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Player's Handbook, Version 3.5 (Dungeon & Dragons Roleplaying Game: Core Rules)

Jonathan Tweet, Monte Cook, Skip Williams

Player's Handbook, Version 3.5 (Dungeon & Dragons Roleplaying Game: Core Rules) Jonathan Tweet, Monte Cook, Skip Williams List Price: $29.95
By: Wizards of the Coast
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Customer Reviews:
Total reviews: 125 Average rating: 3.5 of 5

Editorial Review:

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

Thunderspire Labyrinth (Dungeons & Dragons, Adventure H2)

Richard Baker, Mike Mearls

Thunderspire Labyrinth (Dungeons & Dragons, Adventure H2) Richard Baker, Mike Mearls Amazon Price: $16.47
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Customer Reviews:
Total reviews: 12 Average rating: 4.0 of 5

Editorial Review:

A 4th Edition D&D® adventure for characters of levels 4-6

Beneath Thunderspire Mountain lies a sprawling network of mazes, tombs, and caverns collectively known as the Labyrinth of Lost Souls. In recent years, this vast labyrinth has become a living dungeon where trade between the surface and subterranean worlds is possible. However, beyond the well-lit halls where prospectors, merchants, and traders convene lies a darker world where adventurers battle monsters and fiendish beings perform secret rituals for their dark masters. . .

H2 Thunderspire Labyrinth is a D&D adventure designed for heroic-tier characters of levels 4-6.

This product includes an adventure booklet for the Dungeon Master, a player's booklet containing new character options and campaign information, and a full-color poster map, all contained in a handy folder.

H2 Thunderspire Labyrinth is the second adventure in a three-part series that began with H1 Keep on the Shadowfell and concludes with H3 Pyramid of Shadows. It can also be played as a stand-alone adventure.

Dungeon Master's Guide: Core Rulebook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)

Dungeon Master's Guide: Core Rulebook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) List Price: $29.95
By: Wizards of the Coast
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Customer Reviews:
Total reviews: 49 Average rating: 4.0 of 5

Editorial Review:

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.

Monster Manual: Core Rulebook III (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)

Monster Manual: Core Rulebook III (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) List Price: $29.95
By: Wizards of the Coast
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Customer Reviews:
Total reviews: 38 Average rating: 4.0 of 5

Editorial Review:

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.

Dungeons & Dragons Roleplaying Game Starter Set (D&D Introductory Game)

Dungeons & Dragons Roleplaying Game Starter Set (D&D Introductory Game) Amazon Price: $16.65
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Customer Reviews:
Total reviews: 10 Average rating: 3.5 of 5

A great way to get started 4 out of 5 stars.
2 of 2 people found this review helpful.

The D&D 4th Edition Starter Set is designed to help people begin playing Dungeons & Dragons for the first time. This boxed set contains just enough material to get you started: a rulebook & dice, a brief adventure, plus some cardboard tiles to create the adventure's setting, and some cardboard tokens to represent monsters.

Production quality is very high, as the tiles and tokens are colorful and sturdy. The rules & adventure booklets are basic paper, but they follow the standard D&D conventions for laying out the rules and powers of the characters. Both are easy to read, though the rules may still intimidate a few first time Dungeon Masters and players. However, they do offer enough information for you to keep creating adventures of your own, using just the rules presented in the boxed set. There are plenty of tokens for creatures to use, and all of them have full rules in the booklet.

I heartily recommend this to anyone who has at least some gaming experience. Even more, if you're an experienced gamer, this offers a great way to introduce other people to the game. Just bring the box with you and show people a fun time. You can then continue with just the rules in the box, or explore the full game and keep using the tokens & tiles.

Those who haven't played any role-playing games before should find this to be a good, inexpensive way to start, though Amazon has the Dungeons & Dragons Player's Handbook: Roleplaying Game Core Rules, 4th Edition at nearly the same price, which offers many more rules for making and playing your characters. If you have friends willing to pitch in, or just want to introduce others to gaming, this is a great way to go!

Editorial Review:

The best way for new players to learn 4th Edition Dungeons & Dragons!

This new product makes it easier than ever to start playing Dungeons & Dragons immediately.

The D&D Roleplaying Game Starter Set introduces the complex world of D&D play to new fans in simple, easy-to-understand ways while retaining the fantastic inspiration of the full game experience.

This product includes an introductory version of the 4th Edition rules, dice, map tiles, and an adventure to get starting playing right away!

Ruins of the Wild: Dungeon Tiles 4 (Dungeons & Dragons Fantasy Roleplaying Accessory)

Bruce R. Cordell

Ruins of the Wild: Dungeon Tiles 4 (Dungeons & Dragons Fantasy Roleplaying Accessory) Bruce R. Cordell Amazon Price: $9.95
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Customer Reviews:
Total reviews: 10 Average rating: 4.5 of 5

Know what you're paying for... 3 out of 5 stars.
10 of 11 people found this review helpful.

I hate these sealed package products, especially when you can't find what you're buying. This is for all you other folks like me.

What you get in this pack are six double-sided pages of thick cardstock with a plasticy finish. No adventures or anything else--just map bits. Some of them are cut into 2x4" or 2-8" strips, with other bits that have groups of boulders or other terrain on them. The idea is to mix and match them Tetris-style to make a variety of maps. Presumably you could also use them with another forest map, but the thick stiff cardstock makes it so they wouldn't blend well--it's really thick. You could still make color copies of them though, cut out the bits you want, and keep the originals pristine for future use.

Another problem is that about half the cards are dominated by pretty exotic stuff that would be less useful for general purposes: an 8x8 circle of druid stones, hunting lodge floorplan, campsite or big round room filled with hay and bones. The campsite is alright, but the others are way too specific for my preference--determining the adventures you can do rather than giving you tools to run the adventure you want. Now there's still plenty of good stuff. Just about everything that is strange or difficult to use has some perfectly normal foresty grassland on the opposite side--and there's enough variety to the cards that you could just lay down the forest tiles, rotate and swap them periodically and you'd be fine. There are a couple of strange ones that would be a little tough to use in a normal game, like a gargoyle statue, a graveyard, a gypsy wagon, a giant's thighbone, scattered adventuring gear, a full giant's skeleton, a wrecked wagon, and...horses?? More of them are perfectly good and useable than that are odd, however.

One big advantage of the cards is that because they're in peices you can move characters along, laying cards down in the direction they move and pulling away ones where they've been. Especially if you buy a few of the same pack of map bits you could fill a full table with forest terrain and flip some cards over and switch them around and the characters could explore forever. It's a novel idea and I like it.

It really is a lot better than I was expecting. Certainly my first review of them was a bit unfair. I actually hadn't turned the tiles over to see that they were printed on both sides. Yeah, that made a difference. Boy, do I feel kinda' dumb.

Editorial Review:

This wonderful product adds a new dimension to D&D games and gives Dungeon Masters an easy-to-use and inexpensive way to include great-looking terrain in their games.

This set provides ready-to-use, configurable dungeon and wilderness tiles of various shapes. There are six double-sided sheets of illustrated, die-cut terrain tiles printed on heavy cardstock.

Pyramid of Shadows (Dungeons & Dragons, Adventure H3)

Mike Mearls, James Wyatt

Pyramid of Shadows (Dungeons & Dragons, Adventure H3) Mike Mearls, James Wyatt Amazon Price: $16.47
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Customer Reviews:
Total reviews: 2 Average rating: 2.5 of 5

Editorial Review:

A D&D® adventure for characters of levels 7-10

The ancient trees of the Shadowsong Forest have borne witness to the passing of epochs, and hidden beneath their dark canopy are the remains of empires long departed. Few souls brave enough to explore the primeval forest ever return, for countless horrors haunt the crumbled ruins. When a band of evil criminals seeks refuge within the darkest reaches of the forest, brave adventurers are needed to root them out. The trail leads to the heart of the woods, wherein looms the greatest secret of all -- the Pyramid of Shadows.

H3 Pyramid of Shadows is a D&D adventure designed for heroic-tier characters of levels 7-10. It can be played as a stand-alone adventure or as the final part of a three-part series.

This product includes an adventure booklet for the Dungeon Master, a player's booklet containing new character options and campaign information, player handouts, and a full-color poster map, all contained in a handy folder.

Book of Vile Darkness (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Supplement)

Monte Cook

Book of Vile Darkness (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Supplement) Monte Cook List Price: $32.95
By: Wizards of the Coast
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Customer Reviews:
Total reviews: 66 Average rating: 3.5 of 5

Love hate relationship 3 out of 5 stars.
2 of 4 people found this review helpful.

I have a love/hate relationship with this book. I love it because most of the ideas are fresh and fun to incorporate into a game. What I hate about the book is that many of the spells are quite useless. A bag of torture equipment, drug addiction, not very helpful. Also powers of lets say, the Warrior of Darkness, has the ability to enchant any weapon with a +1. The downside is that it takes ritual and alchemy skill for three rounds to activate and last only an hour. So basically, you'll have to take a beating for three rounds and whatever is left of you can use the puny +1 dagger. Not very effective. However, if you allow the player to use this as a standard action like a spell and limited to once per day or whatever then it becomes useful. So I like this book but the reasoning behind some of the stuff is silly. That being said, I recommend buying this book, make the changes to suit your game, and your players will run with terror at the truly evil creatures and characters you can inflict upon them.

Editorial Review:

This sourcebook for the Dungeons & Dragons game is intended for mature audiences and provides a Dungeon Master with unflinching access to subject matter that will broaden any campaign. Included in a detailed look at the nature of evil and the complex challenge of confronting the many dilemmas found within its deepest shadows. Along with wicked spells, wondrous items, and artifacts, Book of Vile Darkness also provides descriptions and statistics for a host of abominable monsters, archdevils, and demon princes to pit againt the noblest of heroes.

To use this supplement, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual.

Dungeon Delve: A 4th Edition D&D Supplement (D&D Adventure)

David Noonan, Bill Slavicsek

Dungeon Delve: A 4th Edition D&D Supplement (D&D Adventure) David Noonan, Bill Slavicsek Amazon Price: $19.77
List Price: $29.95
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By: Wizards of the Coast

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Editorial Review:

Dozens of dungeons ready to play without preparation...

Dungeon Delve(TM) is designed for groups looking for an exciting night of monster-slaying without the prep time. It contains dozens of self-contained easy-to-run mini-dungeons, or "delves," each one crafted for a few hours of game-play.

The book includes delves for 1st- to 30th-level characters, and features dozens of iconic monsters for the heroes to battle. Dungeon Masters can run these delves as one-shot adventures or weave them into their campaign.

Player's Handbook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)

David Noonan

Player's Handbook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) David Noonan List Price: $34.95
By: Wizards of the Coast
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Customer Reviews:
Total reviews: 37 Average rating: 4.0 of 5

A Risk Worth Taking 5 out of 5 stars.
2 of 3 people found this review helpful.

When I originally heard about this book, I was worried. I thought about how poorly they made Dungeon Master's Guide 2. However, this book turned out great! They added some great new classes and prestige classes. They really add to the game.

One thing that's really nice is that it's not needed, but it just adds a couple new dimensions to the game.

I will admit that I'm a sucker for more options and variant rules, so you should check this book out before you buy it. You might not think some of the additions are worth it.

Editorial Review:

The Player’s Handbook II builds upon existing materials in the Player’s Handbook. This is the first direct follow up to the best-selling and most used D&D rulebook. It is specifically designed to expand the options available for players by both providing new material and increasing the uses for existing rules. Included are chapters on character race, background, classes, feats, spells, character creation, and character advancement. New rules include racial affiliations that make race matter as a character advances in level, new character classes and alternate class features for existing classes, new feats, tools for rapid character creation, and additional organization and teamwork benefits -- an option first introduced in Dungeon Master’s Guide II and Heroes of Battle.

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