Kamis, 30 Januari 2014

** Ebook Download The Pirate King (Forgotten Realms: Transitions, Book 2), by R.A. Salvatore

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The Pirate King (Forgotten Realms: Transitions, Book 2), by R.A. Salvatore

Drizzt returns to Luskan, and the Realms will never be the same!

The Arcane Brotherhood has long held the city of Luskan in their power, but when corruption eats away at their ranks, Captain Deudermont comes to the rescue of a city that has become a safe haven for the Sword Coast's most dangerous pirates. But rescuing a city from itself may not be as easy as Deudermont thinks, and when Drizzt can't talk him out of it, he'll be forced to help.

Drizzt is back in action again, and bringing more changes to the Forgotten Realms setting. This all new hardcover adventure will keep Drizzt fans guessing the whole way, with edge-of-your-seat action and plot twists that even the most casual reader of the Forgotten Realms novel line can't afford to miss!

  • Sales Rank: #630389 in Books
  • Brand: Brand: Wizards of the Coast
  • Model: 21769
  • Published on: 2008-10-07
  • Released on: 2008-10-07
  • Ingredients: Example Ingredients
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.42" h x 1.18" w x 6.40" l, 1.47 pounds
  • Binding: Hardcover
  • 352 pages
Features
  • Great product!

About the Author
R.A. Salvatore has spent so many years winding himself into fantasy worlds that he's still trying to figure out how to unwind. He is the author of more than forty novels and more than a dozen New York Times best sellers, including The Two Swords, which debuted at or near the top of many best seller lists.

Most helpful customer reviews

48 of 50 people found the following review helpful.
Transitions, aptly named
By Andy Gray
The Pirate King by R.A. Salvatore is the second book in the Transitions Trilogy set in the Forgotten Realms. The first book in the trilogy is titled The Orc King: Transitions, Book I (Transitions) with the third book being titled The Ghost King (scheduled for release in October, 2009). 2008 marks the 20th Anniversary of the iconic character, Drizzt Do'Urden, on top of that the title of the latest trilogy - Transitions - is just that. A transition from the current rule set of the Forgotten Realms to the new 4th Edition. There are many differences in the new 4th Edition, some positive and some I will wait to make a definite opinion on. As an aside, if you have not read The Stowaway: Stone of Tymora, Book I (Stone of Tymora) by R.A. and Geno Salvatore you may want to do so before reading this book. One of the characters from that book plays a prominent role in this novel. This trilogy appears to be a way to get Drizzt to the `new' Realms and tell how he came to where he is. Here are my thoughts on the novel.

The plot of this book is, for all intended purposes, dived up into three distinct sections. The first focusing on Captain Deudermont and a mission he agrees to be apart of. This mission is unlike anything he has ever done before and will certainly tax him to his limits. As always, he surrounds himself with powerful friends, but there are equally as powerful (if not more powerful) enemies as well. The second section of the novel focuses on a journey Drizzt undertakes to finally, after four years, find out the fate of one of his dear friends. The third section focuses on the consequences of the choices that Captain Deudermont made previously and how that affects not only him but the city of Luskan as well. This book is a little different from past Drizzt novels, in that it focuses on other characters than just the Companions of the Hall. Also, the reader is able to get a really good sense of the conditions of Luskan. I really feel that Mr. Salvatore really shined in this book in his ability to allow the reader to see Luskan. Drizzt is not as introspective in this book as in previous books, but that does not diminish the plot in anyway. It is a gritty novel with much suffering and death. The overall feel of the book is one that I would anticipate fourth edition novels to be like.

Many of the characters in this novel and old hat for many readers. Characters such as Drizzt, Regis, Deudermont, and Robillard. However, there is the addition of several new characters as well such as; the five Luskan captains, the Crow, and Arklem Greeth to name a few. While there are certainly a lot of characters in this book, it never feels like there are too many. Each characters seems to serve a purpose, and none are written in merely as fluff. One thing I lightly complained about in The Orc King was that there is only so much that can be written about certain characters before they become stagnant. I would be remiss if I did not say that the characterization in this novel is very well done. We get to see new sides of several characters. Some characters make choices that I would not have guessed they would have made, but the circumstances they are under force those decisions. The character development is also some of the best of the recent novels as well. I would love to say more about it, but I do not want to spoil anything for anyone. I will say that I was able to connect with each and every character and rarely can I say that about any novel.

A couple minor criticisms about this novel:

1 - It seems pretty evident, that Mr. Salvatore is being forced to do some things with the story that he otherwise would not have done. This appears to be coming from the push to the 4th edition and making everything congruent. While I think Mr. Salvatore did the best he could, it does, at times, create moments of the story feeling forced.

2 - The, for lack of a better way to describe it, middle `section' of the book didn't seem to flow with the rest of the story. It seemed really out of context and almost as though it was a short story put into the middle of a novel. With how the rest of the novel felt, and flowed, the middle just seemed out of place.

Some things I liked about this novel:

1 - The overall grittiness of the novel. It felt much like some of Mr. Salvatore's Demon Wars work. It didn't have that happy-go-lucky, everything will be okay in the end, type feel. I rather enjoyed not knowing until the end how each character would fare.

2 - As I mentioned above, the characterization and character development was really done well. None of the characters followed the traditional lines that we would expect them to follow. When characters begin to make decisions that are unexpected, it creates a sense of newness and makes you want to keep reading. That is how I felt with this novel.

Overall I enjoyed this novel quite a bit. The middle section seemed to bog down a little bit, but once everything worked itself out and the story was back in Luskan it really picked up and flowed smoothly. The ending leaves me clamoring for the next book to see how things play out. Fans of Salvatore and the Forgotten Realms will certainly want to pick this book up and see the changes that are happening. Some of those changes surprised me quite a bit, so I can really only guess what will happen in the next book. Transitions is an apt title to call this trilogy, I can not think of a more appropriate word. This is a book that I whole-heartedly recommend to those who are this far along in the series. Only time will tell what is in store for Drizzt and the Forgotten Realms.

0 of 0 people found the following review helpful.
Another well told story of Drizzt and company
By Gspangler
Broad scope characters. As I am this far into the series, enjoying some of the new interaction between old enemies. An interesting and enjoyable book for those who are fans. Sit back and enjoy the read.

0 of 0 people found the following review helpful.
Five Stars
By Amazon Customer
It has a great intensity.

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Selasa, 28 Januari 2014

> Download Dragons of the Hourglass Mage (Dragonlance: The Lost Chronicles, Book 3), by Margaret Weis, Tracy Hickman

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Dragons of the Hourglass Mage (Dragonlance: The Lost Chronicles, Book 3), by Margaret Weis, Tracy Hickman

The dramatic conclusion to the Lost Chronicles series!

The War of the Lance is nearing its end—for good or ill. The wizard Raistlin Majere travels to Neraka, the lord city of the Dark Queen. Raistlin ostensibly plans to work for her, though in reality he means to further his own quest for power. The Dark Queen plans to destroy the gods of magic on the Night of the Eye, when all the wizards will congregate. Raistlin has to find a way to thwart the plot, even though this means doing battle with his own sister, the Dragon Highlord Kitiara, and her terrifying ally, the death knight, Lord Soth. And still he must overcome his final foe: the archmagus Fistandantilus, who seeks to kill Raistlin and steal his soul.

The creators of the Dragonlance® world return with their iconic characters, the Companions of he Lance, to show fans the rest of what really happened in the epic battle that determined the fate of the world of Krynn.

  • Sales Rank: #480258 in Books
  • Brand: Wizards of the Coast
  • Published on: 2010-05-04
  • Released on: 2010-05-04
  • Original language: English
  • Number of items: 1
  • Dimensions: 6.85" h x 1.10" w x 4.13" l, .43 pounds
  • Binding: Mass Market Paperback
  • 402 pages
Features
  • New Supreme Hobbies item

Most helpful customer reviews

1 of 1 people found the following review helpful.
Excellent book for fans of Raistlin Majere
By Donald A. Murphy
I'm seen some lower rated reviews for this, but if you enjoy Raistlin, you'll love this book. This fills in the huge gap between when Raistlin vanished from the Perechon before it was taken by the Maelstrom in Dragons of Spring Dawning, until he reappears near the end of that book. As with all popular fantasy, there is some LOTR allegory here, but it's not overt.

0 of 0 people found the following review helpful.
Good fantasy novel
By Colin Marco
Good fantasy novel, fast and fun. Krynn has always amused me, and this novel was no exception. Would have bumped it to a 5 star rating if not for a few bits that might have been a little too convoluted or silly.

0 of 0 people found the following review helpful.
Not bad at all
By 4Fosters
I liked it until the end... Not much of an explanation of what happened

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> Free Ebook Draconomicon: Metallic Dragons: A 4th Edition D&D Supplement, by Richard Baker, Ari Marmell, David Noonan, Robert J. Schwalb

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Draconomicon: Metallic Dragons: A 4th Edition D&D Supplement, by Richard Baker, Ari Marmell, David Noonan, Robert J. Schwalb

A menacing menagerie of dragons for your D&D® campaign

Draconomicon 2: Metallic Dragons describes several varieties of dragons, including gold, silver, copper, iron, and adamantine dragons. It also introduces several other kinds of metallic dragons suitable for any D&D campaign.

This supplement presents dragons both malevolent and benign, and gives details on each dragon’s powers, tactics, myths, lairs, servitors, and more. In addition, this book provides new information about draconic nations and organizations, and the roles that metallic dragons fill in a D&D game. Story and campaign elements in the book give Dungeon Masters ready-to-play material that is easily incorporated into a game, including adventure hooks, quests, and pregenerated treasure hoards.

  • Sales Rank: #116055 in Books
  • Brand: Wizards of the Coast
  • Model: 24210
  • Published on: 2009-11-17
  • Released on: 2009-11-17
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.17" h x .55" w x 8.62" l, 1.60 pounds
  • Binding: Hardcover
  • 224 pages
Features
  • Used Book in Good Condition

Most helpful customer reviews

22 of 24 people found the following review helpful.
A satisfying book rich with possible adventures
By S. Martin
Even more than Draconomicon: Chromatic Dragons, I was looking forward to Metallic Dragons. For the first time in D&D, the metallic family of dragons are actually viable encounters, rather than super-powerful good guys that the typical adventuring party would rarely find themselves in conflict with. Included are breakdowns of draconic behavior, how they compare with chromatic behavior (useful considering the vast majority of DMs will be more familiar with running chromatic dragons), and how dragons in general relate to humaniods. The book then further divides itself divides itself into how specific varieties of metallic dragons behave. Also included are prefab encounters for parties of every level, with maps and stat blocks. The format of the book is basically the same as Chromatic Dragons was. The only real problem I have with this book is that it occasionally references the first Draconomicon in the series.

All in all, I found this book to be an excellent resource for running a species of monster that can easily step away from being a normal tactical encounter, and is every bit as likely to a manipulator or power behind the throne. It's also just plain fun to read.

17 of 21 people found the following review helpful.
Restoring Balance
By Mark Wisniewski
This book's star rating has been dragged down by a ridiculous ax-grinding one-star review, so this prompted me to even things out a bit.

This a very nice book, which expands on the fluff for the Metallic Dragons in MM2, and adds exotic new species, such as steel, bronze, mithral, orium, cobalt, mercury, and cobalt dragons. It has entries for the Draconian species from Dragonlance, descriptions and stats for famous NPC dragons such as Silvara and Jalanvaloss, as well as stats and fluff for Bahamut himself.

In summary, if you prefer a fantasy world where morality is a bit deeper and more complex than just looking at the shininess of a creatures scales, [...]then I highly recommend this book.

3 of 3 people found the following review helpful.
Great resource for dragons, not just "good" ones, either.
By PghDrake
I thought about this review long and hard, waited a while to figure out how I should rate it. I read the reviews here and the one-star review really stood out, making me wonder if the other reviews went too easy on it. I am glad I listened to my inner desire and got the book anyway. This book is excellent overall, and I do recommend it to every DM who has an interest in adding Metallic dragons to their game.

I run a Forgotten Realms campaign, but any campaign world (Eberron, Dark Sun, Self-Made) can benefit from this resource. I also have my own story line for Bahamut and Tiamat that made me want to get both this and the Chromatic dragons book - glad I got that one as well! One thing about the difference between these two books that I would change is that I really appreciated in the Chromatic book that they showed pictures of the dragons showing their wing spans compared to full body length (a top-down view as if the dragon were flying). Those do not appear in this book which is unfortunate, but that's the only thing I'd really change about this one.

The content is excellent. Showing detailed information about the dragons we all know and love (Gold, Silver, etc) - and adding in other new versions like Cobalt, Mercury and Mithril. There are encounters written up to help you along as well. Good information on each dragon type's behavior and what drives them - which I find invaluable. This is the kind of detail I wish they would have put into the Monster Manuals, really deep info that isn't too overbearing and still allows you to DM your way.

Note that this is not the "Book of Good Dragons"....there is information in the book that allows you to let your dragon choose its own demeanor and "side" - something I really appreciate because of my own story lines with Bahamut and Tiamat and the dragons that follow them. These dragons aren't all Good or Lawful Good, quite a few are Unaligned...but again you can change individual dragons however you wish of course.

One other important note I'd like to add here - with a DDI (D&D Insider, which you pay for monthly or yearly) account, you have access to tools that allow you to change up dragons and any other monster listed however you want. Want that level 30 Ancient Gold Dragon to be a level 2 Baby Gold Dragon? You can do it with their tools - adjusting levels automatically adjusts hit points, attacks and damage plus lets you edit powers as you wish. (There are also entries there for a level 7 Gold Dragon Wyrmling and a level 9 Young Gold Dragon, plus other higher level versions as well). The reason you'd still want the book is because of the rich details around the creatures, their tactics, etc.

If you are a DM and you want to incorporate dragons on more of a level than just "a big encounter in the back of the dungeon", or even if you are a player but still love to know this level of details with dragons, this is a great book for you and is even more useful if you have the Chromatic Draconomicon book as well.

-D

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! PDF Ebook PHILOSOPHY BORN OF STRUGGLE: ANTHOLOGY OF AFRO-AMERICAN PHILOSOPHY FROM 1917, by HARRIS LEONARD

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Philosophy Born of Struggle: Anthology of Afro American Philosophy from 1917

  • Sales Rank: #2010328 in Books
  • Brand: Brand: Kendall Hunt Publishing
  • Published on: 2000-03-03
  • Ingredients: Example Ingredients
  • Original language: English
  • Dimensions: 9.25" h x 7.25" w x 1.00" l, 1.75 pounds
  • Binding: Paperback
  • 492 pages
Features
  • Used Book in Good Condition

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0 of 0 people found the following review helpful.
Five Stars
By kiki
Black elevation

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Senin, 27 Januari 2014

# Ebook Financial Management: Concepts and Applications for Health Care Organizations, by Bruce R. Neumann, Jan P. Clement, Jean C. Cooper

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Financial Management: Concepts and Applications for Health Care Organizations, by Bruce R. Neumann, Jan P. Clement, Jean C. Cooper

No Supplement Edition. Ships SAME or NEXT business day. We Ship to APO/FPO addr. Choose EXPEDITED shipping and receive in 2-5 business days within the United States. See our member profile for customer support contact info. We have an easy return policy.

  • Sales Rank: #1698417 in Books
  • Published on: 1999-05
  • Original language: English
  • Dimensions: 9.25" h x 7.50" w x 1.00" l, 1.95 pounds
  • Binding: Paperback
  • 527 pages

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0 of 0 people found the following review helpful.
Nothing fancy, but meets the intent.
By Austin
Pretty well written and easy to understand. All black and white with some diagrams, so don't expect anything fancy. Still, meets the intent.

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> PDF Ebook Premium 2nd Edition Advanced Dungeons & Dragons Player's Handbook (D&D Core Rulebook), by Wizards RPG Team

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For many gamers, the 2nd Edition Advanced Dungeons & Dragons core rulebooks were their introduction to the roleplaying game hobby. The AD&D Player's Handbook presents all of the information a player needs to create an AD&D character from scratch and advance the character in level.

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  • Sales Rank: #553562 in Books
  • Brand: Wizards of the Coast
  • Published on: 2013-05-21
  • Released on: 2013-05-21
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.15" h x .90" w x 8.57" l, 2.75 pounds
  • Binding: Hardcover
  • 320 pages
Features
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Most helpful customer reviews

32 of 32 people found the following review helpful.
High Quality Reprint
By ElderEye
Wizards of the Coast has done a nice job with this reprint. They did choose to reprint the 1995 edition of 2nd Edition, or the 'black book' version. I would have preferred if they had used the 1989 printing.
I found the artwork and cover more appealing on the 89 edition. Outside of that complaint I found it to be a very high quality reprint and well worth the asking price on Amazon.

The cover has a "fake leather book" feel to it with some embossing. The original cover artwork is cropped and placed in the center. The cover used gold lettering on a green background. It is much "classier" looking than the original and similar to the style of the 1st Edition reprints from last year.

The binding is very well done and not just a cheap glue job as seen on some RPG manuals. I don't know if it will hold together like the original 1st edition DMG but it looks like it will hold up for years of gaming. The flyleaves are a golden brown and are a vast improvement over the 1995 printings that had the advertisements for TSR products on the inside covers.

The paper is a thicker stock (or at least feels that way) when compared to the 1995 version. The printing is crisp and the artwork is not blurred or distorted like some of it from the 1st edition reprints.

I checked the errata for the older printings against the reprint and found that the major issues like the spells left out had been corrected but other things had not. Most of them were minor. I did find that a table showing animal carrying capacity, which was wrong before, had been corrected incorrectly. But really that is not to big of a deal (just changing a fraction) and easy to note down if the book is going to be used during sessions.

This would be a great replacement for any worn out 15 year old+ copy you have now. It looks classy and sturdy enough to last many years. WOTC has done a great job on this product. I'm glad to see 2nd Edition back in print.

22 of 22 people found the following review helpful.
Excellent reprint of my most-used book!
By Lime2K
For the uninitiated, this is a reprint of the 1995 version of the AD&D 2nd Edition Player's Handbook. Many players prefer the original 1989 printing (and it does cause confusion at the table when both versions are in use). In my opinion, though, the full-color layout is much more readable in the newer version than the original's two-color printing. I have heard complaints that some purchasers did not know this was the version that was being remade, but the page count (320, up from 256) has been here on Amazon and WOTC's site since February, and the previews of the book clearly were the never version.

With that out of the way, the physical book itself is excellent, with heavier paper stock than the original, plain goldenrod endpages (as opposed to the ad-printed ones from the 1995 version), and easier to read text -- it was re-typeset with current-day layout software, and there are nowhere near as many hyphenated words and sentences breaking across columns or pages as there was in the original. The cover is embossed, with the castle pattern along the edges and the design on the back having nice texture. The title page has the original 2nd-Edition logo on it, along with a small WOTC logo instead of TSR's (much smaller than the original TSR logo). The are has been cleaned up as well, with all of the paintings being re-scanned from the originals, and with more vibrant colors (making it easier to see details -- the image of the giant fish attacking adventurers underwater on page 17 pops much more than before). There were two images in the original that are _not_ in the reprint, however: Page 78 was replaced with a full-page version of the cover illustration, while page 246 has a full-page version of the Dungeon Master's Guide cover. I can only assume that they either did not have access to the original paintings for these two pieces, or no longer had the rights from the artist to use them. There were no names removed from the illustration credits, though, so I think the first option more likely.

Overall, I am pleased with this book. There is some minor creasing to the pages near the binding in the middle parts of the book, but not enough to irritate me greatly (I did buy these to admire and to read, not as a collector). I definitely think it is worth the approx. $31 I paid for it on Amazon -- that's what I paid for my 1995 book, though the 49.99 MSRP is a little steep for it.

And for those who prefer another version of the world's best roleplaying game, go have fun with it. I'll be having fun playing mine, with my new Player's Handbook.

18 of 20 people found the following review helpful.
Gaming, with kids
By Roger Dunn
I played AD&D2 in high school and college. When college and a young family got too busy for life, I threw away (not sold, mind you) all of my D&D materials.

A few years ago, I started role-playing with my twin boys, using what I could remember of the AD&D game. When they decided that, not only did they like it, but they wanted their friends to join, I knew that I needed materials. What was my surprise when I found out one month before these premium reprints were coming out. I was so excited! I bought the 3-book set from my local game store. The only unfortunate thing there was that my DM Guide had spinal glue on the pages, preventing many pages from opening. I returned it for a new one from Wizards and they gave me a free map book for my troubles.

The reason I decided to play AD&D2 with my children was so that I didn't have to learn a new system. I have very little time for this hobby and wanted something familiar. It's really great to have. What I love are things like the simple, easy-to-read font, the casual language used to describe things, and the rules laid out in grey boxes as options for more realistic, complicated game play. The art is better than I can do myself (stick men), but worse than I've seen in other Wizards products. But I didn't buy the book for the art anyway. And as a parent, there was one graphic I modified with magic marker to put some more clothes on those dieties on page 112.

The thing that annoys me the most, and slows down character creation and game play, is the layout of the spells and their indices. These are Appendices 1 through 7, which take up a good half of the book:

1) Appendix 1, pages 164-167 lists the spells by level. But for each spell, it doesn't list either the school or page number. You have to find the spell's school and description manually by flipping all through Appendix 3.
2) Flipping through Appendix 3 (pp. 171-299) is also difficult. Even knowing what you're looking for, you don't know whether you've passed the spell you're looking for, or if it's still ahead. Each two-page spread has some spells in alphabetical order, but you don't know what level spells you're looking at. That matters, because you don't know whether to go forward or back.
3) Appendix 5 on page 300 lists the spells by school and tells their levels, but once again is missing page numbers.
4) Appendix 7 on page 304 lists the spells alphabetically, showing what page it's on, but doesn't list the school.

See how much page-turning that is? It's just a lot of work to find a spell's description after you find the name.

Gotta go. Thanks for reading.

See all 41 customer reviews...

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Minggu, 26 Januari 2014

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Black Wizards (Forgotten Realms: Moonshae Trilogy), by Douglas Niles

One of the first Forgotten Realms titles ever published, now brought back into print!
Released in 1988, Black Wizards was the second novel in the first trilogy ever published in the Forgotten Realms setting. Unavailable for the past several years, this title is now being brought back into print in a newly recovered mass market edition. The other two titles in this trilogy will also be re-released in the same season so that readers may easily compile the entire trilogy.

  • Sales Rank: #1713938 in Books
  • Brand: Brand: Wizards of the Coast
  • Published on: 2004-11-01
  • Released on: 2004-11-02
  • Original language: English
  • Number of items: 1
  • Dimensions: 6.80" h x .90" w x 4.20" l,
  • Binding: Mass Market Paperback
  • 352 pages
Features
  • Used Book in Good Condition

About the Author
Douglas Niles is the author of over 20 fantasy novels, many of which were published with Wizards of the Coast, Inc. He is also an award-winning roleplaying game designer who was part of the original creation team for the Dragonlance setting two decades ago. His most recent books in the Dragonlance world include Wizards' Conclave and the Icewall Trilogy.

Most helpful customer reviews

0 of 0 people found the following review helpful.
Good sequel and setup for the final novel
By Scott
Once again Niles has done a very good job of good, but somewhat predicatble, character develop and plotline.

This book does a very good job of picking up where the first novel left off, but the twists and turns aren't there as they were in the first. The plot is pretty straight foward but pretty enjoyable as well. What this book does is setup for a great third installment of the trilogy. A lot of things are setup that will not be dealth with until Darkwell, which makes for a great third installment, but does take away some from this book. Unfortunately, if you pick up Darkwell without reading Black Wizards, you will be totally lost, which obviously is the whole point.

0 of 0 people found the following review helpful.
Good, but a typical sequel
By John V. Mcnichols
I thought the first book "Darkwalker on Moonshae" was much better. Although the author brings back the main characters, and even adds a few more, we are still left with what I feel was a rather lame ending to another large battle. Overall, I have started the third book, "Darkwell" and the storyline with all three is still very good. It's an older series, but I read Darkwalker when I was in H.S (almost 15 years ago) and didnt even realize there were sequels. Still an enjoyable set.

0 of 0 people found the following review helpful.
Just as good if not better then the first of the series ...
By Mr. Bubles
Just as good if not better then the first of the series of Moonshae. The story is really awesome and the main villians/antagonist are amazing. The creatures have such great creepy detail to them and the action/violence is exciting. An awesome read and strongly recommend.

See all 13 customer reviews...

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Rabu, 22 Januari 2014

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Expand your galaxy with exclusive maps featuring pivotal battlegrounds and locations from the Clone Wars era. Each map pack contains: 2 collectable miniatures, 2 stat cards, and 1 double-sided battle map.

  • Sales Rank: #4574880 in Books
  • Brand: Star Wars
  • Published on: 2009-04-21
  • Released on: 2009-04-21
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.56" h x 1.65" w x 6.06" l, .30 pounds
  • Binding: Toy
Features
  • Battle map actual size 36" x 24"
  • Collect all 3 Clone Wars Map Packs
  • Inside this Map Pack: Nelvaan Snow Fields, Teth Courtyard
  • Includes Anakin Skywalker and another figure
  • May the Force be With You!

Most helpful customer reviews

7 of 7 people found the following review helpful.
Great looking maps (too bad they are not a bit more balanced)
By El Tonio
This is the first in a series of three Clone Wars Map Pack for the Star Wars Miniatures game. This map pack comes with one double sided maps -- two BRAND NEW maps total, plus two figures -- including one EXCLUSIVE figure. Here are the two key reasons I decided to give this item four out of five stars.

First, you get two figures with the map pack: Anakin Skywalker, Jedi (see stats below) and a Super Battle Droid. And, while the Super Battle Droid is a reprint, the Anakin figure is exclusive to this map pack and is therefore unavailable anywhere else. Further, the Anakin figure is very good (maybe better) for the points. Here are his stats, special abilities, and force powers (note: a detailed description of each SA and FP is available in the Star Wars Minis Rule Book Glossary, or on the Wizards of the Coast web page):

Anakin Skywalker, Jedi -- Republic -- 29 points
90 HP
19 Defense
12 Attack
20 Damage
SAs: Unique, Melee Attack, Double Attack, Deadly Attack, Djem So Style
FPs: Force 4, Lightsaber Assault, Lightsaber Block

Second, and perhaps more importantly, this set includes a nice new double sided map -- two new maps total ("Nelvaan Snow Fields" on one side and "Teth Courtyard" on the other side - if you look under the Amazon.com image, you'll see I've also uploaded an image of each map FYI). To me, these two new maps alone are worth the entire price of the map pack (i.e., since the map you pick and play on can influence the game as much as the figures you chose to play with).

However, the main reason I gave didn't give this item five stars is that both of the maps are fairly open, which can make for some unbalanced play (i.e., if one person is playing a melee squad and the other person is playing a shooting squad, the shooting squad will win much more often than not). I played a few games with some friend, and each of my figures got off 2-3 shots before their melee figures got of a single attack (which means many of their less powerful figures were eliminated before they could do much). But, if both sides are playing the same type of squad (i.e., both melee or both shooting), this will not be a problem.

Another down side is that if you are new to the game and just want to give it a try, then these new map packs are NOT the way to go. Instead, new players who what to try the game out should buy the Clone Wars Starter Set instead. As I wrote in my review of the starter set, it is very reasonably priced, includes six figures -- including two exclusive figures, two exclusive maps, and everything else you need to play.

In sum, I think this item is very reasonably priced, and I think most casual and experienced players will definitely want to purchase this map pack for the exclusive figure and the two new maps (even though they are a bit unbalanced, if you are playing the right type of squad, it can be a lot of fun.

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Selasa, 21 Januari 2014

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  • Sales Rank: #5918890 in Books
  • Brand: Brand: Audio Literature
  • Published on: 1999-05
  • Format: Abridged
  • Original language: English
  • Number of items: 8
  • Dimensions: 2.45" h x 4.11" w x 7.07" l,
  • Binding: Audio Cassette
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Senin, 20 Januari 2014

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Everything a player needs to create heroic characters for the world’s greatest roleplaying game
 
The Player’s Handbook® is the essential reference for every Dungeons & Dragons® roleplayer. It contains rules for character creation and advancement, backgrounds and skills, exploration and combat, equipment, spells, and much more.
 
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Dungeons & Dragons immerses you in a world of adventure. Explore ancient ruins and deadly dungeons. Battle monsters while searching for legendary treasures. Gain experience and power as you trek across uncharted lands with your companions.
 
The world needs heroes. Will you answer the call?

  • Sales Rank: #94 in Books
  • Brand: Wizards of the Coast
  • Model: 46075
  • Published on: 2014-08-19
  • Released on: 2014-08-19
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.17" h x .82" w x 8.52" l, 2.50 pounds
  • Binding: Hardcover
  • 320 pages
Features
  • 5th edition
  • Age range: 12 and up / Number of players: 2 to 5
  • Manufacturer: Wizards of the Coast

Most helpful customer reviews

580 of 595 people found the following review helpful.
Character as protagonist again!
By Graymouser65
I am going to try to not duplicate the information provided in most of the other 5 star reviews because I agree with the vast majority of them. I am an oldster, have played every edition of D&D there has been, most of them being released when I was of legal drinking age, and IMO this is the best edition ever. I have not been this excited about a version of D&D since 2nd edition was released. It appears to me to have taken all the best, from a game design point of view, and most popular aspects of earlier editions and put them in one book. Another way to think of it is that this edition is the most true to the game principles set forth in the earlier editions, especially AD&D 1st and 2nd editions, while at the same time carrying the more modern and popular principles from 3.5 and even the much maligned 4.0.

I have to admit that I completely steered clear of the earlier play test versions, and was more than a little skeptical of the approach taken in getting feedback from so many play testers. I was worried that we would end up with a "too many cooks spoil the stew" situation; a game that was a convoluted mish-mash of everyone's "favorite rules" creating an incoherent and largely unplayable mess. I am pleasantly surprised to say that I was 100% wrong about the effectiveness of the play test process and the finished product. Contrary to the opinions in some of the lower star reviews, what I am holding in my hands and have read cover to cover is a very "tight," comprehensive, elegant, and fun set of rules.

Who is likely to like these rules? I think both the veteran player who cut his or her teeth on any version before 3.0, and a brand new player will like them. The mechanics most definitely have a "return to the basics that made the game great in the 70's and 80's" feel, while at the same time keeping a more elegant version of the more modern mechanics, like feats, attacks of opportunity, etc., that people generally love from 3.0 and later editions. For the most part, all of these things have been streamlined and made more elegant in application, but they are there.

I will end with my favorite thing about this book. A little background first to provide some context for my opinion. And let me say that this is just my opinion and some will disagree with me. For me, D&D started to trend downward in my enjoyment of the game at 2nd edition, and then it really did so at 3.0 and 3.5. For me, although I did not have the strong dislike for 4.0 that many people did, it just was not D&D to me anymore, I think primary because I had cut my teeth so much on 1st edition and the Basic and Expert sets in particular. D&D 5th edition has produced a steep positive trend for me for I think one general reason. When playing even 2nd edition, but very much so for 3.0, 3.5, and even 4.0, I found myself interacting with my character in the game more as a playing piece than a character in a story. Concerns about where to put skill points, and if a particular collection and order of choice for Feats began to dominate my thoughts and game choices. It was almost as if my character, and my decisions about playing the character, began to be dominated more by my interface with the rules in the book, rather than with my ideas about my character and my interaction with the game world. As my character advanced in level, I found that my focus on the book and what was written therein became more pronounced, not less as it did with earlier editions. As I reflected while playing these later editions, I found that I was not really playing a character, but instead was playing a set of rules. So far, the gift that 5th edition has given to me is a change in focus. My character has again become a protagonist in an adventure story, rather than a playing piece. I worry now more about the choices and decisions I make while interacting with the game world, and those choices making the character fun to play, rather than fretting over whether or not I have chosen the right Feats or if my modifier for a particular skill is as high as I want it to be. The way that races, and even classes, are discussed, the used of a character's background and the ideals, personality characteristics, etc. that are randomly determined from the background choice, and the lack of mathematical modifiers except for the familiar ability modifier, and the soon to be ubiquitous global proficiency modifier, instead using the elegant advantage/disadvantage mechanic all have worked to focus my attention back on my character as protagonist. For that I want to thank the play testers and writers of 5th edition. For me this has been the most nostalgic aspect of the rules, not so much the mechanics per se.

Do I like all of the rules? Absolutely not. Frankly, I think that is impossible to attain and do not expect that from any set of rpg rules. To me that's not fair to expect that of the writers. And frankly, I am not even looking for that in a set of rules anymore. As I start down the path of the twilight of my gaming career given my age, I want a set of rules that provides enough structure that a DM can make consistent rulings on the fly that fit in with the general mechanics used in the game, and that foster my appreciation as a player of the development of my character in a game world where playing the game is smooth and produces memories of an interesting character who is the protagonist in an interesting story line. Most importantly, I want a set of rules that stays out of the way of that process, and helps me to focus on the game aspects that will produce those kinds of memories.

For me, D&D 5th edition, although not perfect, will accomplish this just fine.

426 of 448 people found the following review helpful.
Honestly, I think it's the best one yet
By Anders
So, the fifth edition of the venerable Dungeons and Dragons game is officially out, with the Player's Handbook ready to be picked up, combed through and played by the world. Is it good?

I think it's good. I think it's a great implementation of all of the game's best and most beloved ideas. I think it might be my favorite edition yet.

To give a little background (and you can feel free to skip this paragraph if you want to get to the meat of the review), I started with 3rd edition, which came out all the way back in 2000, when I was in middle school. I played it through high school and college, and enjoyed it well enough, but eventually the weight of its mechanics began to grate on me. By the end I gave up on 3rd edition, finding it bloated and horrendously inelegant. When 4th edition was released in `08, I was excited. I bought all the books at once and devoured them. I wasn't sold on the powers mechanics and the intense focus on combat, but my buddies and I tried it out. We gave up after a couple months and I sold the books. It was okay, but not my cup of tea. In the end, I, like a lot of folks, gained interest in the older editions of the games, the ones that predated my own D&D experiences, the ones that sounded to me like ancient, esoteric and arcane books of mystery, whose rambling prose and absurdly convoluted mechanics became somehow enticing. We played a little bit of the older editions, mostly the old Basic edition of the game, and had a lot of fun, though it was more due to the ability to ignore the rules entirely than to any intended strength of the system. Still, after a few games we gave up on tabletop roleplaying games all together. I tried to get into more of the indie side of the RPG genre, taking a particular interest in Burning Wheel, which I still adore as a system, though it seems too unwieldy and I was and remain hesitant to actually try and play it.

But now, after a few years of my own indifference, D&D is back. The Starter Set for fifth edition came out last month, and I bought it right away. For some reason, after years of total uninterest in Dungeons and Dragons, where any mention of the game would make me turn up my nose at such inelegant, fiddly silliness, I found myself, all at once, filled with overwhelming excitement about the coming edition. The promise of a game, both old and new, divorced from the flaws of the past, made with some fresh ideas and streamlining, aiming to take the best of each old edition and instill them into a unified whole that is at once simple, quick and varied? It filled my little heart with unexpected delight. I bought the Starter Set on the day it was released in select stores, and I was not let down. See my review of the Starter Set for details on that.

Fifth edition is, so far, and this is not hyperbole, exactly what I want the game of Dungeons and Dragons to be. The Player's Handbook is an excellent book and a perfect example of this edition's quality so far. It is concise and complete, including all of the classic archetypes and races of the past, adding some new ones and nowhere stating, "Wait for this later release before you can play your favorite class or race."

The high level of quality starts with the art design and cover, which are probably my favorite for any edition of Dungeons and Dragons. The full-cover art is great: a dynamic work, depicting movement and, for once, presenting a properly dressed adventurer woman, who, against all odds, fearlessly takes on a massive fire giant, and whose form, though significantly dwarfed by the giant's, seems just as threatening and powerful and dare I say bad-ass. It is an evocative piece, and really sets the tone for the rest of the book. This is a game about adventure, a game about facing the odds and somehow getting through to the other side, victorious--or dead, possibly, since abruptly losing is always a risk when one plays a dice game.

The pages are slick and clean, with a good amount of art, a lot of it full-page, which I quite enjoyed. The quality varies, and while some of the illustrations of halflings look odd to say the least, my overall impression was good. The art was evocative and reminiscent of illustrations of old, presenting a world that actively looked medieval as opposed to anime or steampunk or some amalgamation of traditions and time periods that managed to look disjointed and awkward at best. But when I say that there is no anime, do not despair! That does not mean that everyone depicted is a pale-faced european. Quite the opposite in fact. I commend the Wizards team for not only depicting a good number of people of color in the book, but also having some of those people--and others--dressed in garb that is obviously non-western and doing so without being exploitative or resorting to stereotypes. When we open the book we can see that Dungeons and Dragons is a game of vaguely feudal societies, but whose inspirations span the entirety of the globe, removing us from the strict adherence to Europeanism that dominated past editions. I love it. I love seeing a strong samurai woman one page and a very dark-skinned whirling dervish on another. My recurring argument for what D&D should be revolves around the game ideally being limitless, and the active inclusion of non-western cultures and peoples without lumping them into types such as "oriental" or "vaguely mesoAmerican but we are not going to call them that" really goes along with that.

So the art is good. How about the layout? Love it too. As with previous editions, the first few chapters are about character creation, detailing fantasy races--elves and dwarves and so forth--before discussing classes, backgrounds (which are new) and further customization options like optional feats and multiclassing. From there we get chapters about mechanics, exploration and finally combat, which I might note comes last after exploration and social encounters. The last two chapters are about magic, as per the norm. The order is logical and a good start for beginners, though the classes reference rules that are not detailed until much later chapters, which could be very confusing to newcomers.

Each race, aside from humans, half-elves and half-orcs, have at least one subrace to choose from, with the Elves having High Elves, Wood Elves and Drow, for example, providing each character with choices within choices right off the bat. This is a recurring theme in fifth edition, where the classes and races are each somewhat stricter than in 3rd or 4th edition, but with each providing a good deal of variety both between other races and within. Classes too each have at least two subclasses, with the class list including the Barbarian, whose mechanics of course focus around her berserker rage; the bard, who can cast spells but also gets a pool of "bardic inspiration dice" that he can spend to benefit their allies and roll to add extra bonuses to attacks, checks and saves; the Cleric, who is fairly standard, but has a lot of variety granted by what "domain" corresponds to her respective god, potentially giving abilities ranging from being excellent in combat, excellent at sneaking around(!), excellent at healing (the classic) and so forth; the druid, who can focus either in her ability to cast spells or the classic druid art of lycanthropy; the fighter, who can be a standard, simple to play warrior who is good at having hit points and hitting things, in addition to both a very 4th edition-like, Warlord-esque commander type guy, who uses a pool of special dice to trigger abilities and command his allies, and an eldritch knight, who casts spells while he slashes and smashes and stabs; the monk, who isn't really my thing but other people might like him a lot--he can either punch or cast spells; the paladin, who now swears an oath, either to a god, to nature or to herself, and draws her powers from that, manifesting as a paladin of vengeance, who loves to kill, or even a paladin of the woodland fae, confusing people with fairy-inspired charms, which are both pretty cool; the ranger, who either slaughters with his own swords or gets a lovely woodland creature to aid him; the rogue, who loves thievery, assassination or arcane tricksteriness, and who of course backstabs non-stop; the sorcerer, who either focuses on her draconic origins or the chaotic influence of wild magic, and who has special sorcery points to spend that allow her to modify spells in much the same way that 3rd edition's metamagic feats worked; the warlock, who is probably my least favorite class, though I like the thematic idea, and who combines 4th edition-esque style powers with classic Vancian casting in a way that I found particularly inelegant; and of course the wizard, who has a huge list of spells to choose from, and who gets to choose one of the classic schools of wizardry--abjuration, conjuration, necromancy et cetera--to modify spells and grant thematic special abilities. In all, the classes are great fun, are varied, contain all of the classics and manage to represent nearly every classic archetype from D&D's past, even including some of the more neglected and obscure ones.

In past editions of Dungeons and Dragons, the end of the races and classes chapters would pretty much mark the final steps in creating and customizing your character's abilities, personality and details. 3rd and 4th edition added feats to the mix, but otherwise your character was done at this point. Unlike its predecessors, fifth edition adds a further ingredient to the recipe via character backgrounds. There are number listed in the book, but I'm not going to go into them, since it actively recommends creating your own backgrounds and modifying the existing ones as needed to get the character you want. But suffice to say, there are a good number included. Each background adds at least two more skills to the skills you gain from your class, give you a few more pieces of starting equipment and add a fun narrative ability--for example, anyone with the sailor background has the narrative ability of being able to always secure passage on a ship to wherever they need to go. The backgrounds are fun, and really push the D&D towards so-called story-game territory, adding such open-ended narrative abilities. Your background also gives you examples for four new stats in fifth edition: your character's personality traits, ideals, bonds and flaws. There are no numbers associated with these, and they are merely short statements describing your character and his or her feelings, outlooks and connections to the world. And, for the first time, they have mechanical benefits, where playing to your character's bonds and so forth earn a special, spendable point called Inspiration, which I will detail later on and which can give your character a pretty serious boon usable when the going gets tough. I like it a lot, though after Burning Wheel's much more in-depth versions of what is more or less the same mechanism, it feels a little shallower than I would like.

Like the past couple of editions, fifth edition has feats, which are optional this time, takable in place of automatic stat upgrades as your character levels. The feats are fewer but heftier than before, each adding several abilities or wrinkles to your character's mechanics. For the most part, feats don't seem to get in the way of what your character should be able to do naturally and don't limit other characters who would forgo them. 3rd edition style multiclassing is also included in this chapter. It too is optional, and I will probably not use it--it seems unnecessary with all of the subclasses, and like its only real purpose would be for power gaming. However, if you want to play a cleric/wizard or the like, you'd probably have to multiclass; but where in the past lower maximum levels in each class would make for lousy spell selection, the fifth edition mechanics combine spell casting for each class, letting you have your high power spells but with fewer spells in total from each respective class.

The gameplay sections of the book are relatively brief, emphasizing the rather stripped-down, to the point nature of the new edition. Pretty much everything is an ability check--rolling a twenty-sided die and adding a number based on your ability score and comparing the result with a target number. Ability checks are modified by something called proficiency, representing your character's training and experience with whatever skill or attack he or she is using. Everything works this way, from attacks to skills. Proficiency bonus also maxes out at +6, which I appreciated, resulting in the math being simpler and all the numbers being lower. I do wonder how this might affect probability in the game, however, but someone else can probably speak to that--math and the hard sciences aren't really my thing, I was always more into the humanities.

There is a lot in these chapters regarding roleplaying, cost of living, what your character's do with their downtime and other more mundane--but in my opinion still fun--activities that occur during an adventurer's life. These individual sections are fairly short, but I felt they cover everything to a reasonable degree, still allowing a lot of room for DM or player ideas. The following chapter details a D&D staple: fighting stuff.

Combat is simple and quick, and unlike the past two editions, is assumed to be more of a "theater of the mind" experience, not relying on grids or miniature figurines. This is another thing I like a lot, as I found counting hexes on a grid to be tedious and uninteresting and unnecessary. In a somewhat silly move, however, attack ranges and positioning and speed are still measured in feet, adding needless complication and increased possibility for arguments when it comes to who can reach who and who is in whose spell's area of effect. I would have much preferred a more narrativist combat positioning system that depended on more abstract zones or areas or something, but I suppose this way still allows for players who want to play with miniatures to do so.

Actual actions in combat are simple, with a more streamlined version of the past two edition's action economy. You can move and take an action, with your action being anything ranging from moving more, attacking up to your maximum number of attacks per round, casting a spell, readying an action or something else. It also allows for a certain amount of improvisation, where a player may use his or her action to try and jump on the giant's back and stab him in the eye, for example. It's simple and easy to keep track of and I like it.

The final few chapters round out magic, which returns to the old Vancian style of pre-4th edition. I am very happy with it. I'm overjoyed, in fact, that so many spells have returned and that magic feels magical again. The basic mechanic is a little difficult to describe, but is fairly elegant once you get used to it. Spell casters have spell slots that they can use to cast spells. A first level wizard, for example, has two spell slots. The wizard also has spells prepared from a list, with that same first level character probably being able to prepare around four spells. This hypothetical wizard would choose four spells from her character's spellbook and prepare them, and then, during the adventure, she can use a spell slot to cast the spell. She can use all of her spell slots to cast the same spell or she can use each slot to cast a different spell, giving her a fair amount of flexibility. Spell slots are leveled, but you can use them to cast any spell of the slot's level or lower. So, for example, a level 20 wizard could use a 9th level spell slot to cast Magic Missile, a first level spell, and since he used a high level spell slot, Magic Missile would scale and do significantly more damage than if he had used a first level spell slot or a 10th level one. There are a good number of spells included, and all of the old favorites seem represented. Also, since due to subclasses every class has the potential to cast spells, the spell list can be relevant and useful to most everyone.

The book ends with a few appendices, detailing deities from various D&D worlds, common monsters and animals the players will interact with and summon and even a list of recommended reading, containing the old classics like Tolkien but updated with fantasy novels published as recently as in the last year. The appendices aren't entirely necessary, but are a fun bonus and definitely add to the sense of the Player's Handbook actually being a complete reference.

So, after all of that, and after reading it cover to cover--a first for me in regards to a Dungeons and Dragons book--I am going to say, and this is only my opinion mind you, that the fifth edition Player's Handbook is probably the best one ever to bear the name of Dungeons and Dragons. It is concise, it feels complete, it is packed to the brim with ideas and details and suggestions, the art is great and the game manages to feel both old and new, in the best way possible. The mechanics are simple yet classes offer a wide variety of options, all while still sticking to the old sense of well-defined archetypes. You can mechanically customize your character to every detail, or you can forgo all of that and not worry about the mechanics and optimization, and both options are viable. They even added some story game elements--how weird is that!--and your character's personality and feelings, for the first time ever in D&D, have mechanical benefits. It's great. I am very happy with fifth edition so far, and I am, for the first time in a long time, actually excited to see where the brand goes.

139 of 151 people found the following review helpful.
In a Word - Fantastic
By Kevin Packard
I'm sold. Not only is it meaty and high quality, but WotC did a terrific job of taking traditional D&D and modernizing it in numerous ways without changing it beyond recognition. It's very quintessentially old school D&D for the 21st century. Even the art is spot on, IMO.

I'm a huge fan of the renovated Vancian casting, the powerful feats, and the myriad class options (I can play a semi-magical Fighter without muticlassing!). New rules are typically either flavorful additions (like Inspiration or various class-unique mechanics), or are very elegant solutions to problems that persisted throughout earlier editions (like Advantage/Disadvantage). The numeric scaling is on a shallower curve than both 3rd and 4th, which I love because it's more 'realistic' and also more flexible with regard to encounter balance. I also like how they divorced magic items from the core system. Magical equipment was so heavily structured into 4e's core system that magic items and gearing became trite and uninteresting, the opposite feeling it is supposed to elicit.

My main concern during the playtest period was that they were going to discard my favorite innovations of 4th edition since it was controversial, such as rituals, better healing systems, non-magical powers, and the new planes, but they managed to integrate many of the best aspects of 4th very fluidly with a system that is overall much more reminiscent of older editions.

Other than highly subjective, nitpicky things (Bards with 9 level spell progression? hmm.....) my only complaints so far revolve around minor missing features or rules that are likely to be introduced in future books, such as better feat options and more optional rules to simulate grit/realism, like an injury system.

I highly, highly recommend this to people even remotely interested in D&D or getting into RPGs, or to people who are even slightly tired of whatever system they've been using.

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