Books : Player's Option: Skills & Powers (Advanced Dungeons & Dragons Rulebook)

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Author name: Dale Donovan, Doug Niles

 : Player's Option: Skills & Powers (Advanced Dungeons & Dragons Rulebook)
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Used Price: $2.53
Collectible Price: $20.00
Third Party New Price: $13.75






Type of bind: Hardcover
EAN num: 9780786901494
ISBN number: 0786901497
Label: Wizards of the Coast
Manufacturer: Wizards of the Coast
Quantity: 1
Page Count: 210
Printing Date: 1995-07
Publishing house: Wizards of the Coast
Sale Popularity Level: 599309
Studio: Wizards of the Coast




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Customer Reviews
User popularity level:  out of 5 stars

Rated by buyers 5 out of 5 stars - Great expansion to the PH
This book will expand your character and make him/her really powerful. This is a wonderful book that answers some questions you may have about the Players Handbook.



Rated by buyers 3 out of 5 stars - Scattered and sort of usable
The add on of sub-statistic stats was a mistake for 2nd ed AD&D. it only made things infinately more confusing and lengthy.
While this set of books works off of that system, its an option. You don't need to revamp an entire campaign to incorporate, or even better not use it at all.
HOWEVER, the skills and powers book does add some good ideas on adding more detail, and lets players and DMs alike delve into alternatives to some of the old standards of game play



Rated by buyers 1 out of 5 stars - Utter rubbish
I`ve played AD&D for many years and I must say that this is one of the worst books I`ve ever seen published by TSR.

The massacre they`ve done with those subabilities is downright silly.In my opinion it`s nothing more than an excuse for some minimaxing.

The new character point system - well, I really need to say a few words about this.Halflings with detect magic innate ability, getting extra points for not using certain armour types - that is really absurd.This also goes for the new mastery rules.(In fact this mastery stuff is a much more complicated question.If you use PHB rules that only fighters can specialize and,hence, become masters with a weapon, you get vastly more powerful fighters in comparison to other warriors.But if you allow all warriors to become masters, then the balance is shifted to the other side.Not to mention what happens if you use that absurd optional rule that ALL classes can specialize in a weapon).

The only reason I gave this book one star is the new proficiency system.I think it`s much more logical than the old one - the checks don`t depend solely on the abilities anymore.

All in all - look at the title.



Rated by buyers 5 out of 5 stars - Good way to define and expound one's Character and Campaign
This Book is great, yes there are errors but that is to be expected in a large book. You have to push past all that look too the content. This book has so many possibilities that every time you create a character you can make it different. Also it has great spells for priest and Wizard a like. Advisory to GM's I being a player and a Fledgling GM have found with skills and Powers you can Minmax a character fairly quickly. You can also personalize a character too where they are completely different and unique. Lets face it, new players want to play characters that are unique and have depth. This book is a must for all it's aspects from armour info, crit tables and extra combat rules. ENJOY!!!!



Rated by buyers 2 out of 5 stars - Interesting idea that fell way short
I bought this book, thinking it would help my character creation and turn out some amazing and fun characters. Unfortunately, the character point system is confusing, and unimaginative. You may, if you'd like to, buy these character points! The psionicist section is the only part of the book that interests me. It is a vast improvement from the complete psionicist handbook (although you'll have to buy that is you want all of the powers and devotions). If there are psionicists in your group but you didn't like the psionic handbook, get this book. Otherwise, don't bother.

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