| RPG
Reviews |
| Product |
| Dungeons
and Dragon's Player's Handbook V 3.5 |
| Content |
| |
| Book
& Game Review |
| Wizards
of the Coast is releasing (in Mid July) an upgrade of the
three core rulebooks. These revised editions will be called
V.3.5. Although we will be reviewing all three, this review
will focus only on the player's handbook. Check back in
the near future for the revised versions of the DM's guide
and Monster Manual.
|
In
comparing V 3.5 of the Player's Handbook with V 3.0, the
first thing you notice is... nothing. This is not to say
there are no changes. There are. Most of them are very
good and some of them are even substantial. However, you
will be able to play your characters, modules and other
accessories that were D20 compatible with only minor changes
and tweaks. |
There
were minor changes to the races but they were kept basically
the same. The two biggest changes were among the dwarves,
whose movement is still slow but no longer encumbered by
heavy loads, and the gnomes who now, instead of having
illusionists (a subset of magic users) now have bards (which
were also revised in this new edition) as their favored
class. |
The
classes themselves underwent some serious modifications.
Bards, rangers, and monks were among those most notably
changed in that they have more options and a number of
their skills, powers, and spells were adjusted. For example,
Druids and rangers had some revision on their animal companions,
allowing them to improve as the character does, in a manner
similar to a wizard's familiar or a paladin's warhorse.
Bards and sorcerors gain the ability to change their spell
lists, albeit only in small ways, as they advance. And
clerics gain new versions of curing and inflicting spells
that affect groups of people rather than individuals. |
Skills
function the same way as previously, but some of them have
been rewritten. Some skills, for example, Pick Pocket (now
called Sleight of Hand), have been renamed but retain the
same function. Other skills, such as ride and perform have
become less narrow in their specializations. So if you
have the riding skill you can now ride any normal animal,
and perform is now done by type of performance rather than
specific instrument or skill (ie: comedy, dance, etc.).
Some narrow skills, like innuendo, have been folded into
other skills (bluff). |
Feats
have been revised somewhat with changes made to old ones
and new ones added to the list. But, they are still recognizable
in most cases. Weapon Finesse, for example, now grants
its benefits to all weapons that the character is competent
with rather than a single weapon, and ambidexderity is
no longer its own feat but is part of the "two-weapon
fighting" feat. |
The
biggest changes appear in the spell list. Many new spells
have been added, including mass versions of preexisting
spells that can affect groups of people rather than individuals. |
Among spells
that have been retained, names have changed, schools are
now different, levels have been rearranged, and some of them
have changed effects. The list of spells available to Bards
has definitely changed for the better and include spells
that can change all of the stats in the same way as the strength
spell would change strength. Many spells that had multiple
effects have been broken into individual spells. The changes
are definitely noticeable but not overwhelming. |
Skills and
feats were also standardized so that monsters gain spells
and feats in the same way that characters do, based on hit
dice rather than the arbitrary decision of the writers. But,
this is addressed far more in the Monster Manual (Check back
in the near future for this review)than in the Player's Handbook. |
If you play
a spellcaster you will find the changes to be a little disturbing,
but in the long-run beneficial. If you play a ranger, bard
or monk you will be very pleased at the changes that have
been made. Most other classes will not be immediately affected
but the changes in skills, feats, and class abilities will
be felt in a positive way. |
| Conclusion |
I
wouldn't rush out to get this as the changes are not urgent.
BUT, when you have the chance pick it up and start converting
your characters. I am certain that next year's Origins
and Gencon will have the majority of players using the
revised rules. So walk, don't run, but do get yourself
a copy of this book. All in all, an improvement on a popular
system.
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