, I found the graphics and typography to be a major distraction that would slow me down if I needed to shoot through the book to find an important chart. I preferred the more mundane appearance of the 2nd Edition books.

Since the advent of 3rd Edition D&D, there is a new "Behind the Curtain" feature that gives reader some insight into why a particular rule change was made. I like this, and I hope to see it more extensively used. Unfortunately, these footnotes run sparse in the DMG. Of all the D&D books, the DMG should have used this feature the most.

I did enjoy the introductory chapter that explains to aspiring DMs their role in the game, and I thought that the Chapter 5 section on Campaigns does a good job of outlining some of the more noticeable details of a game setting.

As with all previous D&D editions, you will need more than this one book in order to run a game. If you just want to play D&D, get the Player's Handbook. If you are like me and continue to run Advanced Dungeons & Dragons 1st or 2nd Edition games, then you will not get much from 3rd Edition. You'll already have your own house rules, and you'll probably agree with me in saying that 2nd Edition offered more supplements to evolve your character.

If you are new to Dungeons & Dragons, don't be alarmed. For the unitiated, D&D 3rd Edition is a solid game based on time-tested mechanics. You won't have any biases or expectations to satisfy. Realizing that the 3rd Edition will lay serious damage to your wallet, you might consider collecting the 2nd Edition books, which though out of print, will provide you with limitless options for gaming at a much lower cost and give you a faithful introduction to now famous settings as the Forgotten Realms, Greyhawk, and Dark Sun.

1-0 out of 5 stars Might as well call it something other than D&D
As someone who was first exposed to D&D in the late 70s, I have to say that this game is not what it used to be. Dungeons and Dragons 3.5 (I love the hip, contemporary "3.5" denotation as if this is computer software) is obviously aimed at the adolescent, power-gaming, comic book-reading gamer. Even the style of artwork suggests it, the D&D of today looking more like an extension of the comic book realm, with superhero player characters and hip monsters and humongous steroid warriors who look like they're out of the pages of Spawn.

It's with a long, wistful sigh that I remember the days of DM manuals with cheesy homebrewed art and the beautiful Erol Otus covers on the game modules. It was the days when D&D was spoken of by the general public as if it was the dangerous pastime of Devil-worshippers and cultists. It was a mature, intelligent game that drew heavily upon the great fantasy realms of Tolkien, Howard, and Leiber, not to mention centuries of old folklore and mythology. Even the language used in the manuals was sophisticated and not easily digested by someone with less than a college reading level. It was a game of substance, a game with real SOUL. It was geeky and esoteric and a lot of fun. You played wizards and warriors, clerics and thieves, and each class had its own drawbacks and advantages. Some were even plainly more powerful than others. That's just the way it was. There was no obsessive attention paid to making every class so perfectly balanced, into turning AD&D into egalitarian fantasy, but since when is everyone in life so equal? Wizards were pathetically weak early on but then turned into the most dangerous of characters at higher levels, undoubtedly wielding the greatest power in the game. Cavaliers were unbalanced too, and barbarians. Yet at the same time the game wasn't so crazy like the D&D of today where suddenly everyone has loads of skills and super abilities and anyone can do anything and the object seems to be making your character into a superhero. But I suppose that's what everyone is looking for nowadays, Diablo II with pens an paper. A pity, because so much richness has been lost over the past 20 years, ever since TSR started cleaning up its image in the mid-eighties and marketing its games towards teenage gamers. That's what big business is about though, and how can a company reap big profits nowadays without turning "corporate" and catering to the lowest common denominator? And profits are obviously WOC's primary concern. It really breaks my heart though to see what's become of a game that once meant so much to me. At least I still have all my old 1st and 2nd edition books and they'll always be there.

Let me close by saying this to everyone: No one's forcing you to be sheep and run out and spend money on this crap. If you're happy with what you're playing then what's the need to ever "upgrade"? Why not do the truly creative thing and stop buying this garbage that Wizards of the Coast is churning out and use your old stuff (be it 1st or 2nd edition or 3.0) and make your own adventures? And who needs a company's house rules when any decent DM can make up his own? Give me a break people. Think for yourselves and stop being victims of consumerism and slick marketing. ... Read more

10. Complete Adventurer : A Hero Series Supplement (Dungeons & Dragons Accessories)
by Jesse Decker
list price: $29.95
our price: $19.77
(price subject to change: see help)
Asin: 0786936517
Catlog: Book (2005-02-05)
Publisher: Wizards of the Coast
Sales Rank: 24206
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Book Description

The essential sourcebook for any D&D character looking to build adventuring skills.

Complete Adventurer™ serves primarily as a player resource focused on adventuring skills for characters of any class. As adventuring is the foundation for the entire D&D experience, nearly every aspect of the D&D game benefits from the material in this product. Characters have access to new combat options, spells, equipment, classes, and prestige classes, as well as exciting new character classes such as ninja and scout. Complete Adventurer also provides new information on several organizations and guilds, and Dungeon Masters will find material for creating or optimizing single creatures or even entire campaign worlds.
... Read more

11. Monster Manual: Core Rulebook III (Dungeons & Dragons, Third Edition)
by Skip Williams, Monte Cook, Jonathan Tweet
list price: $29.95
(price subject to change: see help)
Asin: 0786915528
Catlog: Book (2000-10-01)
Publisher: Wizards of the Coast
Sales Rank: 30562
Average Customer Review: 4.1 out of 5 stars
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Book Description

Over 200 creeps, critters, and creatures to keep players on their toes. From Aboleths to Zombies, the Third Edition Monster Manual holds a diverse cast of enemies and allies essential for any Dungeons & Dragons campaign. There are hundreds of monsters ready for action, including many new creatures never seen before. Plus, all monster entries include character stats so for the first time players can play as the monsters. Dungeon Masters and players alike will find the new Monster Manual an indispensable aid in populating their Third Edition campaigns. ... Read more

Reviews (93)

5-0 out of 5 stars WOW---the wait was DEFINITELY worth it
It took quite a while to get all three third edition rulebooks, but now they're out. DMs and players alike will enjoy this new spin on the monster manual. It has many many many encounter charts and they have taken a whole new approach by giving PC stats on all of the creatures. I always thought that they should have done this long ago; it really helps when trying to decide, say, if an Ogrillon could bash through the locked door protecting our brave and intrepid heroes. Plus it lists standard feats and skills that certain creatures always have. This is a new move for the D&D breaks down the barriers between "player" races and "monsters." Wanna be a Black Pudding fighter, go for it! But you'll really need this book to get all of the necessary information. Like the other two books, the illustrations are just great. They really help you visualize the creatures, and the artwork is a little more edgy than previous editions. Another thing that I was quite glad to see was the revival of the Demons and Devils. I mean obviously in second edition they just called them Baatezu and whatnot, but now they are back and unapologetic about it. In fact they go into quite a lot of detail as to the fauna of the lower planes, which should really make for some interesting adventures. They also have added some new spins to old creatures, the celestial hound for instance. Also a whole new subtype of creature: the dire animal. Since these are listed in the summoning tables in the Player's handbook, it is really essential that anyone playing a spellcaster get this book to find out the details....all I can say is you WON'T be disappointed.

If you have purchased the other two books and, like me, have been frustrated with the lack of good monster descriptions in the DM guide, then you really MUST buy this book.

4-0 out of 5 stars Good book that should have had more monster detail
This is an excellent monster book that gives information on hundreds of monsters that you can use in your campaign. The artwork is good although I think I liked the old black and white drawings in the 1st edition of the game more. This book should have been larger too and included more information on the ecology of the monsters, habits, etc... the old 2nd Edition AD&D Monstrous Manual did it best, an entire page for each monster with LOTS of info on how the creatures lives, society, etc... still a good book though, really a must if you want to play the game, but probably my least favority of the three core rulebooks.

3-0 out of 5 stars 3 stars with an asterisk
Okay, now, in evaluating this particular rule book, I think that I need to make my standards clear. This isn't just another collection of monsters--this is the core collection. What the Monster Manual should do is set up the standards for all future expansions and make clear the monster specific rules that they're including. As it stands, this book is pretty unclear on some issues. The templating rules can be hard to understand the first time around, and there's little information given on how to create your own templates without throwing the game out of balance. The feats which are included here seem out of place to an extent, since other abilities and feats for monsters have already been described in the Dungeon Master's Guide. The monster descriptions are acceptable for the most part, but bland, without any of the character and flavor of past editions. While this should be expected to some extent, what is not excusable is the occasionally confusing description of monster attacks and the occasionally odd listing style. Even the art has suffered in this book to some extent--while most of the pictures are right on, some of them are pretty far off base (a shambling mound does not have bark). All in all, I feel pretty safe giving this book 3 stars, since you have to own it to run the Dungeons and Dragons game. As a core rulebook, however, it leaves something to be desired, and its certainly below the exemplary standards of clarity set in the previous two releases. While this is still a good rules system and while the Monster Manual is a necessary element, I can't help but feel a little disappointed with this product.

1-0 out of 5 stars How to make a better Monster Manual
A: Include all monsters from the previous edition's manual
B: Introduce a few new and interesting monsters (10-40 would suffice)
C: Make the layout flip-friendly for rushing GMs
D: Make sure the monsters go beyond combat statistics (as in their habitats are listed, form of society, mating and etc. Like a National Geographic Mag.)

I think if at least one of these is followed, it's worth the same as the original. If all are followed, it's a goldmine. I have the great annoyance to tell you that none of these were followed.

There are 1/3 the number monsters in the new manual as the old one (I hear that if you add this manual, 2, and the Monsters of Faerun books together you get almost as many as the old 2nd edition MM.) I believe that the creators argued "The original MM only had 40 monsters in it!" My answer to this is simple: the first edition didn't have 25+ years of books and two editions in front of it to help.

The new monsters (which ended up drowning out old favorites) are way too underpowered or overpowered, lack depth, and generally seem a little too sci-fi (remember, this is a fantasy game)

The layout definately sucks, it took me an hour to find anything. One monster a page is definately a better road to travel.

Last but not least, the monsters BARELY go beyond the numbers. I suggest you either buy all three of the above mentioned "Monster Manuals" (have fun shuffling books!) or just play 2nd edition AD&D.

4-0 out of 5 stars Tons of Monsters...Yet Lacking
The Third Edition (3E) Monster Manual is a great purchase for any DM. It has a good amount of monsters, pretty descriptive stats, seems one caliber less than the 2E Monster Manual.

On one hand, the 3E Monster Manual delivers over 200 monsters to terrorize your campaign setting. They have some awesome new monsters. My personal favorite, is a devil, and is known as a Kyton. He is demonic humanoid with hundreds of chains drooping from his body, and his mode of attack is flailing those chains. Pretty hardcore.

On the other hand, the 3E Monster Manual doesn't seem to give enough. Some of the monsters just plain [are bad], and they aren't unique in any way. Also, the amount of creatures do not come near the amount that were in the 2E monster manual, which is frustrating.

On the FINAL hand, It is a must for any DM playing 3E. It isn't a bad book at just seems lacking. The monster stats are good...the amount of monsters are good...but don't expect much more. (If they had 3.5 stars I would give this book 3.5) ... Read more

12. Warhammer Fantasy Roleplay : A Grim World of Perilous Adventure (Warhammer Fantasy Roleplay)
by Green Ronin
list price: $39.99
our price: $26.39
(price subject to change: see help)
Asin: 1844162206
Catlog: Book (2005-03-29)
Publisher: Black Industries
Sales Rank: 9451
Average Customer Review: 5.0 out of 5 stars
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Book Description

Warhammer Fantasy Roleplay (WFRP or WHFRP) is a roleplaying system created by Games Workshop. It is set in the Old World, which bears some resemblance to late medieval / renaissance Europe. The world is threatened by the forces of Chaos. The major power in the Old World is the Empire, in which most of the adventures are located. The Empire itself is a country full of intrigue, conspiracies, and dark plots. This is the core set of rules that everyone needs in order to play the RPG.BL Publishing is the publishing wing of the world famous Games Workshop group of companies. As well as its new Black Industries imprint, the division is also home to the Black Library, which has been producing best-selling and award-winning novels, comics and artbooks set in the worlds of Warhammer since 1997. It also includes the Black Flame fiction imprint for non-Warhammer titles, and Warhammer Historical Wargames.Warhammer Fantasy Battle was originally published in 1986 and subsequently licensed to Hogshead Publishing.This is the second edition of Warhammer Fantasy Roleplay. ... Read more

Reviews (5)

5-0 out of 5 stars An excellent return to the FRP world of Warhammer!
The new Warhammer roleplay book is an excellent return to the good old days of Warhammer roleplaying. Gone is the cumbersome magic system and the mediore careers and the somewhat clunky dice system. In the new system everything is done by D10s and that helps things greatly. I have high hopes for this new system and the company that puts it out especially when (at the end of the book) the publisher said that there would be new Warhammer material released more often than when Hogshead published it. If you ever played Warhammer roleplay I highly recommend this book as It improves the overall game while adding new flavor. 5 stars all the way!!!

5-0 out of 5 stars Much needed update.
The much awaited second addition of Warhammer Fantasy Roleplay.Green Ronin provided a much needed update to an amazing old system, while keeping the feel, flavor and speed of the old system intact.Vetrans of the system will find much to love with this one.Most of the old system remains; from Elves Dwarves, Halflings and Humans as playable races, to Advanced Carreers like Assasin that everyone seemed to want.What has been removed are alot of the limits of the old system.No more must elves be Good or Lawful, no longer must you pick a Warrior, Ranger, Rogue or Academic).The system remains relatively unchanged, with percentile rolls making up the majority of game mechanics.The D6 damage system has been replaced by a D10 system (eliminating the needs for multiple types of dice) with more wounds per charcter keeping this balanced.Combat has moved from open ended miniature style to grid based - with conversion rules for fans of the old system.All tests are now done based on a skill instead of a characteristic (with a %50 penalty if you don't have the skill), balanced with the addition of purchasing certain skills more then once to add +10% each level.Without getting into too much more detail this is an amazing, well needed update, that brings Warhammer back to the forefront of dark fantasy gaming.A great addition to a veterans collection and a great way for new players to learn that +5 swords and Dragon's hoards are they only game out there. One last note- Warhammer in the past was barely supported, with new material being released sporadically over periods of years.Green Ronin aims to change that and they have.With a new book promised pretty much every 3 months this is a great time for the Warhammer world.

5-0 out of 5 stars Great Dark Fantasy
Imagine D&D mixed with Call of Cthulu and old Hammer Films and you get Warhammer Fantasy Role-play.Combat is bloody, the world is gritty and the player characters are doomed antiheroes.A sampling of PC occupations: bonepicker (a thief that steals valuables from corpses), camp follower (prostitute), ratcatcher and servant. Spell casters get access to many spells and are not limited to the number of times they can cast them.The catch is they could go insane or accidentally summon a demon that could bite their head off.PCs are vulnerable to insanity and disease (in the case of one nasty plague, the "bloody flux", the cure is almost worse than the disease).And should your character live to the ripe old age of 35, it's likely he'll be missing a limb or an eye.And magic items?Never heard of them!
Great game for those who want a change from the high fantasy to something more realistic.The game book contains everything the players and GM need to play: PC creation, adventure creation, world background, monsters, and brief introductory scenario.Since Warhammer scenarios have a distinctive feel, I'd also recommend "plundered vaults" and the "character pack".At the cover price, this book is a bargain compared to D&D, as all the info is contained in one volume.
My only gripe is the introductory scenario has some design flaws and isn't all that thrilling.It doesn't detract from the overall quality of this excellent product, though.

5-0 out of 5 stars Grim Fantasy finally done right.
This is by far the best done rpg book I have purchased in a long time (and I have bought lots of them). I haven't noticed any typos, the art is great, and the changes that were made to the rules were very well done. The new combat rules give you more options without being really more complicated. The new magic rules are very well done and make it very dangerous to cast spells. Even casting cantrips can make you go insane.

5-0 out of 5 stars Perilous Adventure in a Grim World
This is the new Warhammer Fantasy Roleplay as produced by Black Industries (an imprint of Games Workshop itself) and Green Ronin. This is not an updated version of the old Warhammer Fantasy Roleplay, but is instead a whole new version with new updated and streamlined rules and background. However those already familiar with the old Warhammer Roleplay will find the new rules very familiar and easy to adapt to.

Other than the rules themselves (which are very good by the way, especially the new magic system) the most notable feature is the background and world setting for this game. When this new version of Warhammer was started, the designers decided to make the background of the Roleplaying game match that of the Tabletop Wargame by Games Workshop (Warhammer Fantasy Battles). Thus the RPG is set in the wake of the recent Storm of Chaos that swept the Old World, and thus Fantasy Battle fans will find that a lot of material is already familiar to them in this new edition.

This book deserved 5 out of 5 stars for its rating because of how well it is put together. The book itself is very visually appealing (with great interior art), the game mechanics are well balanced and work very well, and the background and story of the world is unique, making this an excellent RPG product to buy. If you are looking for a new gaming system, one that involves a much darker and dangerous world than your typical gaming systems, a world of grim adventure, indepth roleplay, and many other great features, then Warhammer Fantasy Roleplay might be just what you are looking for. ... Read more

13. Monster Manual: Core Rulebook III (Dungeons & Dragons, Edition 3.5)
list price: $29.95
our price: $19.77
(price subject to change: see help)
Asin: 078692893X
Catlog: Book (2003-07-18)
Publisher: Wizards of the Coast
Sales Rank: 1818
Average Customer Review: 3.5 out of 5 stars
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Book Description

Fearsome and formidable foes lurk within. Encounter a horde of monsters armed and ready to battle your boldest heroes or fight alongside them. The fully illustrated pages of this book are overrun with all the creatures, statistics, spells, and strategies you need to challenge the heroic characters of any Dungeons & Dragons roleplaying game.

Over 200 creeps, critters, and creatures keep players on their toes. From aboleths to zombies, the revised Monster Manual holds a diverse cast of enemies and allies essential for any Dungeons & Dragons campaign. There are hundreds of monsters ready for action, including many new creatures never seen before. The revised Monster Manual now contains an adjusted layout that makes monster statistics easier to understand and use. It has 31 new illustrations and a new index, and contains expanded information on monster classes and playing monsters as heroes, along with information on how to take full advantage of the tie-in D&D miniatures line planned for the fall of 2003 from Wizards of the Coast, Inc.
... Read more

Reviews (18)

5-0 out of 5 stars WOW---the wait was DEFINITELY worth it
It took quite a while to get all three third edition rulebooks, but now they're out. DMs and players alike will enjoy this new spin on the monster manual. It has many many many encounter charts and they have taken a whole new approach by giving PC stats on all of the creatures. I always thought that they should have done this long ago; it really helps when trying to decide, say, if an Ogrillon could bash through the locked door protecting our brave and intrepid heroes. Plus it lists standard feats and skills that certain creatures always have. This is a new move for the D&D breaks down the barriers between "player" races and "monsters." Wanna be a Black Pudding fighter, go for it! But you'll really need this book to get all of the necessary information. Like the other two books, the illustrations are just great. They really help you visualize the creatures, and the artwork is a little more edgy than previous editions. Another thing that I was quite glad to see was the revival of the Demons and Devils. I mean obviously in second edition they just called them Baatezu and whatnot, but now they are back and unapologetic about it. In fact they go into quite a lot of detail as to the fauna of the lower planes, which should really make for some interesting adventures. They also have added some new spins to old creatures, the celestial hound for instance. Also a whole new subtype of creature: the dire animal. Since these are listed in the summoning tables in the Player's handbook, it is really essential that anyone playing a spellcaster get this book to find out the details....all I can say is you WON'T be disappointed.

If you have purchased the other two books and, like me, have been frustrated with the lack of good monster descriptions in the DM guide, then you really MUST buy this book.

5-0 out of 5 stars New And Very Improved
Out of the three re-released core D&D rulebooks, the Monster Manual has the most outstanding changes. The differences between the 3E and 3.5E versions are vast, and the changes made in 3.5E are almost all for the better.

Monster statistics now come equipped with base attack bonuses, grapple bonuses, and level adjustments (if you want to build your own monstrous character, either as a player or DM).

The book now includes rules and guidelines, both new and improved, for creating your own monsters, as well as increasing the power of those already provided. Monster skills and feats have been addressed in far greater detail, as well.

More importantly, the book includes both monsters from other books and new monsters, though the new monsters are often simply enhanced versions of older ones.

Lastly, the book includes a lot of new and very cool artwork.

The only thing that disappointed me was how they changed damage reduction. Enhancement bonuses to weapons are no longer relevant for purposes of damage reduction--now it has a lot more to do with the alignment of your weapon and what it's made out of. To me, this seems like an unnecessary change, one that makes it difficult to bring 3E monsters that feature damage reduction up to date with 3.5E.

4-0 out of 5 stars An improvement, but with room for more improvement
I'm not going to talk about the controversy over the release of these books and will only be reviewing the information as it's written, and commenting on improvements or setbacks since the last edition.

The previous Monster Manual was a good guide to the basic monsters necessary for a DM to attempt to kill his PCs. The problem is, at that time the rules for 3rd edition were still fairly skeletal, and as time passed and rules were published enabling players and DMs alike to use monsters as PCs, these rules were not in the Monster Manual. Also, some terms were redefined, and even the manner in which the stats of a monster are to be determined changed. Adding to the confusion, the book was designed a little haphazardly, making it difficult to tell just where you're supposed to look for the information you need.

All these rules changes and additions have been incorporated into the new Monster Manual, and this book is now a complete, up-to-date, bound volume of WoTC's holy writ. The problem is, a lot of the organizational problems still exist or were expanded on.

The book boasts a few nice new illustrations, and they're more closely linked to the appropriate monster entry, but there are still some times where there'll be only a portion of a paragraph about a monster on the page that carries that monster's illustration.

Also, the templates have been shuffled in with all the monsters. I have no idea why they did this. There are monsters, and then there are templates to add to monsters. It makes perfect sense to separate the two. I must admit, though, making zombies and skeletons into templates, rather than monsters of dubious usefulness, was a great idea.

Some additions were simply wonderful, though. The "How to Create a Monster" section is welcome, laying out bare a lot of rules that were previously only available by cross-referencing several books. The short, italicized descriptions of every monster are a great template to drop into a dungeon encounter, or at least a starting point for a DM to get an image from.

On the whole, the Monster Manual is a useful tome, and a definite improvement on its predecessor. It still has a few flaws, however, which will no doubt be fixed in upcoming errata.

5-0 out of 5 stars Great resource for all D&D fans, players and DMs alike
While 3rd edition brought balance to a previously unbalanced game, the 3rd edition Monster Manual wasn't supposed to be a lot better than its older counterparts. See, its older counterparts even had more monsters to look at. Of course, by balancing the monsters and creating a bunch of universal definitions, they turned it into a much more organized experience, but a lot was still to come.

In my opinion, 3.5e Monster Manual answers to most of our prayers. Not only it revises the already balanced previous version, but now you can even use it as a source for new core races and monsters. Wanna roleplay an ogre? Here you got it. Don't like the tree-hugging regular elves? Throw a dark and twisted drow PC at them. You're a DM? Maybe you'll want to create your own monsters, and here you got the rules.

The templates are also a new good step for this great game. Why all skeletons look alike? Killing a Troll skeleton was a lot more fun, it even rended my war horse to pieces!

Also, let me point out that the illustrations are beautiful and now, finally, ALL monsters are there and well identified. In 3e Monster Manual you still had to guess which picture had the right slaad you were trying to describe.

Monster feats are now better than ever, and the monsters look real smart and deadly.

Monster attributes are also better distributed. Orcs are not only stronger than humans in average anymore, they also favor a higher strength attribute overall, which makes them spend most of their points there! 3e had monsters with all attributes close to 10, too easy to fool or kill.

Seriously, in my opinion, all new monster books should look like this one, bringing rules to use them as player characters, templates and such. Thumbs up!

5-0 out of 5 stars AWWWW YEAAAAAA now that's what I'm talking about Part 3
The Monster Manuals rule! Some of the best books ever written. Not only are they perfect for your AD&D campaign, but you can use them for all your occult summoning needs as well. Awwwww Yeahhhhh now that's what I'm talking bout. Buy this one, and buy all the other Monster Manuals too, and you will have a complete occult and spiritual catalog you can refer to whenever you need to summon a demon or something. ... Read more

14. Heroes of Battle (Dungeons & Dragons Roleplaying Game: Rules Supplements)
by David Noonan, Will McDermott, Stephen Schubert
list price: $29.95
our price: $19.77
(price subject to change: see help)
Asin: 078693686X
Catlog: Book (2005-05-15)
Publisher: Wizards of the Coast
Sales Rank: 520
Average Customer Review: 5.0 out of 5 stars
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Book Description

The essential handbook integrating war and battlefield action into D&D® play.Battlefield Adventures™ provides everything one needs to know to play a battle-oriented D&D campaign. Players can build military characters with new feats, spells, uses for traditional spells, and prestige classes. Information is given on tools specific to the battlefield, including siege engines, weapons, magic items, steeds, and other exotic mounts. Battlefield terrain aspects are discussed with plenty of illustrative maps and new rules. Specific types of battlefield encounters are discussed in detail, and the book provides specific detail on designing battlefields.
... Read more

Reviews (1)

5-0 out of 5 stars Finally have a name for it...
I have been running adventures for D&D for years that follow more the style of game represented herein, not delving into dungeons on a regular basis but rather encounters in the world.A battlefield campaign is a great idea and Wizards did an excellent job of giving guildlines and rules for running these.The section on victory and recognition points, as well as promotion and decorations is by far my favorite out of this book.While not terribly large for a hard-back this book is packed with information ranging from the 60-minute army to a few new prestige classes (all five-level and very useful) and some new magical items and weapon/armor properties.

If you want to run a game of D&D that doesn't focus on crawling around in ancient ruins or goblin-holes all the time, but instead focuses on the glory and frightfulnes of war and surface skirmshes then this will be an excellent adition to your gaming books. ... Read more

15. Vampire : The Masquerade (Revised Edition)
by Justin Achilli, Andrew Bates, Phil Brucato, Richard E. Dansky, Ed Hall, Robert Hatch, Michael B. Lee
list price: $29.95
(price subject to change: see help)
Asin: 1565042492
Catlog: Book (1998-10-01)
Publisher: White Wolf Games Studio
Sales Rank: 33954
Average Customer Review: 4.5 out of 5 stars
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Book Description


They stalk in the shadows, moving gracefully and unseen among their prey. They are the blood-drinking fiends of whispered legends –Kindred, Cainites, the Damned. Above all, they are vampires. Their eternal struggle, waged sicne the nights of Jericho and Babylon, plays itself out among the vampires' grand Masquerade is imperiled, and the night of Gehenna draws ever closer.

This new edition of Vampire: The Masquerade is an updated, revised version of the popular classic. In this mammoth volume can be found all 13 Clans, all major Disciplines, and a host of brand-new infomation on both the Kindred and the...things...that hunt them. This book compiles everything that a Vampire player or Storyteller needs to know about the Kindred and the World of Darkness for the new millenium. Plus, the new edition provides all-new information on the changes that affect the Clans, and on the beginning of the end of the Camarilla. Finally, the first of the Storyteller rulebooks is the best again! ... Read more

Reviews (86)

4-0 out of 5 stars Awesome RPG, Great Book
Vampire: the Masquerade is an amazing game to play with your friends. In stark contrast to RPGs like AD&D and Shadowrun, where your player attempts to be the coolest (and you live out a dream of, "if only I were my character"), V:tM dooms your character from the beginning. You are a vampire, cursed to prey upon the living, cursed to lose your friends, living out a solitary existence. Vampire emphasizes true drama--either comic or tragic, the game MOVES you.

If you have read this far, DO NOT TAKE THE SOFTCOVER VERSION. The 'softcover edition' that advertises is a GURPS adaptation (GURPS stands for Generic Universal RolePlaying System). It tells you how to turn Vampire characters into GURPS characters, and how to run a GURPS campaign with Vampires engaged in the Masquerade. It is loosely a rulebook for the game, but its rules make much less sense if you've never played GURPS.

Now, on to the rest of the game'

The storyteller has the best time with the game. She runs the chronicle with the pride of a playwright, knowing that she touches her audience. She has all the power; she also has all he responsibility. The storyteller has to invent the chronicle, plotting out each week's saga for the rest of you to endure. While the most rewarding, it's also the hardest job in V:tM. And somebody has to do it.

You'll probably notice the oddness of the feminine pronoun (She runs, she has, etc.). The writers of this manual have distributed the pronouns in the book to be roughly 51% female and 49% male, to accompany the national division of the sexes. If you're a male, it's a reminder of the alienation that female scholastics must endure. This book pulls that off flawlessly.

I have two complaints. The first is dice. Most pen-and-paper roleplaying games use dice, with the exception of Amber. AD&D uses seven different types of dice, and three to five of each. Shadowrun and V:tM are each more forgiving; they just use one. This is nice. Shadowrun dice are your normal 6-sided dice, which is awesome. In Vampire, the die is ten-sided, which is much harder to come by. This means no buying in bulk; I've simply found it impossible to get a package of 10-sided dice without extra AD&D dice added on.

My second complaint is that the book has almost no structure. I'd recommend putting post-its in as tabs for the sections that you want to have quick reference to; character generation alone involves swapping between different parts of the book 5-6 times. God forbid you have a rule conflict in a game; my group partitioned the book into sections to skim through whenever people were uncertain about a rule.

Once you've read the rulebook, though, you don't need it in the game. The most I've ever done is have the lexicon open so that I have my terms straight; you get a feel for what each level of each vampiric power does, and you don't have to look up Natures and Demeanors all the time. (Natures and Demeanors are personalities that you're required to take. There is a list of 30 and you take different ones for nature or demeanor).

Overall, this game is splendid. It has advanced over other RPGs to give true entertainment. Focused, fast-paced, and fantastically horrid, some gaming might give you nightmares, depending on who your storyteller is. Some gaming will be a lot of jokes and mudslinging at authority. Either way, you'll scare yourself with how casually you say, 'I suck down all the human's blood and kill him.' At some level, the horror of catching yourself saying that phrase is what the game is all about.

5-0 out of 5 stars "A Storytelling Game of Personal Horror"
"By becoming a monster, one learns what it is to be human"

I'm probably the only person who bought this book with no intention of using it as it was meant to be used--as a role-playing guide to the "Vampire: The Masquerade" game. I don't play role-playing games--I even have an aversion to games in general (mostly video ones)--but I really love vampires, so I had to buy this book. Probably the thing I like the most about it is all of the beautiful black-and-white drawings inside. They really get the imagination juices flowing.

The beginning part of the book is basically an introduction to VtM, familiarizing the reader with the basic rules, its Gothic-Punk setting, vocabulary, and tips on effective storytelling. Then it goes deeper into dice rolling, character creation, and bloodlines. This latter part is my favorite in the book, describing the attributes and abilities of the seven clans of the Camarilla: Brujah, Nosferatu, Tremere, Ventrue, Gangrel, Toreador, and Malkavian. (But if you really want further insight into these clans, then I'd highly recommend any--or all--of the Clanbooks.) There is also a character sheet at the end of the book you can Xerox, as well as an example story to further help players.

I think I've read this thing about half a dozen times (though not usually from front to back), and it takes about that many times to thoroughly comprehend and memorize all of the above--rules, guidelines, etc.--without having to refer to the book all the time (unless you're a fast learner). If you enjoy role-playing games--or if you're like me and just like anything vampire-oriented--then I highly recommend this book. It's well worth your time and money.

3-0 out of 5 stars A GURPS Version of WOD
This is not a white wolf book, rather it is the conversion rules for people who are interested in playing vampire but not in learning a new system and who are already competent with the GURPS rules. If you are new to role playing and want to play a vampire then I suggest you find the world of darkness rules for this game as they are more expansive and complex.

However, if you already know GURPS and are interested in playing a vampire then I strongly suggest this book. The rules are clearly laid out for people to read and understand. Though it is not a stand alone product, it's not trying to be. And it allows people who like WOD but who don't want to learn a new system to use a system they already know to play it.

For those unfamiliar with vampire I'll do my best to give a rough over view. There are many different types of vampires known as Clans. Each clan has separate special powers which give them an edge up on one another. Some people find this system to be stereotype based, I have found, however, that the point is not to play a typical Brujah, Tremere, Venture, Lasombra or Toreador (just to name a few), but rather to create one who falls with in the lines of the clan but also is a unique individual. The Storyteller then guides the players though an advanture just like any other roleplaying game.

As for the format of the book it is a bit confusing for those who aren't used to the way White Wolf sets up books. Unlike most WOD books, however, the index is surprising useful and can be used to find just about everything that is needed in the book. I do suggest the use of sticky notes for some sections as quick reference or your can write in the margins if you don't mind writing in books.

One last thing for those with young children, Vampire is an intense rather dark game. It's not happy or light and fluffy. The plays are playing vampires who do kill people, and it is a horror based game. The book is dark and intense and probably not suitable for children under the age of 14.

4-0 out of 5 stars Where did I put my Bauhaus?
Vampire: The Masquerade is a one of the better World of Darkness series out there. Although I reccomend Hunter: The Reckoning for ideal beginnings, V:TM is truely fun for player and storyteller alike.

I'd also like to point out that, in order to get the right enviroment for a lot of these games, you might want to pick up some (if not all!) of the CDs the reccomend. It's good music, too.

As to the complaints that all WoD games are stand-alone: you storyteller can fix that. Get on their case about it. I know mine did.

1-0 out of 5 stars Vampire: The Kool-Aid
Despite all the good reviews, this game is pathetic. Here are the reasons:

Horrible Stereotypes: If you're a Brujah character, you'll be like every other Brujah in existence. It's just that simple, if you want Celerity and Potence you play Brujah, if you want Presence you play Ventrue (those who've read the book understand the last sentence). The only good way to get a nice mix is to make a Clanless (Munchkin Alert!) or make up your own Clan (which Vamp players hate, because it forces them to think)

LARPs: I've chased LARP groups out of the graveyard near my house more than once. I hate them only because they don't respect the dead (or those that work during the day and SLEEP at night). You all don't have to LARP to play the game, I read the book. Sit around a table and eat pretzels like all other RPGers. Don't be afraid, it might develop your character and imagination to not run around at midnight and annoy all your neighbors and people who think you're in a dark section of the SCA.

Too expensive: For a book with no color whatsoever (and barely a system), it's as much as all the other RPGs on the market. Did I miss something? No color is stylish? That costs Extra?

Munchkin Factor 3: You'll have at least 3 munchkins in your group if you play with 4-6 characters. These munchkins usually have goth tendencies. No offense to goths, but y'all force normal people to hate you.

Game Mechanics are weak like a wet paper towel: the Soak die rules leave much to be desired, as two combatants could pound on eachother forever (I believe I had combat with 2 combatants last 3 hours once). The skills system is dumb, making a weak character able to do great things if he has enough of the skill.

Uncompatibility: All the WOD games CANNOT be played with one another. Mages are more powerful than Werewolves are more powerful than Vampires are more powerful than Hunters. Have fun you amalgamers!

We're Roleplayers!: The pompusness of Vamp players is quite annoying, since the system roleplays for them. Anyone could game Vampire. It's the same reason d20 has no respect with the game community elders (at least in my mind).

Finally, Suggestions: Don't play Vampire. If you want Horror, play Call of Cthulu or even one of the many free RPGs on the net. If you want maximum benefit of a WOD setting, play Hunter, the game with which I feel is the best of the series.

Just do me a favor and don't make it Buffy ... Read more

16. Races of the Wild
by Skip Williams
list price: $29.95
our price: $19.77
(price subject to change: see help)
Asin: 0786934387
Catlog: Book (2005-03-02)
Publisher: Wizards of the Coast
Sales Rank: 41168
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Book Description

A new D&D sourcebook detailing various races that dwell in wilderness.

Races of the Wild provides Dungeons & Dragons® players with an in-depth look at races that live in the wildest areas of the D&D world. There is extensive information on the classic races of elves and halflings, including new rules, information for interaction, new spells, and new magic items attuned to each race. In addition to information on the two major races, a new race is introduced. There is expanded information on sub-races, along with a wealth of cultural information and new prestige classes, feats, equipment, spells, and magic items.
... Read more

17. Deathknell Booster Pack
by Not Available
list price: $12.99
our price: $9.74
(price subject to change: see help)
Asin: 0786935146
Catlog: Book (2005-04-23)
Publisher: Wizards of the Coast
Sales Rank: 301285
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Book Description

Contains randomized miniatures that add to any player's collection.

The Deathknell Expansion Pack contains a randomized selection of figures designed to expand any collection of Dungeon & Dragons® miniatures. The figures in this set will be chosen directly from key D&D titles, including Libris Mortis: The Book of Undead™, Monster Manual™ III, Complete Adventurer ™, the Eberron™ Campaign Setting, and the classic D&D adventure, The Temple of Elemental Evil™.
... Read more

18. Monster Manual III (Dungeon & Dragons Roleplaying Game: Rules Supplements)
by Wizards Of The Coast
list price: $34.95
our price: $23.07
(price subject to change: see help)
Asin: 0786934301
Catlog: Book (2004-09-30)
Publisher: Wizards of the Coast
Sales Rank: 1150
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Book Description

An indispensable resource containing more than 100 new monsters for any Dungeons & Dragons© game.
This supplement to the D&D game provides descriptions for a vast array of new creatures. Several design changes have been implemented from previous monster titles due to fan feedback. Each monster will now be illustrated, and each entry will now begin at the top of its own page. Both of these changes are meant to facilitate faster gameplay. There will also be details on how to include any creature in a Forgotten Realms© or Eberron campaign.
... Read more

19. World's Largest Dungeon
by Inc Alderac Entertainment Group
list price: $100.00
our price: $63.00
(price subject to change: see help)
Asin: 1594720290
Catlog: Book (2004-08)
Publisher: Alderac Entertainment
Sales Rank: 11496
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Book Description

"Over 900,000 words and 16 full color 22x17 in poster maps of adventure in the largest dungeon gaming has ever known!"

The dungeon adventure has been a staple of gaming since its earliest days. Now, AEG brings you the ultimate incarnation of this adventure classic: the World's Largest Dungeon! This colossal epic will take characters from neophyte dungeon crawling all the way to epic levels. Miles of passageways — filling a map the size of your living room - hold enough danger and excitement for years of adventuring. Every monster in the monster manual is included within its confines, all gathered into logical ecologies and never before seen diabolical hierarchies and encounters. If your group is serious enough to fight its way to the top, the World's Largest Dungeon is a challenge you can't pass up!

* The largest d20 system book ever made.
* Every monster in the SRD is included.
* Over 1,600 rooms and encounters.
* Unique encounters with tactics and advice for keeping the PCs on their toes.
* More gaming than you'll ever need. ... Read more

20. Complete Divine (Dungeon & Dragons Roleplaying Game: Rules Supplements)
by David Noonan
list price: $29.95
our price: $19.77
(price subject to change: see help)
Asin: 0786932724
Catlog: Book (2004-05-14)
Publisher: Wizards of the Coast
Sales Rank: 2963
Average Customer Review: 3.14 out of 5 stars
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Book Description

The most detailed resource ever released on accessing divine power and divine favor in the D&D world.

Complete Divine provides Dungeons & Dragons® players with an in-depth look at how to gain the favor of the gods and use that power to a character's advantage. There is a rundown of new gods in the D&D pantheon, in addition to new feats, spells, prestige classes, and magic items. In addition, this title adds new and revised base classes to a player's character choices, and clerics in particular are provided with many new and updated spell domains and spells.
This title also contains a wealth of material for non-cleric characters, so the tips and data provided will assist all class types, including those classes not typically associated with garnering divine power.
... Read more

Reviews (7)

4-0 out of 5 stars Decent Book
This book is pretty much a rehash of stuff already out. That being said there are some new is bascially defenders of the divine 3.5. It's a good book and being hard cover is a hell of a lot more durable than the old soft cover thing. All the classes inside are up dated.

2-0 out of 5 stars Possible the worst book in 3.5e
The editing in this book is terrible. I can stomach an occasional grammatical error, especially in a large work, but Complete Divine shows an egregious disregard for quality. I can't read a few pages without finding either grammatical errors, rules errors, or text that just does not flow. Much of the book's text appears to be a careless cut and paste job from 3.0e., such that skills, feats, or rules in 3.0e are referenced (exotic weapon: kukri), instead of the updated versions in 3.5e. Many of the spells are unbalanced (miasma), and the PrCs range from bland and mediocre (sacred exorcist) to useless (shining blade, entropomancer). I don't think WoTC has learned yet that even single caster level is a high price to pay for a PrC's abilities.

I did like that some of the common PrCs from 3.0 were updated (contemplative), and a few of the feats were interesting additions to D&D. The artwork is pleasant, overall. It's a shame that a lack of competent editing tears down an otherwise interesting work. Complete Divine is one of the few WoTC products I regret purchasing.

4-0 out of 5 stars imperfect, but extremely handy
so far i'm impressed with the "complete" series. complete warrior was underrated. this new one has a broader selection of feats and magic items (called relics here, some are pretty badass). some of the prestige classes i always thought were broken like the Templar have barely been changed. i really like the Black Flame Zealot and the Pelor only prestige class. it almost makes me want to play a game in godforsaken greyhawk. hey i said ALMOST!
overall this book sets out to do what it promises, and delivers. i would have liked to see more content for the price, but its easy enough to buy it discounted or used from amazon. its a good DM resource if nothing else.

3-0 out of 5 stars must have for 3.5
This pretty well nails the coffin closed for "Defenders of the Faith". It updates most Prestige classes, and adds some very interesting new ones.

It also has some very cool new feats, and some stuff on the Greyhawk pantheon- which is good if you're in that world. Personally, I think that was a waste for most of us.

I'd give it a 4 if it wasn't for some terrible editing. There are some glaring typos, two of which woudl be game-breakers if read "as is". One spell (Miasma) that forgot to add the fact there is a Fort save. And a feat(Divine Metamagic) that if read wrong (yes, you do have to have the metamagic feat first, and yes it only works on divine spells) makes it a killer.

There is no excuse for this slipshod editing on a hardcover book of this price.

3-0 out of 5 stars Add a star if you don't have Defenders of the Faith...
...because this isn't much more than a toned-down rehash. Virtually all the useful prestige classes from Defenders of the Faith were severely weakened for this book (they needed tweaking, but nothing so drastic) and there's very little new material of note. There is a good amount of information on the deities of Oerth, for players and DMs new to Greyhawk, but virtually all of it can be found elsewhere.

What really hurts the book is the terrible editing. There are numberous typos, references to "page XX" without the "XX" filled in, and, most glaringly, a lack of any sort of index! Complete Warrior was good, even if you had the earlier books, but this book I can only recommend to players who really want to have divine prestige classes in their campaign but lack access to Defenders of the Faith or Dragon magazine. ... Read more

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