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Marilyn Monroe: The Complete Last Sitting
Bert Stern Manufacturer: Schirmer Art Books ProductGroup: Book Binding: Hardcover Similar Items:
ASIN: 3888141915 |
Book Description
Bert Stern / Marilyn Monroe: The Complete Last SittingBert Stern, the famous commercial and fashion photographer of the 60s, was the last to be granted a sitting by Marilyn Monroe six weeks before her tragic death. The three-day session yielded nearly 2,600 picturesfashion, portrait, and nude studiesof indescribable sensual and human vibrancy, of which no more than 20 were published. And yet these few photographs ineradicably shaped our image of Marilyn Monroe. This book presents the complete set of 2,571 photos. The monumental body of work by the master photographer and the Hollywood actress marks a climax in the history of star photography, both in quantity and quality. It is a unique affirmation of the erotic dimension of photography and the eroticism of taking photos, and it is the world's finest and largest tribute to Marilyn Monroe.
Text by Bert Stern
Customer Reviews:
Breathtaking!.......2007-04-03
GREAT PHOTO BOOK!.......2007-03-11
LOVE THIS BOOK!!!.......2007-03-11
Necessary to a Marilyn's fan.......2007-01-17
Beautiful Art.......2007-01-12
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Complete Last Sitting, The: Bert Stern-Marilyn Monroe
Bert Stern Manufacturer: Schirmer Mosel Verlag GmbH ProductGroup: Book Binding: Hardcover ASIN: B000N7KLYU |
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Sleepless in Seattle
Manufacturer: Hal Leonard Corporation ProductGroup: Book Binding: Paperback ASIN: 0634005553 |
Book Description
Twelve songs from this wildly romantic hit film: An Affair to Remember * As Time Goes By * Back in the Saddle Again * Bye Bye Blackbird * In the Wee Small Hours of the Morning * A Kiss to Build a Dream On * Make Someone Happy * Makin' Whoopee! * Stand by Your Man * Star Dust * When I Fall in Love * A Wink and a Smile.
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2 from BILLY CRYSTAL: 1- 700 Sundays, (Hardcover) / 2) - Don't Get Me Started (Stand Up COMEDY Routine on VHS Video Tape): ((Unboxed Set of 1 Book & 1 VHS Video Tape))
Billy Crystal Manufacturer: various ProductGroup: Book Binding: Hardcover ASIN: B000VBGCNW |
Product Description
2 from BILLY CRYSTAL: 1- 700 Sundays, (Hardcover) / 2) - Don't Get Me Started (Stand Up COMEDY Routine on VHS Video Tape), Shipped in one package to save on shipping costs.
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SLEEPLESS IN SEATTLE: JOA PROBE CONTINUES.(joint operating agreement between Seattle Times, Seattle Post-Intelligencer): An article from: NewsInc
Manufacturer: The Cole Group ProductGroup: Book Binding: Digital ASIN: B0008E1AW0 Release Date: 2005-07-31 |
Book Description
This digital document is an article from NewsInc, published by The Cole Group on June 30, 2003. The length of the article is 636 words. The page length shown above is based on a typical 300-word page. The article is delivered in HTML format and is available in your Amazon.com Digital Locker immediately after purchase. You can view it with any web browser.
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SLEEPLESS IN SEATTLE: JOA PROBE CONTINUES.: An article from: NewsInc
Manufacturer: The Cole Group ProductGroup: Book Binding: Digital ASIN: B0008DX8M6 Release Date: 2005-07-31 |
Book Description
This digital document is an article from NewsInc, published by The Cole Group on June 30, 2003. The length of the article is 636 words. The page length shown above is based on a typical 300-word page. The article is delivered in HTML format and is available in your Amazon.com Digital Locker immediately after purchase. You can view it with any web browser.
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Sleepless in Seattle: Piano Vocal/Chords
Manufacturer: Alfred Pub Co ProductGroup: Book Binding: Paperback ASIN: 0898986907 |
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Sleepless in Seattle: VHS Video Movie
Tom Hanks Starring Meg Ryan Manufacturer: Columbia Tri-Star Home Video c, ProductGroup: Book Binding: Paperback ASIN: B000QL5RBA |
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Player's Handbook: Core Rulebook I (Dungeons & Dragons, Edition 3.5)
Manufacturer: Wizards of the Coast ProductGroup: Book Binding: Hardcover Similar Items:
ASIN: 0786928867 Release Date: 2003-07-01 |
Amazon.com
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?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
Book Description
Customer Reviews:
Great Updated Game.......2007-08-07
Player's Handbook.......2007-05-10
If you play D&D, you need this book........2007-05-08
Great revision.......2007-04-22
The nuts and bolts for the nutz.......2007-01-16
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Player's Handbook: Core Rulebook I (Dungeons & Dragons d20 3.0 Fantasy Roleplaying)
Monte Cook , Jonathan Tweet , and Skip Williams Manufacturer: Wizards of the Coast ProductGroup: Book Binding: Hardcover Similar Items:
ASIN: 0786915501 Release Date: 2000-08-01 |
Amazon.com
The Dungeons & Dragons 3rd Edition Player's Handbook contains all the rules you need to create characters and begin adventuring with the world's most popular role-playing game. Newcomers to the game will appreciate this book's clear explanations, effective examples, pleasing layout, elegant rules, and brilliant art. It's never been easier to create and role-play a heroic human ranger, cunning elf wizard, or any other fantasy character from the game's 7 races and 11 classes.Old-school players will likewise be pleased, as the outdated AD&D rules system has been given a thorough overhaul. Gone are almost all the old restrictions on race and alignment. Halfling sorcerers, half-orc paladins, dwarf barbarians, and gnome monks are now possible. THACO, negative armor class, funky saving throws, inflated ability scores, heat-based infravision, and just about every other needlessly complex rule has been reworked into a faster, more consistent, and more fun system. Players can choose unique special abilities for their characters as they gain levels, which means that even two fighters of the same race and class can have very different abilities. The end result of all these changes is a dynamic game with more customized characters.
Almost every page has some form of new artwork, and the art almost always serves to explain a concept or illustrate a point. The book is filled with example montages that help to show the difference between human, half-elf, and elf, or relative size differences between creatures, or what the various levels of cover and concealment look like. These illustrations make the rules much more clear. The style of the artwork is consistent throughout the book and is a definite departure from older editions of AD&D. Instead of the classic medieval artwork of Larry Elmore, the new book has the spiky, leathery, Mad Max-meets-Renaissance look of the Magic: The Gathering card game.
We would have preferred less radical artistic changes, but we love everything else that Wizards of the Coast has done with Dungeons & Dragons. The rules are fast and clear, and the characters--including the new sorcerer class and the return of the monk, barbarian, and half-orc--are fabulous. If you're new to the D&D game, then this rule book is the perfect introduction. And if you're an old-school gamer who played D&D back in the day, then welcome to the new era of D&D. You won't want to go back. --Mike Fehlauer
Book Description
Each of the Dungeons & Dragons core rulebooks has been revised and updated for clarity and content. Each revision integrates user feedback received since the original product release so as to address the specific wants and needs of the player and Dungeon Master audiences. The overall rules system remains intact, with changes targeted specifically at elements of game play that were considered under-powered or incomplete. These revised editions also contain bonus content, such as new feats, that are exclusive to these editions. In addition, the new and revised content instructs players on how to take full advantage of the tie-in D&D miniatures line planned to release in Fall 2003 from Wizards of the Coast, Inc.Customer Reviews:
3.0 is STILL better than 3.5.......2003-11-13
3.0 is truly the right blend of D&D tradition and sound game mechanics. 3.5 is a pile of garbage house-rules for actual D&D crafted by a new batch of "limited" designer minds.
This book is D&D 3rd edition, no other.
3.5 edition has arived.......2003-09-24
The book that starts and runs the game.......2003-08-01
A lot of good stuff, some (significant) holes.......2003-07-12
The problem with D&D 3e is that it requires a *lot* of work on the part of the gamemaster. This is not a ready-to-play game by any stretch, unlike WotC's Star Wars d20, say. You have to go to some lengths to create a campaign setting, and realistically you're going to have to throw some of those arbitrary restriction back in. Why? Because D&D 3e has some significant imbalances, and you're likely to be playing with one player who is going to be looking for rules loopholes to create an unbalanced character. A big culprit here is the multi-classing combined with the fact that many classes are front-loaded with a lot of cool abilities at first level, so it's not unusual to find characters with 3 or 4 classes so they can cherry-pick low-level abilities from each. This is not only aestetically displeasing and unbalancing, but makes it impossible to keep a coherent character vision. The prestige classes are a cool and interesting feature, but are for the most part egregiously broken and, in the words of a fellow-player, "pure munchkinism".
Another complaint of mine about the system is that characters are simply too hard to make distinctive; the only real tool you have is this problematic multi-classing, and that is at best a blunt instrument. The Feats are a very cool concept, but not well-balanced with respect to each other so many will simply never show up (and characters who are not Fighters and Wizards acquire them far too slowly to be of much use in distinguishing characters). Characters of some classes (notably Paladins, Monks, Druids, and Barbarians) are going to be essentially indistuinguishable from each other - an 8th level Monk is pretty much an 8th level Monk, and the variance will be quite small. I find the list of which skills can be bought by which classes unduly restrictive and occasionally bordering on the nonsensical. The restrictiveness of the class sytem, and the stereotyped nature of the classes and lack of advancement choices, is to my mind the most significant failing of D&D 3e. Some classes are now almost acceptably flexible: the Fighter has a huge number of choices with all their bonus feats, even if the basic class concept of a heavily armed and armored fighting machine can't be fundamentally altered; Wizards of course have a massive spell list, and can specialise in various schools; Clerics now can pick from a dozen or so dieties, all of which serve to flavor the class; and Rogues have immense numbers of skill points and a wide variety of skills. But if you want somthing a little more specific or flavorful, you're stuck with cookie-cutter classes.
Anyway, from a pure systems standpoint, the d20 system is fundamentally a good one, but from a pure gaming perspective it has been done better by other games. I actually like Wizard's Star Wars game better, as it addresses many of the problems I've mentioned here; but that doesn't help you much if you hanker for heroic fantasy. D&D 3e is cool, better than previous editions (often significantly), and is popular because it is so open-ended. It has rules for everthing, and a bazillion skills, feats, spells, monsters, magic items, etc. - everybody is going to find a cool idea in here somewhere that they're ready to run with. All those options don't always work together, though, and the choices are sometimes odd, so be aware that the gamemaster is going to have to do some work for D&D 3e to be truly robust.
The reasons this is collecting dust in my attic.......2003-06-29
The ideas behind this haphazard collection of material is sound. The problem is, the rules do not survive under scrutiny. Balance seems to have been thrown out the window in exchange for the 'cool' factor. If you want to make a cartoon charavter out of your imaginary alter ego, this is the game for you I think.
The skill and feat system is broken so badly that you probably can't fix it without rewriting the rules. The skills are restrictive by class - making absolutely no sense at all. Afterall, you're character wasn't born this class or that. Class seemes to have become your defining trait more than your personality. Trying to make a character a certain way is actually tougher in 3E as you have numerous skill restrictions. In short, Fighters get paltry skills and Rogues get the mother load. everyone else gets to fill in in-between.
Rangers are useless, becoming simply lightly armored fighters with a few useless special abilities, little opportunity for growth and a dazzlingly undazzling array of spells.
Sorcerers are similiarly built, with a few extra spells to cast per day than wizards, but FAR fewer to pick from and absolutely no class abilities that the wizard gets to choose from.
The old moronic +1 to this ability -1 to taht rules are still in place for non human characters, with the elf that lives 750 years somehow being more frail than you average human. By the same token, dawrves get a nice constitution bonus but are uncharismatic. Why? Well because they had to pick an ability and charisma looked like a good one......
You get to multiclass more easily according to 3E lovers. You needn't split your XP between classes, you simply take a level of any class any time you earn enough experience points to go up a level. Wanna be a fighter/paladin? GO for it. The only probalem is, it is almost useless to multiclass as a spell caster. With a level limit of 20 (which is fine IMHO) you mayonly have a TOTAL of 20 levels all classes included. That's great, but if you take 15 levels of Wizard and 5 levels of Rogue, you are going to be one disappointed mage when you realize you missed out on the best spells in the game in exchange for some paltry lock picking ability. To be fair, multi classing any of the fighter classes works just fine.
On the topic of levels, you should reach 20th after anout 35-45 game sessions if you follow their experience charts. WAY too much XP is awarded and in addition, all classes use the same experience point table. It seem that someone decided that a 20th level paladin and a 20th level bard were pretty evenly matched. I think we all know better.
Finally, the comabt system - which most gamers agree is the most tedious and time consuming part of any game - has been dragged out with so many extra and optional rules, that it takes forever to resolve the simplist battle. Some may applaud the detail, but the game has taken a step back toward the old CHAINMAIL table top battle rule srather than advancing as a ROLEplaying game.
With a chartr included for every detail in the game, this book has taken all of the imagination out of your hands, and given you a rule to cover it. 3E Roleplaying is actually more ROLLplaying, and after a while, that just gets tedious.
Well aware that the game is a mess, WoTC is releasing 3.5 later this summer to suck a few hundred dollars more out of your wallets.
I beg you consider what you might be getting before flushing your money down this over simplified, over hyped toilet of an RPG. Go play Vampire or Werewolf - at least they don;t charge you $... to insult your intelligence by including a chart for your eye color.
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Special Edition Player's Handbook (Core Rulebook I) (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Manufacturer: Wizards of the Coast ProductGroup: Book Binding: Leather Bound Similar Items:
ASIN: 0786934328 Release Date: 2004-11-04 |
Book Description
Customer Reviews:
D&D.......2007-05-26
if you don't own it BUY IT.......2007-03-14
Gaming Necessity with a Good Looking Cover.......2007-01-17
SWEET.......2007-01-10
D&D Special Edition Players Handbook.......2006-11-12
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Big World, Small Screen: The Role of Television in American Society (Child, Youth, and Family Services)
Aletha C. Huston , Diana Zuckerman , Brian L. Wilcox , Ed Donnerstein , Halford Fairchild , Norma D. Feshbach , Phyllis A. Katz , John P. Murray , and Eli A. Rubinstein Manufacturer: University of Nebraska Press ProductGroup: Book Binding: Hardcover Accessories:
ASIN: 0803223579 |
Book Description
Customer Reviews:
Solid Science About the Effects of TV.......2002-04-21
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Small Screens: Television for Children (Studies in Communication and Society (Leicester, England).)
Manufacturer: Leicester University Press ProductGroup: Book Binding: Paperback ASIN: 0826459447 |
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