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180 of 217 people found the following review helpful:
1.0 out of 5 stars
An obvious ploy to make more money,
This review is from: Player's Handbook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (Bk. 2) (Hardcover)
I'll break from the pack here and say that I was somewhat disgusted with this book. I'm sure there must be other long-time D&D players who agree with my perspective, however. For me, Wizards of the Coast is a notorious repackaging/recycling company, one with a fraction of the creativity and vision of TSR. This book is a shining example of WoTC's worst traits.
For the usual steep entrace fee of $35, we get four new classes, only two of which are mildly interesting (the knight has been around for so long and in so many forms that its inclusion here seems pointless). And both of the interesting classes - duskblade and beguiler - are little more than rogue/sorceror and fighter/sorceror mixes, just with the ability to cast an incredibly minor list of spells while wearing armor. Gee, thanks. One could do better with some creativity and, dare I say it, a smattering of house rules. Chapter Two, "Expanded Classes," is laughable. Here we have 37 pages of almost total fluff. I do not need to pay $35 for a book that will teach me how my Cleric of Pelor should reference his deity in every sentence he utters; nor do I need such a book to tell me what obvious "themes" I can pick to round out the personality of my character. If you need a book to give you those ideas, stop playing D&D, because you obviously don't have the sliver of imagination necessary (or the common sense) to role-play. Also the extremely minor "expansion options" they give some of the classes are largely uninteresting. Chapters 3 and 4 are new spells and feats. Usual fare here. Chapters 5 and 6 really cemented my displeasure with this book. These chapters are geared at helping a character build his or her identity, but they give nothing but a bunch of completey hackneyed examples. Seriously, if you couldn't figure these out on your own, you're an idiot. The section on teamwork benefits is interesting, but I have a problem with that too that I will return to discuss. Chapter 7 is all about "affiliations" - adventuring groups/clans that your PC may hail from. David Noonan should be embarassed by these. You have stuff like "the Bloodfist Tribe," which is - you guessed it - a wandering half-orc band. There's the Elves of the High Forest, Dragon Island, dwarves who mine deep into the mountain, gnomes who like to make stuff, etc. etc. Again I return to my gripe about creativity. Anyone with even a passing knowledge of fantasy roleplaying and D&D can create better groups than these to populate a campaign world. They're obviously just included here as filler. Chapter 8 is more filler, and is basically filled with rules on how to switch your character over from one class to another, for all those indecisive players out there. I really think this section could have been released online as an option for those who want to pursue it. So, overall, what I'm left with thinking about this book is - why was it necessary to publish something called "Player's Handbook 2?" There is nothing in here of vital consequence. The few useful bits - the new feats, spells, and rules governing teamwork benefits - should have been included in the FIRST Player's Handbook the first time around. But, obviously, if they did that, WoTC would have no way of suckering addicted fans out of another $35 for yet another smattering of new stuff buried in page after page of useless fluff. WoTC's 3.5 rules are really a wonder of marketing. I tip my hat to them. They now have approximately 700 prestige classes and god knows how many races, spells, monsters, feats and examples of how to make your bard talk scattered throughout dozens of books. There are so many fans of D&D that many of them will buy all the books just to see what the new stuff is. My advice to such folks is to avoid this book, even though I'm pretty sure most of you won't.
39 of 44 people found the following review helpful:
3.0 out of 5 stars
new players or veterans,
By
This review is from: Player's Handbook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (Bk. 2) (Hardcover)
It's tough to make a choice about this book. Criteria to purchase really boils down to two things - are you a new player to the game or are you a seasoned veteran having played AD&D or any older version of the game.
New Players will benefit from this book as it will help them figure out how to role-play (acting the character) instead of roll-play (slinging dice). They will eat up the character classes and drool over the new feats. New GMs will giggle in anticipation of make affiliations and continental societies. This is a pretty good book for newcomers. Veterans will look through this book and probably put it back on the shelf. They'll like some of the new feats and a handful of the spells but not enough to throw down $35 for them. Veterans will scoff at the book looking at it as fluff and time waste material as they already know how to develop a background, history, and focus of a character. They will wittle away the new classes and probably never introduce them into their games. Who benefits the most from this book? Newcomers, obviously. Secondary is the Veteran GM that is teaching his/her kids or other newcomers the game. The PHB2 will help the old GM coach and advise the new arrivals to ROLE-playing for a better game for everyone.
104 of 129 people found the following review helpful:
5.0 out of 5 stars
Excellent player resource, top notch!!,
By
This review is from: Player's Handbook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (Bk. 2) (Hardcover)
I had my doubts about this one, believe me, but when I started seeing the previews on the wizards webpage I began to think it might turn out to be an OK product. Boy was I wrong. It's FANTASTIC!
Lots of space on how to play every base class, including ones from the Complete series and a few new ones. New ideas for character archetypes, character traits, you know, ideas for actually ROLEPLAYING rather than just new rules. That being said, there are also a ton of new feats. Personally I feel it's unfortunate that the feats seem to concentrate on combat, but at least they breathe new life into combat. Most of the new feats concentrate on combat styles or allowing a specific combat maneuver, which I'm all for. Very few are crushingly powerful, but almost all could find a use by a tactically minded player. Some bring altogether new rules to the table, like the combat focus, which adds a lot of flavor to a tank character. There are also a plethora of new spells, which I'm happy to say aren't all blaster spells. There are several spells that, while not terribly powerful, do very cool things (see cloud of knives). Finally, near the end, there are rules for ajudicating being part of a guild or organization along with several example organizations. All in all I give this book my highest grade and I think everyone should pick it up.
11 of 11 people found the following review helpful:
3.0 out of 5 stars
Some good content, but not enough,
By
This review is from: Player's Handbook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (Bk. 2) (Hardcover)
By this point, if you're considering PHB2, you've decided whether D&D is a good system or not, and you've read a tom of supplemental materials with variants on every character idea from the shape-shifter to the illusion-user. PHB2 offers a few MORE class variants, including ground-up base classes and options to modify the core PHB classes. I was hoping for "non-spellcasting" options for Paladin, Ranger and Bard, but they aren't there.
As for the new feats - there are a ton! Some of them are extremely powerful, so if you're a DM, you need to pick and choose which ones you allow instead of allowing them all without a thought. Some are good ideas that should have been in PHB1 (Shield Specialization) and others are neat tricks that would help a fighter or wizard further specialize. The rest of the book isn't all that useful. The ideas on personality and background archetypes are probably more useful for DMs creating fleshed-out NPCs fast than for players, who prefer to write their own background and personality thankyouverymuch. They are a fun read, especially if you've read _The Tough Guide to Fantasy Land_ by Diana Wynne Jones; PHB2 basically contains an exhaustive list of *every* cliched fantasy character background and personality archetype ever created. Writing: The writing is clear and descriptive, often to the point of being laboriously exact. It's also well written. It's everything we've come to expect from the new d20 quality standard. The art is very good, as well (and you gotta love the cover art!). This book gets 3 stars, mostly for the feats. You'll use the Core rulebooks, Spell Compendium, Complete series, and Miniatures Handbook (even if you're not big on miniatures) more often, but it's worth having one PHB2 in your gaming group.
28 of 34 people found the following review helpful:
4.0 out of 5 stars
Player's Toolbox,
By
This review is from: Player's Handbook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (Bk. 2) (Hardcover)
Many of us already have ideas in their heads about characters and character types we want to play. Some players really don't know what they want and try many different things to see what fits and what doesn't. This is actually a good reference. It gives a lot more options and suggestions. One of the hardest and ultimately most rewarding aspects of building a character is their back story. How did this character get to where he or she is now. Some of us are aspiring writers and take to the task with gusto. Others are not and for both of us the suggestions and the full section on backgrounds provides a wealth of information. For those that have done this umpteen times in the past it provides a framework and in some ways a prototype of what the backstory may be like for a particular character. For those that are not as talented, it gives the life story for them with a few details that they provide themselves. The new feats and spells are nice but the back story help is worth the price of admission in and of itself. A personal history is the ultimate tool for role playing. It provides reasons for why the character acts the way they do and provides some suggestions on how they should act when you have some doubts. Of the new classes I think I like the Beguiler the best as it is one of the more original concepts. Like the War Mage of the Minis Handbook and Complete Arcane and the True Necromancer from Heroes of Horror this is a specialist spellcaster, in this case of Enchantment, Charm and Illusion magic. A limited repetoire of spells but all appropriate to what the class sets out to accomplish no matter what role appeals to a given player. Frankly speaking most players don't need this book, but overall you still should take the option of purchasing it. Your characters and your overall gameplay will be better off for it.
11 of 12 people found the following review helpful:
2.0 out of 5 stars
Players Handbook 2 Review,
By Literate Deviant (Kentucky) - See all my reviews
This review is from: Player's Handbook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (Bk. 2) (Hardcover)
I eagerly awaited this book to come out, thinking it to have quite a bit of new information. It does offer some new classes and some new spells and such, but over all the book to me was a dissapointment. The book goes into more variations of the original classes and spends some time on your character's background. Most of this information is available in the DMG and other books, this book simply puts them in one place. There is an NPC generator section that was somewhat useful, a good idea and section just not for me.
Having been a gamer for over 20 years, I have read and owned my fair share of rules books, supplements and misc. books. This book in my opinion is not essential to any gamers collection nor does it truly provide much info that can not be gained from the core collection of books. The classes inside while nice, are not enough to warrant spending the money for the book.
12 of 14 people found the following review helpful:
4.0 out of 5 stars
Hmmmmm...useful or useless. Your decision,
This review is from: Player's Handbook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (Bk. 2) (Hardcover)
This book is an excellent pick for a beginner who really wants to roleplay their character well. For experienced players, this book doesn't really tell you anything that new (except for the bit on rebuilding characters during the campaign), though, for DMs, it does have a really useful section on quick NPC creation. As for the new classes...the knight is good. All around it serves as a bodygaurd with a ton of HP who can call out baddies to sort of duel. The dragon shaman just seems broken. It looks like it would be fun to play only becuase it would be so powerful if you work it right. The duskblade is intersting, basically a fighter's BAB and a sorcerer's spells, though they are limited to mostly touch and ray spells. If somebody wants to cast spells and fight starting at level 1, then this class is the way to go. The beguiler is interesting, but I'm not a fan of illusion magic. Imagine a rogue/illusionist without the ability to sneak attack or do other nifty rogue things. I personally don't like it, but I always play with evocation magic so...
All in all, it is worth the money if only for the good read it presents and while the information inside is more useful to beginners, there were a few new things that would be interesting to experienced players as well. The bit on rebuilding classes is neat and it really opens doors for a PC in a long running campaign who just doesn't want to play the fighter with 6 intelligence anymore. 4 out of 5 stars for being a good read with useful information, but it just doesn't have enough "I need to bring this to reference during the campaign tonight" quality for five stars.
26 of 33 people found the following review helpful:
2.0 out of 5 stars
Bringing MMOGs to pen-&-paper,
This review is from: Player's Handbook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (Bk. 2) (Hardcover)
I usually love new rulebooks, but this one is a stinker. It was obviously written by someone who loves multiplayer online games and is trying to bring some aspects of those games into a D&D campaign. The problem is, a lot of features that were unique to online games were created because it was impossible for a computer AI to portray certain aspects of combat in a realistic manner. They are therefore pretty contrived and unrealistic by definition.
The Knight class, for example, is a direct import of the "tank" classes from online games. And it shows. None of the class abilities have any precedent in fantasy literature -- unless you view them through a lens of computer gaming. The Beguiler is likewise a ripoff of online "crowd control" classes, and is completely unnecessary. The same goes for many of the feats and spells. I will admit that some of these might be fun to play, but they just feel so horribly unnatural that I cringe at the thought of introducing them into any campaign. Some of the ideas might have worked, but I see only the most minimal attempt to disguise the computer-game inspirations behind them. With a little more effort, they might have had a 3-star supplement instead of 2.
14 of 17 people found the following review helpful:
5.0 out of 5 stars
An actually worthwhile supplement!,
By
This review is from: Player's Handbook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (Bk. 2) (Hardcover)
Having purchased countless poorly created supplements put out by WotC, I had begun to shun new releases, and instead put my money to better use by burning it. But lo and behold, they have produced a product that is worthy of its prequel.
The PHB2 introduces four new classes to the now bustling repertoire, and a couple of them actually fill the somewhat archetypal roles that the original PHB set out to create. The four new classes are: Beguiler (a rogue/sorcerer fusion), Dragon Shaman (An interesting mix of Aura mechanics as found in the Magic of Incarnum's Incarnate and dragon trait advancement ala Dragon Disciple), Duskblade (Yet another overpowered Sorcerer/Fighter amalgamation), and the Knight (The best new class by far, they are what Paladins should have been, melee centric with no nigh useless divine magic progression). Overall the new classes will at least discourage the vorascious use of Prestige Classes to achieve something new with a character, and the Knight class could easily take over the position of any paladin without having that pesky LG limitation. For players who have preexisting characters, the PHBII offers a wide variety of "expanded classes", essentially discussing each class in the PHB and Complete series (and of course no psionics the jerks). This includes a meaningful variation to each class that can potentially change the way your character is played dramatically, a brief summary of possible themes for each class, and a few new starting packages to be ignored. Now comes the bread and butter of DnD, the feats. Wizard has actually gone through and created feats that not only are original, but they actually are creative and worthwhile investments. There are expansions to existing feat trees as well as a sprinkle of the eclectic special feats, Divine, Tactical, Combat Style, Metamagic, and Ceremony. Some might not be your cup of tea but they certainly add great possibilities for anybody looking for a new way to express that adventurer in your head that is just bustling to get onto that character sheet. The Spells are a bit sparse compared to the original PHB's offerings, but they are certainly as essential. The PHBII explains the new Polymorph subschool of magic mechanics, due to the spell's recent banning by WotC, and offers a great variety of new spells for the olde school classes out there. The PHBII offers an interesting take on ways to reshape preexisting characters to take advantage of new material, providing monetary guidelines, possible quests, and other such support. A truly interesting mechanic introduced in the PHBII is affiliations, an organized way to keep track of a characters role playing potential with groups they have encountered, not to mention balanced bonuses for actually roleplaying. It also provides useful premade affiliations and a system for creating new affiliations. The rest of the book is what some consider to be fluff, but it is somewhat worthwhile fluff. For players in need of inspiration there is a large section on creating your character's personality and goals, and for players needing to learn how to be part of the team, there is a section of party organization and management. While some may feel that the PHBII lacks crunch, I personally find that it actually acts as a wonderful supplement to the original PHB and expands on the often neglected Role Playing that DnD once thrived on. Be you a power gamer or a role player, the PHBII has something useful for you!
11 of 13 people found the following review helpful:
3.0 out of 5 stars
Solid Mechanics Book,
This review is from: Player's Handbook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (Bk. 2) (Hardcover)
Whenever I buy a D&D book, I fully expect half the pages to be useless. I accept this fact. Sometimes a rare book comes along that is an exception, providing great quality throughout. The PHBII is not one of these. It is filled with poorly thought out oversimplifications of the process of character making and "being a player" that aren't helping 95% of the people buying this book.
But that's ok, since when I bought this book, I knew that there would be dead pages. Its the pages that count that matter. The base classes are mostly interesting and the feats show an intellegent new approach to old problems. Everything about the money sections of the book is good, except the poorly executed Dragon Shaman class that needs to be rewritten badly. This is a solid mechanics book that has a place on most shelves. And most importanly, it isn't clogged by 10 dreadful PrCs that take up 4 pages each. |
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Player's Handbook II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (Bk. 2) by David Noonan (Hardcover - May 9, 2006)
Used & New from: $23.47
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