Rules of the Game Books
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The best of the 3.5 updatesReview Date: 2007-12-08
EXCELLENT SERVICE!!!Review Date: 2007-06-15
I Have Nothing Bad to Say About this BookReview Date: 2007-05-10
* Increased detail in the Adventure's section. Encounter charts, for example.
* The inclusion of a section on the planes. While this has little use for those who own Manual of the Planes, it considerably opens up the options to d20 companies.
* Epic Level rules, while simple, open up characters above 20th level to other game designers.
* Many additional prestige classes. While most of these are published elsewhere, their inclusion here (and therefore in the SRD) means that game designers can now include arch mages and duelists (to name two examples) in their d20 products.
* Many great changes in the magic items department. They gave Adamantium a purpose, finally, made certain magical properties effect only the price of an item, not its overall plus. They fixed the price of skill bonus items, as well.
* Inclusion of templates at the back of the book allow for more ease of play, were miniatures are involved.
Cons
I have nothing bad to say about this book.
DMReview Date: 2007-05-25
(plus it arrived the next day -it was great)
Help the Dungeon Master! Please!Review Date: 2007-08-07
Overall if you want to introduce you group to the wonderful world of D&D 3.5 pick up this book plus the Player's Handbook 3.5 and you will find them both clear and easy to read.

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Brings ye olde Japan and Orient to your homeReview Date: 2006-06-30
I've been playing DnD for about three years now and most of the time I played the regular simple setting. My friends and I played also Forgotten Realms and then I bought Oriental Adventures 3rd edition.
Personally, I enjoy watching old kung fu and samurai movies so that was another reason to buy this book.
At this time, I am Dm-ing a story set in Rokugan and to anyone that will try that out I recommend watching James Clavell's Shogun, The Seven Samurai, Rashomon and reading Usagi Yojimbo,a comic book that will warm you up for this excellent setting.
Anyhow, I recommend this rulebook, but if you're sceptical, check out the PDF version. Then you'll know what I'm talking about.
Too intertwined with Lot5R/RokuganReview Date: 2006-06-18
Much like the 3.X core books, Oriental Adventures is too intertwined with a particular setting, when it should be a rules variant. That is not to say that I don't like some of the information from Lot5R/Rokugan, only that there is too much of it.
Given that, it was able to give a Japanese flavor with some of the races, and the majority of the classes. I like the takes on old races I liked, and even the Nezumi and Vanara are interesting. Despite the connection with the Lot5R/Rokugan setting, I like the idea of the Shadowlands Taint.
In all, I'm pretty satisfied.
BUY IT - YOU ONLY LIVE ONCE!!!!Review Date: 2005-09-23
Players are given new races, character and prestige classes, skills, feats and spells. For those wanting a preprepared campaign, a map of the Japanese-oriented land of Rokugan is included.
If you liked the first Oriental Adventures, you will definitely like the second.
As for the price - who cares? It's only money, and you only live once!!!
This Book RulesReview Date: 2004-07-10
But, perhaps if AD&D wanted to be more politically correct, they might consider changing the name of the book from the slightly insulting 'Oriental Adventures' to the much more PC 'Asian Adventures'. LOL. Buy this one.
Well done and filled with interesting detailsReview Date: 2007-08-08

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InterestingReview Date: 2007-04-03
Arms and Equipment Guide (Advanced Dungeons&Dragons, DungeonReview Date: 2000-05-25
Could come in handyReview Date: 2000-01-14
Essential Guide!Review Date: 2003-12-16
Why did they print this book?Review Date: 2000-04-12

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Exactly what you expectReview Date: 2008-08-31
So surprises on authors' recommendations for feat and power selection either; it is more or less what you would choose anyway if you have read the rules and know how they work.
By the way, if you are confused about reviewers who are mentioning the sorcerer or druid, it is because they are reviewing the 3.5 version of this book and posting where the 4th edition book is being discussed.
More then expected.Review Date: 2008-08-28
Great Title for BeginersReview Date: 2008-02-28
Don't bother!Review Date: 2008-07-30
3rd Edition for Dummies was necessary, but not this. WotC dumbed down and destroyed so much of what D&D used to be, a 5 year old can play this within 10 minutes.
Don't bother purchasing the book. Or 4E for that matter.
D&D really for dummiesReview Date: 2008-05-19
but i understand the main idea, sorcerer, rogue, cleric and fighters are really easier to play and construct, that's because it is for newbies.

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Very GoodReview Date: 2008-08-18
Get it if u want to stay in 3.5 ed.Review Date: 2008-07-18
Useful and well organizedReview Date: 2008-06-22
The only warning I would make is that there is essentially nothing new in this book. It is useful whether someone has just a few books and would like all the rules in one place or they have lots of books and do not want to hunt through them to find something specific. If you are running an active D&D game, I can strongly recommend it, but it is not going to offer much to the casual player or someone looking for inspiration.
Rules rules and all the rulesReview Date: 2008-03-30
It it also a must if you do not want to switch to 4th Edition D&D.
The only problem is sometimes the rule you are looking for is not where you would expect it, but that is overcome with use.
All in all a solid book that will see lots of use by any 3.5 D&D gamer.
convenientReview Date: 2008-02-08
I would recommend this book more for a helpful player character at the gaming table,it is useful-but for a Dm it is just another book because it doesn't eliminate the need for any others.

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Stop whining about it being "to powerful" or comparing psionics to wizardsReview Date: 2007-03-07
In Greyhawk, Forgotten Realms, Ebberron, amd most campagins, magic is a invicable force that affects all things in a invisable weave (kinda like the Force in Star Wars) in Dragonlance they come from the moons, and in Dark Sun they come from living plants and animals, that is how mages get there power. A psionic gets his power soley from his mind, he can do just fine in a magic dead zone.
Finally psionics are not overpowered because i gurante they will not make all there power score checks when they need to, and they better have some allies there to help them. Also psionics in 2nd edition rules only have one power that can affect a group of enemys (called death field pshcyometabolics) and that comes with a great cost to the psion. All other powers are individual only, so really a 3rd level psionic has a better chance of beating a ogre then three goblins.
If you have looked at second edition youll see that the powers listed are unique in the way they work, with maitnance cost and power scores needed. Third edition psionics are just a different (wearker) type of sorcerer. Power may come from the mind but it does the exact same stuff. I run 3.5 edition campaign but use 2nd edition psionics. basically you use the chart giving in the 3.5 psionic handbook for skill points, feats, save throw, etc. but for the powers you use the 2nd edition handbook. To calculate a saving throw for a target I use this formula. 1d20 + penalty to power check + main stat modifier = will power save DC.
For example John the telepath is going to use psionic blast on a ogre. John has a wisdom of 18. Psionic blast is Wis -6. First he uses contact, since this power cant hurt the ogre i dont allow a saving throw (you may if you like but thats up to you) then the next round he rolls a d20. (wis of 18 - 6 = 12) he needs a 12 or lower to even activate the power. If he rolls higher then a 12 then the power doesnt even attempt to work, if he rolls lower then the power works. Assuming it works lets see if it hurts the ogre, he gets a Will save to ignore it. Save DC is 1d20 + 6 (the penalty to the power score) + 4 (wis mod). If you wanted you could just say that the d20 roll is allways a 10 (like magic works) but i find that using a random roll on every save makes psioncs feel different to.
I have more to add but I think ive written way to much, if youd like to comment good or bad, go nuts
How Psionics should beReview Date: 2003-01-04
Translate this into the d20 similar by making it similar to the Forbidden Kingdoms system, as psionics should be skills, not spells.
Good, but not necessaryReview Date: 2001-06-06
Psionics RocksReview Date: 2000-07-10
Unorthodox and innovative - careful integration is worth it!Review Date: 2000-06-09

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Not really neededReview Date: 2008-07-01
Think of this book as a starting point for your own research into historical wizard archetypes. There are thousands of books out there that you can go to to find more detail on how to play a tribal witchdoctor or a pagan warlock.
Please note this book is not really useful if you Play 3rd or 4th Edition of the game (other than for background into playing a wizard generally).
An excellent resource for AD&D (2nd Edition)Review Date: 2008-01-21
Overall, I found this to be an excellent resource for AD&D. The kits are very interesting, and open up all sorts of new vistas for making magic interesting and unique in your campaign. But, the most helpful part to me was the chapter on combat and the wizard - instead of just searching the list and cherry-picking spells, it taught me how to select a well-balanced and useful list of spells. And, of course, I always like seeing new spells.
So, let me just sum up by saying that this is a great resource for anyone playing a wizard in AD&D, one that you should definitely acquire.
Good source for wizard lovers!Review Date: 2001-09-06
Mage background for D&DReview Date: 2001-10-16
This handbook has a good chapter on roleplaying mages and on spell research as well as spellcasting under adverse conditions. This book is good for customizing a campaign or making new spells, items, or schools as well. There are also a couple of new spells.
The spells are goodReview Date: 2001-01-10

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good value but slightly flawedReview Date: 2008-04-23
Get the real game.Review Date: 2007-02-18
One of the most worth-while purchases ever!Review Date: 2007-06-02
For parents:
Want to get your kids away from the TV set? Buy them this game. I am 14 years old and watch about 1/2 an hour a day. Now, getting away from Television.
As mentioned in other reviews, DnD is not an "evil" game. It uses magic, but what is the definition of magic? Something that we don't understand. Magic in DnD are things like Magic Missile which is a blue ball of force that shoots from your hands and damages your opponents. Play this game and have fun. I did. :-)
Ups and Downs of Dungeons And Dragons Basic GameReview Date: 2006-02-18
Good starter, but less complete than previous D&D primersReview Date: 2006-03-19
This set comes with16 nice painted miniatures (4 heroes and the rest monsters) better than the punch-outs of the earlier set.
The set has 4 pre-genterated character sheets to start play immediately, along with the standard 7 dice, quick start rules, a small first adventure book and "advanced" rulebook, 4 double-sided map tiles for generating dungeons and combat. Also this set has monster stat card very handy for handling combat without constant pageturning. The set lists for ages 12 and up, but a good reader of 8 (along with an adult guide) would love this set.
(...)


A great book to add ninja-flavor to any classReview Date: 2002-05-23
The chapters on playing and campaigning the ninja character is a must read for creating adventures that involve secrecy, and espionage.
Best Complete ... HandbookReview Date: 2002-03-08
There are also many other great classes in this book. Try the Shinobi mages or fighters who rival any warrior or wizard of the same experience level.
Even if you're not interested in playing a ninja or any of the other classes in this book, you can use the information to make exciting adventures, plots and NPC villains.
Finally, the proficiencies and martial arts in this book are great for any character class you're using in your campaign.
Whether you're a player or DM, you cannot continue to play without this book!
Cool!!!Review Date: 2000-09-24
Another bad supplement ...Review Date: 2000-05-03
how good the book wasReview Date: 1999-07-26

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New Spells, Priest Spheres, and Mage ClassesReview Date: 2000-07-12
Hopefully for those switching over to 3rd ed D&D (I'm not), the new spheres or lack of them will be fully incorporated in the 3rd ed PHB.
Perhaps the most unbalanced mage class insideReview Date: 1999-06-22
Great book for every serious AD&D Dungeon Master!Review Date: 2001-04-03
Good for a start but not enoughReview Date: 1999-12-27
I was quite enthused by this bookReview Date: 1999-06-25
Wild Mages are a lot of fun, quite powerful, and almost as deadly to the party as to enemies (thus balancing them out with other mages).
New ways for priests to cast powerful spells, make them seem more like holy warriors, and less like walking bandages.
Metamagic: spells that affect other spells, is also an interesting and much needed addition to the spell lists.
If you like spellcasters, get this book. If you don't like spellcasters, get this book. It may change your mind.
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Not all of the book is a welcome update, however. The epic-level rules are very limited, and require the use of the Epic Level Handbook to really be useful. The NPCs section has become more generic and therefore less useful to someone who needs a quick character on the fly. Finally, while the manifold of character options discussed are useful, most of the prestige classes that have been added in the revision are dull a flavorless, mostly serving only as a poor fix to the multiclassing rules. In the case of the epic rules and prestige classes, it's a no-harm, no-foul situation; those rules weren't in the original version, and therefore are by default an added perk of the revision. In the case of the NPCs section, the revision actually made things worse, not better.
Nonetheless, the 3.5 revision of the Dungeon Master's Guide makes this version of the guide the best one that we've seen in almost 30 years. Barring the original DM's Guide by Gary Gygax, which is famous as a role-playing bible regardless of the actual edition played, this version of the book provides the most comprehensive breakdown of what it means to be a Dungeon Master and how you can improve your games for everyone. Even if you still hold a grudge against Wizards of the Coast for their poor decision to revise the rules so quickly after the release of a new edition, this version of the Dungeon Master's Guide is such an improvement over the last that it is worth a look.