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Rules Compendium (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Wizards of the Coast
, 2007 - 160 pages
average customer review:
based on 23 reviews
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highly recommended
Essential Reading
The DMG and player's handbooks are designed for in-depth use, not when you need a quick answer. By collecting the most commonly-used
rules
, together with all the errata to date, and merging them with additional clarifications and explanations, this volume blends a morass of information into easily-digestable chunks. Almost as valuable, if not more so, are the additional essays and glimpses behind the curtain offered by the footnotes. This book is a must-read!
Really useful
Alot of times I need to put together a quick D&D game for the gang, mainly when someone doesn't show for one of our sessions. This books really good for helping set that up. For the things that you don't know by heart, this book makes it easy to find some of the odd-ball stuff that you'd otherwise have to spend time digging through the PHB or DMG.
I don't think this book is to good for an inexperienced DM, but if you know what you're doing and just need a quick reference, this book is great.
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useful for many situations. not a must buy
I have used the book to resolve a few disputed
rules issues
and to discover some things forgotten or unknown. It is not the "Final Rules" book it claims to be, but if you do not have a lot of resource books the value rises. Any DM out there with a DMG, a MM or two and maybe one source book will find this a really valuable text. The more source material you have, the less useful this book is to the DM. Maybe better suited as a player reference in that siuation.
What I would have prefered was a Big Book of Feats for 3.5! Collecting and fixing all the feats from all the source books, like the spell
compendium
has essentially done for spells. That would be a better sendoff for 3.5 than the crap they are putting out now.
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Perfect!
We recieved it in perfect condition in plenty of time for Christmas! Thanks a million.
Very Solid
Although 4.0 is still not too far away, its good to have this guide on hand. Just recently as the DM in my campaign, I had to look up
rules
for spell resistance, grappling, movement impairments and cover for a single fight, and try and figure out how the hell those all affected one player's turn. Having this guide made it a quick, easy process. In addition, the rules are alphabetized and marked in an easy to use table of contents. A good buy, at least for me or DMs
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