Cha...ching...yet another book to buy. [Archive] - Wizards Community

Post/Author/DateTimePost
orionm42

04-06-06, 11:50 AM
So PHB II comes out on May 9, 2006, and while they have called it a "supplement," I would guess it is essentially core material every DM will need to know, since most players will likely make full use of the material in the book.

Grrrrrr. I am going to need to get a second job just to afford this hobby! :mad:

Anyway, anyone heard any buzz on whether or not the material in the book is worth the asking price ($34.95 retail...$22.02 on Amazon)?
KJW

04-06-06, 12:01 PM
You know you can limit the books used by your players and also all you need is a DC 10 Will save to resist buying new D&D books, well probably a DC 12 for the PHB II as I think a +2 situational modifiers is justified. Though you get a +4 bonus to your save if you actual check the balance in your checking account before you make the purchase.
Lokathor

04-06-06, 12:05 PM
So if you don't want to, just say "No, can't use stuff in the PHBII"

I don't like the idea of a DMGII, because if I need rules for new stuff I can make them up on my own. Since it's only covering topcis for DMs, not for players, you don't need a standard that all players can agree on, because theres just the one of you. If your players want to being a new book into the game, simply say "You have to let me borrow it and read each section beforehand or you cann't use it."
oxybe

04-06-06, 12:24 PM
DMG II is more of a collection of good advice & some extra rules.

PHB II looks interesting. I wonder if the extra classes will be an amalgamation of the "new" classes in the CompWar, CompArc, CompDiv, CompAdv and mini HB? will the class variants be the variants in the Racial books? will the racial paragon classes of unearthed arcana be there?

Make Your Heroes

The Best They Can Be

Whether you're creating a new character or advancing a current one, the Player's Handbook II has something you need. This supplement for the Dungeons & Dragons® game provides new character options for advanced players, including the following:

A respec system that enables you to retrofit your existing characters
New class features for all of your favorite base classes
New advancement options and affiliations
New starting equipment packages
New teamwork benefits
New feats and spells

A follow-up to the Player’s Handbook designed to aid players and provide more character options.

The Player’s Handbook II builds upon existing materials in the Player’s Handbook. This is the first direct followup to the best-selling and most used D&D rulebook. It is specifically designed to expand the options available for players by both providing new material and increasing the uses for existing rules. Included are chapters on character race, background, classes, feats, spells, character creation, and character advancement. New rules include racial affiliations that make race matter as a character advances in level, new character classes and alternate class features for existing classes, new feats, tools for rapid character creation, and additional organization and teamwork benefits -- an option first introduced in Dungeon Master’s Guide II and Heroes of Battle.

so i am a bit curious as to what the book has to offer. the racial chapters are ho-hum in my book (pun-pun intended. the 2nd pun too). most of my races are a bit diffrent from the description given for grayhawk ones. i like classes, feats & spells. more variety = more surprises. im curious as to what a chapter on creation and advancement has to offer (since they already have a chapter on background, do they mean the number crunching creation?). the advancement chapter might have a prc, but i dunno.

i dunno, but i am looking forward to it, if only out of curiosity.
Zherog

04-06-06, 01:10 PM
New class features for all of your favorite base classes

This is a replacement for Racial Substitution levels.

Other than that, I don't know what's in the book.
triss_erventine

04-06-06, 01:39 PM
It is expensive!
What I'm planning on doing is taking a look at the book at my local hobby store and see if its even worth buying. If it looks good and has some desent matarial. Interesting new classes, spells, feats that sort of thing. I'm afraid I will have to start saving because it would add some spice in my opinon. But honestly look at the material first.

Best of Luck :)

Thanks again with helping me on my thread the other day I hope this helps out somehow!
orionm42

04-06-06, 01:43 PM
Best of Luck :)

Thanks again with helping me on my thread the other day I hope this helps out somehow!

No problem... :)
LordofIllusions

04-06-06, 01:45 PM
Player's should need your approval before bringing just any new book into the game. My players always ask me can they use certain stuff from certain books before they write it on their character sheets. There was only one doofus that tried to write stuff in before I checked it, and he is no longer at the gaming table with us.

Players should have enough respect for DMs to come and check if a book is good for use if they want to bring it into a campaign. They can buy whatever book they want, but that does not mean you have to let them use it; remember that.

~~~
Nor'Morgwae

04-06-06, 02:01 PM
New starting packages? Oh be still my beating heart :rolleyes:
I use one once I think, just after 3.0 came out. Do peopl who buy more than teh core 3 actually use these?