PDF Ebook Monster Manual: Core Rulebook III v. 3.5 (Dungeons & Dragons d20 System), by Skip Williams
PDF Ebook Monster Manual: Core Rulebook III v. 3.5 (Dungeons & Dragons d20 System), by Skip Williams
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Monster Manual: Core Rulebook III v. 3.5 (Dungeons & Dragons d20 System), by Skip Williams
PDF Ebook Monster Manual: Core Rulebook III v. 3.5 (Dungeons & Dragons d20 System), by Skip Williams
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Product details
Hardcover: 319 pages
Publisher: Wizards of the Coast; 1st edition (July 1, 2003)
Language: English
ISBN-10: 078692893X
ISBN-13: 978-0786928934
Product Dimensions:
8.4 x 0.9 x 11.1 inches
Shipping Weight: 2.4 pounds
Average Customer Review:
4.6 out of 5 stars
96 customer reviews
Amazon Best Sellers Rank:
#80,855 in Books (See Top 100 in Books)
I picked this one up to add to my understanding of D&D and combat in pen-and-paper RPGs in general. A base of knowledge about monsters, and mechanics and varieties; this is certainly the place for it.There is SO much more to them than the capacity to inflict damage to a player's health. Indeed, death-in-battle is the least of an adventurer's worries when there are creatures that can convert them into monstrous thralls, use them as incubators for its young, or trap their souls. Imagining all these creatures inhabiting the same world gives one the idea that the adventurers live in a terribly dangerous place. Granted, not all of them are in the Material Plane, that is, the world most humans inhabit. Even so, they exist and can cross over to join the native horrors. It makes me think that stories such as "Goblin Slayer" or "Berserk" have the right idea of things. An adventurer is just one or two bad die rolls away from a dreadful fate, and even a skilled and experienced one may not be equipped to face a particular foe. It would be easy to become a Killer-Game-Master, and not even deliberately. The kinds of monsters appropriate for new adventurers are obviously outnumbered by the ones that are not, and even the weak monsters can get lucky or overwhelm with numbers. How scary must it be, to live as a non-adventurer (a commoner farmer, for instance) in such a world? It was a fun exercise, to look at the challenge level of each monster and work out what precisely went into that decision, and then compare it to other monsters. There's a particular plant monster, completely immobile and without a strength stat, that is a challenge level of 2 because of special abilities. This means it should be as tough as SIX goblins (challenge rating of 1/3 each). I didn't figure that out one. Then I came across a shadow-like monster with a higher rating, and a similar condition. I was puzzled until I realized a few things: it can only do strength-stat damage, and at zero strength, the victim turns into the same sort of creature within the battle. Every character has a lot more HP than strength and a non-strength character would go down faster. I have a dwarf paladin at level 2 which has a strength stat of 15. Given initiative and maximized dice rolls, this shadow creature could kill him in as little as three turns. I thought "this is something I'll fight from a distance". Trickster Eric Novels gives "Dungeons and Dragons' Monster Manual for 3.5 Edition" an A+
Despite being combat rules heavy, one of the best editions of D&D. This is the "Monster Manual" so remember to get the Player's Handbook and Dungeon Masters Guide as well, since those contain the actual rules you need for 3.5 Edition D&D. This is encyclopedia of monsters. While it is technically possible to play without this book, you will be at a disadvantage if you don't have it, as many adventures refer to it for complete standard monster stats. It also serves to take away a great deal of work from the Dungeon Master when creating adventures.
Pros: -Great illustrations help immersion and tactical role playing for DM -Concise breakdown of stats so DMs can spend more time designing and planning -A 'decent' (read: barely satisfactory) rundown of different monstersCons: -Overpriced due to increased demand and nil supply -Mediocre value (see above) -Leaves a thorough wanting for more content to consumer for designing/planningOther Thoughts:I'm trying to not pull any punches with my above notes. Honestly, this book is useful. It's not useful at the price point, but that's the cost of business with out of print books. It's one of the books that I want in hand for quick reference, and not in cache as a PDF.So, new and old players alike who are getting into 3.5: Suck it up and buy it. Also, if you are more than just a PC and plan to DM or help design, bet on spending another $50-$100 on monster manuals for the content you may want. Ouch.
Out of the three re-released core D&D rulebooks, the Monster Manual has the most outstanding changes. The differences between the 3E and 3.5E versions are vast, and the changes made in 3.5E are almost all for the better.Monster statistics now come equipped with base attack bonuses, grapple bonuses, and level adjustments (if you want to build your own monstrous character, either as a player or DM).The book now includes rules and guidelines, both new and improved, for creating your own monsters, as well as increasing the power of those already provided. Monster skills and feats have been addressed in far greater detail, as well.More importantly, the book includes both monsters from other books and new monsters, though the new monsters are often simply enhanced versions of older ones.Lastly, the book includes a lot of new and very cool artwork.The only thing that disappointed me was how they changed damage reduction. Enhancement bonuses to weapons are no longer relevant for purposes of damage reduction--now it has a lot more to do with the alignment of your weapon and what it's made out of. To me, this seems like an unnecessary change, one that makes it difficult to bring 3E monsters that feature damage reduction up to date with 3.5E.
I recently set up a Dungeons and Dragons group and I was having a bit of trouble coming up with different creatures (as far as what their stats should be and what type of attacks/spells different creatures have). The Monster Manual lists several different creatures and any stat that you will need to fight them. It has everything from how they attack to how strong they are (challenge rating). Definitely an invaluable source for Dungeon Masters who are starting out or even seasoned Dungeon Masters. It also teaches you how to eventually make your own creatures or characters so that you don't even need the book anymore.
Book was in great shape and came very quickly. He loved it and I'm very happy.
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