Average customer rating:
- Breathtaking!
- GREAT PHOTO BOOK!
- LOVE THIS BOOK!!!
- Necessary to a Marilyn's fan
- Beautiful Art
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Marilyn Monroe: The Complete Last Sitting
Bert Stern
Manufacturer: Schirmer Art Books
ProductGroup: Book
Binding: Hardcover
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Marilyn Monroe
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Marilyn: Her Life In Her Own Words: Her Life in Her Own Words : Marilyn Monroe's Revealing Last Words and Photographs
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My Story: Illustrated Edition
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The Many Lives of Marilyn Monroe
ASIN: 3888141915 |
Book Description
Bert Stern / Marilyn Monroe: The Complete Last Sitting
Bert 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
Its simply a must in every Marilyn collection! Its like spending an entire day with her! If you like Marilyn you will love this book with hundreds of pics.
GREAT PHOTO BOOK!.......2007-03-11
Thanks Bert Stern a wonderful photo documentary about
Marilyn Monroe.
I was very impressed from the pictures.
Thank you!
LOVE THIS BOOK!!!.......2007-03-11
I love this book!! It's so interesting to read Bert Stern's story in the beginning because we get to read about Marilyn in a whole new light from a different perspective. It just proves how captivating she was. And the pictures are incredible and haunting at the same time since she died 6 weeks later. If you are a devoted Marlyn Monroe fan, you need this book. It's worth the money because there are over 2500 pictures and it is not a small book. I believe it is 9 pounds! She's beautiful and the pictures definitely capture her beauty, even at age 36!
Necessary to a Marilyn's fan.......2007-01-17
There was late for international shipping (the book was a gift for Christmas).
I had an excellent contact with the team who explain me the difficult.
Finally, I received the book on time.
Beautiful Marilyn and a lot of unknowed photographies.
Best value for a beautiful book.
Beautiful Art.......2007-01-12
The book is awesome. The pictures are besutiful and I keep the book out on the coffee table as an art piece. Everytime I have company my guests are astounded of all the different elements of art in Marilyn's last seating.
Average customer rating:
|
Complete Last Sitting, The: Bert Stern-Marilyn Monroe
Bert Stern
Manufacturer: Schirmer Mosel Verlag GmbH
ProductGroup: Book
Binding: Hardcover
ASIN: B000N7KLYU |
Average customer rating:
|
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.
Average customer rating:
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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.
Citation Details
Title: SLEEPLESS IN SEATTLE: JOA PROBE CONTINUES.(joint operating agreement between Seattle Times, Seattle Post-Intelligencer)
Publication:
NewsInc (Magazine/Journal)
Date: June 30, 2003
Publisher: The Cole Group
Volume: 15
Issue: 23
Distributed by Thomson Gale
Average customer rating:
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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.
Citation Details
Title: SLEEPLESS IN SEATTLE: JOA PROBE CONTINUES.
Publication:
NewsInc (Magazine/Journal)
Date: June 30, 2003
Publisher: The Cole Group
Volume: 15
Issue: 23
Distributed by Thomson Gale
Average customer rating:
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Sleepless in Seattle: Piano Vocal/Chords
Manufacturer: Alfred Pub Co
ProductGroup: Book
Binding: Paperback
Songbooks
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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 |
Average customer rating:
- Great Updated Game
- Player's Handbook
- If you play D&D, you need this book.
- Great revision
- The nuts and bolts for the nutz
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Player's Handbook: Core Rulebook I (Dungeons & Dragons, Edition 3.5)
Manufacturer: Wizards of the Coast
ProductGroup: Book
Binding: Hardcover
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Dungeon Master's Guide: Core Rulebook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
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Monster Manual: Core Rulebook III (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
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Player's Handbook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
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Complete Adventurer: A Guide to Skillful Characters of All Classes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)
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Complete Warrior (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
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?
- 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
Book Description
Endless adventure and untold excitement await! Prepare to venture forth with your bold compaions into a world of heroic fantasy. Within these pages, you'll discover all the tools and options you need to create characters worthy of song and legend for the
Dungeons & Dragons roleplaying game.
The revised Player's Handbook is the definitive rulebook for the
Dungeons & Dragons game. It contains complete rules for the newest edition and is an essential purchase for anyone who wants to play the game.
The revised Player's Handbook received revisions to character classes to make them more balanced, including updates to the bard, druid, monk, paladin, and ranger. Spell lists for characters have been revised and some spell levels adjusted. Skills have been consolidated somewhat and clarified. A larger number of feats have been added to give even more options for character customization in this area. 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 the fall of 2003 from Wizards of the Coast, Inc.
Customer Reviews:
Great Updated Game.......2007-08-07
Having played Dungeons & Dragons in all its incarnations back to Advanced D&D, I must say this is the best so far. I love all the updates.
Anyone who played AD&D for any length of time can tell you the biggest problem of the game was the SLOW level advancement. the group I'm in played the same characters for almost 9 years and struggled to get to 14th level. And the monsters were not hard enough once you got high level. But this issue has been addressed and solved in D&D 3.5.
Another pesky issue was that of Armor Class. I hated THACO, and the 1st ed. AD&D system was very limited plus you needed all those charts. In 3.5 there is no limit in sight. And it's easy as pie to deal with during combat. Just roll the dice and go.
My only drawback is that for a DM, it is harder to create complete NPC's, since character creation is so involved. But on the Player's side, I love that character creation is so involved. It helps me get a good feel of who my character is before we even play. Great to create role-playing opportunities.
All in all this is a really fun game that has been inproved in a wonderful way.
Player's Handbook.......2007-05-10
The structure and overall content more or less remained the same. This is still the main book necessary for making characters and running a game. The changes were, on the whole, in the details.
Pros
* They made some good tweaks on the barbarian, making him more playable. For instance, they now have a trap sense ability and the ability to go into an advanced form of rage at 20th level.
* They played with the bard, somewhat, too. Among other things, they now have more skill points, to give them a broader use in the game.
* The druid now has the ability to convert a spell slot to a summoning spell, much like the cleric's ability to convert a spell slot to a healing spell.
* The monk has a few minor tweaks as well, notably in the attacks per round department.
* The paladin now has their powers spread out a bit, to discourage multiclassing into paladin for one level, solely for the saving throw bonuses.
* The ranger has considerably more versatility. They almost made the ranger playable, but messed it up in the end.
* There are minor tweaks in the skill section. They cut the innuendo and scry skills for instance. No one used them anyway.
* Many feats were brought to the Player's Handbook from other books. This opens them up into open game content for the d20 companies out there.
* Weapons are now based on the character's size. For instance, a longsword comes in the medium variety, the small variety and the large variety. While a halfling's longsword may seem like a short sword to a human, the hilt is the wrong size for a human to wield properly.
* There are many tweaks to individual spells that for the most part, don't detract, and usually enhance things quite a bit. Some spells were too powerful in 3.0, some not powerful enough. You can tell that a lot of thought went into adjusting game balance in this section.
Cons
* The paladin is no more playable than the 3.0 version. The fighter is still much more powerful. WotC seems to be of the opinion that because the paladin gets played a lot, it isn't broken. They don't seem to realize that people would still play paladins if they had fur and barked like dogs. The paladin is too well ingrained in the D&D psyche for people to ignore it just because the class is broken.
* The ranger almost made it. On my first read, I thought the ranger was fixed, but then I saw that they shorted the ranger in the hit dice department, so the ranger is only a bit less broken than in 3.0.
* While I liked, overall, the combat section, I was annoyed that they didn't fix a few problems I had. For instance, I think mages should get a penalty for casting a spell in the same round that they are hit with a full attack (it seems surprising that a mage can get hit five times in six seconds and still cast a spell without anything more than the casting defensively penalty). They also didn't change the one rule in D&D which annoys me the most, the fact that attacking a collar on someone's neck or a pouch on their side provokes an attack or opportunity. I'll just never get that attacking any object on another person's person (I like the sound of that sentence), makes them so confident of their safety they get a free attack on you.
If you play D&D, you need this book........2007-05-08
Simple as that, if you play Dungeons and Dragons v3.5, you physically need this book. Doesn't matter if you're a PC or a DM, BUY IT.
Great revision.......2007-04-22
Any review of this book is, by necessity, a review of the 3rd edition book it replaces. Regular gamers had some common complaints about the way 3rd edition came out, and this revision addresses some of them. Before I get into the details, I'd like to make a general observation for any first time gamers. D&D is THE role playing game right now. If you're looking to get into an RPG, D&D is your best choice. The D20 engine (game mechanic) is intuitive, and with an experienced DM, any group of four or five friends can be up and running in no time. Now, on to the crunchy stuff (If you're a novice, you might want to stop reading now):
1. Ranger class revision. The ranger class was often maligned as either underpowered or only worthwhile for one level. The new ranger class isn't as front loaded, and turns the ranger from a poorly armored guy with two knives and a dog to the agile wilderness warrior I envisioned. I wish they had found a way to keep the d10 hit die, but I guess it was necessary to drop the ranger to a d8 to give the extra abilities (Evasion, woodland stride, etc). I'd hesitate to say that this is worth the price of admission, but as revisions go, it's heavy-handed enough that I'd consider it a new class.
2. Nerfed magic. There were certain spells or combinations of spells that could prove overpowered in battle. Haste was the most frequent offender, and now loses its effect if the target casts a spell. I don't play casters often, so others can speak to this better than I can, but wizards and sorcerers are brought slightly more in line with other classes in 3.5. That said, at higher levels, there's still far more sorcery than sword in this sword and sorcery game.
3. Fighter improvement. OK, there isn't much to speak of. I think a couple of new fighter feats from supplements were added to the core, but those who thought the fighter was underpowered before will likely still think so now. This shortcoming is probably enough reason on its own to keep this from being a 5 star rating. The new fighter feats are largely just another logical step from their prerequisites (greater weapon specialization, greater weapon focus, a few newer forms of toughness that grant more hp, etc). There's nothing in there that wouldn't immediately be house ruled in by any DM approached with the idea by a player playing a fighter. More importantly, anyone playing a fighter would likely already have thought of these. I'll move on now, but suffice it to say that this is the major shortcoming of this book. However, I still think fighters are great first characters, and yes, I still play them even though I've been playing since college.
4. Improved skill lists. I like adding Intimidate as a barbarian class skill, giving the bard and ranger six skill points/level, etc. Basicallly, the game has been made a little more skill-friendly for folks who don't play rogues. If the lack of creative upgrades for the fighter constitute the obvious shortcoming of the revision, then this is the total opposite, a much-needed revision that is subtle, but helps game play a lot in my opinion.
4. Altered races. Dwarves get a few upgrades to make them even more fighter-friendly. I like this, and feel it adds even greater flavor to the dwarves. I just wish that something would be done with/for half elves.
Final Verdict:
I consider 3.5 a step up from 3.0. I like it, and prefer playing 3.5 if given the option. Most people stepped up pretty much immediately, though, so I'm not sure that option really exists. If you want to play a role playing game, chances are you basically have to buy/borrow this book from someone because D&D is the universal RPG. It could be better, but I'd say this is an excellent system, and an excellent use of that system to create a set of classes/races that really gel.
The nuts and bolts for the nutz.......2007-01-16
anyone one of my friends and colleagues who ask me how to play DnD this is the first thing i hand them. i have a loaner copy that is in my house no more then 1 day out of the month. in short this is the best place to start.
Average customer rating:
- 3.0 is STILL better than 3.5
- 3.5 edition has arived
- The book that starts and runs the game
- A lot of good stuff, some (significant) holes
- The reasons this is collecting dust in my attic
|
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
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Dungeon Master's Guide: Core Rulebook II (Dungeons & Dragons d20 3.0 Fantasy Roleplaying)
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Tome and Blood: A Guidebook to Wizards and Sorcerers (Dungeons & Dragons d20 3.0 Fantasy Roleplaying)
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Sword and Fist: A Guidebook to Fighters and Monks (Dungeon & Dragons d20 3.0 Fantasy Roleplaying)
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Defenders of the Faith: A Guidebook to Clerics and Paladins (Dungeon & Dragons d20 3.0 Fantasy Roleplaying)
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.
Overall changes to all the titles include making complex combat easier to understand and provide more information on interacting with and summoning monsters. Specific changes include the following: the Player's Handbook received revisions to character classes to make them more balanced, and there are revisions and additions to spell lists.
Customer Reviews:
3.0 is STILL better than 3.5.......2003-11-13
I wouldn't listen to anyone that claims the "new and improved" 3.5 is any bit "new and improved".
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
Woc has done it again. They have released another editon, and it is supearior. Edition 3.5 is very like third (Hence the .5), but realy cleans up the classes and makes things more balanced. This book is good, but the new Players Handbook 3.5 Edition just blows it out of the water. They tweaked all that needed tweeking, and left the good stuff there. Toss your third Edition and go buy 3.5!
The book that starts and runs the game.......2003-08-01
This book for most people is the only book you will ever need for Dungeons & Dragons. While there are many more accesories expanding the game, This is the ancor, and the only book needed for a player. It includes all of the Races, Classes, Spells, Feats, and Items you need to make and run a Charactor.
The best art of this book is that not only does it list all the things you need to know, it explains in full detail how all things are related to each other. If read like a book, (front to back not just paging for specifics) It spells out what you need, need to do, and how to. You start with the abilities, go into races, classes, and then skills, and items. Finsihing with spells, and feats.
Over all, i would rae this 5, because of what it offers, and its necesity to the game it serves. i recomend you buy it, even if you dont buy it here.
A lot of good stuff, some (significant) holes.......2003-07-12
D&D 3E is a massive improvement over previous editions in a number of ways ... D&D has finally embraced skills, a big plus; a lot of the arbitrary and annoying restrictions of previous editions have been eliminated; the whole thing has been streamlined greatly at a fundamental level (there is still a lot of rules grit - attacks of opportunity anyone? - but this has always been the case, and by using a much cleaner and less arbitrary basic system, the game is now more intuitive).
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
I played RPGs for 20 years. I liked them, i liked the people I played with and then i stopped. Nothing interested me after a while until 3E. I thought this was going to turn it all around again. Boy was i wrong.
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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- D&D
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- D&D Special Edition Players Handbook
|
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
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Dungeon Master's Guide: Special Edition (Dungeon & Dragons d20 3.5 Fantasy Roleplaying)
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Monster Manual: Special Edition (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Core Rulebook III)
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Spell Compendium (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
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Player's Handbook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
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Magic Item Compendium (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
ASIN: 0786934328
Release Date: 2004-11-04 |
Book Description
A deluxe, leatherbound version of the essential tool every D&D© player needs.
Since 2004 is the 30th anniversary of the Dungeons & Dragons game, Wizards of the Coast, Inc. is commemorating this milestone with a beautiful, special edition of the Player's Handbook. Created with the collector in mind, this special release now sports an embossed, leatherbound cover and premium, gilt-edged paper, along with beautifully designed endpapers.
Customer Reviews:
D&D.......2007-05-26
The players hand book is the most widely bought book in the dungeons and dragons gamers book set. i love that they have brought it out in the lovely leather bound book and updated some of the rules. i love haveing it in my colection plus it makes the other players in the game a little jeoules seeing it on the table. i have the whole set now of the d&d specail edtion and i love the set.
if you don't own it BUY IT.......2007-03-14
what can i say...everything about this book is great...only complaint i have is now that i have it i need to find some people to play with. BUY IT! !!
Gaming Necessity with a Good Looking Cover.......2007-01-17
You can judge this book by it's cover. All the updates for the Player's Handbook is gathered in one place.
SWEET.......2007-01-10
This book is so worth the bragging rights that come with it. It also always has this really cool crackle when you turn the pages.
D&D Special Edition Players Handbook.......2006-11-12
The Book Arived through amazon quicker than the estimated time. But that was only the begining, the book is really well held together the black leather cover gives it a timless/omoness sort of appearance, but the feel was well worth what I payed for it on amazon. The book feels as though it belongs in the traveling pouch of a wizard. (Just a word of caution the rest of the book is exactally the same as the D&D 3.5 Players Handbook even the artwork is the same) This is I Feel a great edition to and obsessed D&D fans collection even if they are not that big of a 3.5 fan.
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- Solid Science About the Effects of TV
|
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
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Binding: Hardcover
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Health o Meter HDC100-01 "Grow with Me" Teddy Bear Scale for Babies and Toddlers
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philosophy hope in a jar daily moisturizer
ASIN: 0803223579 |
Book Description
Big World, Small Screen assesses the influence of television on the lives of the most vulnerable and powerless in American society: children, ethnic and sexual minorities, and women. Many in these groups are addicted to television, although they are not the principal audiences sought by commercial TV distributors because they are not the most lucrative markets for advertisers.
This important book illustrates the power of television in stereotyping the elderly, ethnic groups, gays and lesbians, and the institutionalized and, thus, in contributing to the self-image of many viewers. They go on to consider how television affects social interaction, intellectual functioning, emotional development, and attitudes (toward family life, sexuality, and mental and physical health, for example). They illustrate the medium's potential to teach and inform, to communicate across nations and cultures—and to induce violence, callousness, and amorality. Parents will be especially interested in what they say about television viewing and children. Finally, they offer suggestions for research and public policy with the aim of producing programming that will enrich the lives of citizens all across the spectrum.
Nine psychologists, members of the Task Force on Television and Society appointed by the American Psychological Association, have collaborated on Big World, Small Screen.
Customer Reviews:
Solid Science About the Effects of TV.......2002-04-21
After reading this book, you'll have solid proof that television actually molds human behavior. The irresponsible mantra by the Hollywood elite that their movies simply reflect life, and are in no way responsible for violence in our society, is roundly disproven with solid, scientific evidence. Besides directly being responsible for increasing senseless violence, irresponsible television producers have also caused increased racism in America. This is a must read for anyone who wants to decrease violence and racism in our world.
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Small Screens: Television for Children (Studies in Communication and Society (Leicester, England).)
Manufacturer: Leicester University Press
ProductGroup: Book
Binding: Paperback
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ASIN: 0826459447 |
Books:
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