Jonathan Tweet — 作者 (10)
13th Age Core Book [图书] Goodreads
The core rules for the 13th Age roleplaying game.
Ars Magica, Fifth Edition [图书] Goodreads
ATG0205 Ars Magica 5th Edition (Core Rulebook) by Atlas Games
The Roleplaying Game of Myth and Magic
Imagine an age where myth is real and where the superstitions of the common folk hold true: faeries dance in forest glades, angels protect the Church, demons corrupt the weak, and wizards wield magic beyond the ken of other mortals. You play these magi, gathered in covenants with your allies and servants, unlocking secret powers and creating wonders. You and your friends will also portray the loyal companions and grogs who stand with the magi, as a buffer between them and the mundane world that often misunderstands their power and motives. When adventures draw you out into the medieval world of Mythic Europe, your stories are the stuff of legend.
The Roleplaying Game of Myth and Magic
Imagine an age where myth is real and where the superstitions of the common folk hold true: faeries dance in forest glades, angels protect the Church, demons corrupt the weak, and wizards wield magic beyond the ken of other mortals. You play these magi, gathered in covenants with your allies and servants, unlocking secret powers and creating wonders. You and your friends will also portray the loyal companions and grogs who stand with the magi, as a buffer between them and the mundane world that often misunderstands their power and motives. When adventures draw you out into the medieval world of Mythic Europe, your stories are the stuff of legend.
Miniatures Handbook [图书] Goodreads
The Miniatures Handbook is the newest accessory for players who want to add depth and dimension to their roleplaying game or their miniatures experience. As with other D&D accessories, this title contains new feats, spells, magic items, and prestige classes, and is one of the few titles that adds new base classes to the D&D realm. In addition to these features, this handbook gives expanded rules for three-dimensional, head-to-head miniatures play for both skirmish and mass battle conflicts and is instantly usable with the new D&D miniatures product line. There are new monsters presented with both full D&D and head-to-head statistics, and the book provides competitive scenarios for engaging miniatures combat.
13th Age [图书] Goodreads
13th Age is a d20-rolling fantasy roleplaying game by Rob Heinsoo and Jonathan Tweet, lead designers of 4th and 3rd editions of the World's Most Famous RPG. 13th Age is a game of adventure in a world full of monsters and magic, with groundbreaking new rules that make each character unique, connect them to the world, and focus on what's cool about having adventures in a world full of monsters and magic. Also, owlbears rip your arms off and feed them to their young. That's a thing.
Dungeon Master's Guide [图书] Goodreads
作者:
Wizards of the Coast
/
Skip Williams
…
publishing house:
Wizards of the Coast
2000
- 9
The "Dungeon Master's Guide" features beautifully rendered, intuitively presented rules and material designed to get a Third Edition D&D campaign up and running. Along with the "Player's Handbook" and the "Monster Manual", this guide comprises the core rules for the game.
Monster Manual [图书] Goodreads
作者:
Wizards of the Coast
/
Monte Cook
…
publishing house:
Wizards of the Coast
2000
- 10
Describes the characteristics and attributes of a variety of monsters, zombies, demons, giants, werewolves, animals, and aliens for use in the Dungeons and Dragons game.
Player's Handbook [图书] Goodreads
作者:
Wizards of the Coast
/
Monte Cook
…
publishing house:
Wizards of the Coast
2000
- 8
The Dungeons & Dragons core rulebook has been revised and updated for clarity and content. Each revision integrates user feedback received since the original product release so as to address the specific wants and needs of the player and Dungeon Master audiences. The overall rules system remains intact, with changes targeted specifically at elements of game play that were considered under-powered or incomplete. These revised editions also contain bonus content, such as new feats, that are exclusive to these editions. In addition, the new and revised content instructs players on how to take full advantage of the tie-in D&D miniatures line planned to release in Fall 2003 from Wizards of the Coast, Inc.
Overall changes to all the titles include making complex combat easier to understand and provide more information on interacting with and summoning monsters. Specific changes include the following: the Player's Handbook received revisions to character classes to make them more balanced, and there are revisions and additions to spell lists.
Amazon.com Review
The Dungeons & Dragons 3rd Edition Player's Handbook contains all the rules you need to create characters and begin adventuring with the world's most popular role-playing game. Newcomers to the game will appreciate this book's clear explanations, effective examples, pleasing layout, elegant rules, and brilliant art. It's never been easier to create and role-play a heroic human ranger, cunning elf wizard, or any other fantasy character from the game's 7 races and 11 classes.
Old-school players will likewise be pleased, as the outdated AD&D rules system has been given a thorough overhaul. Gone are almost all the old restrictions on race and alignment. Halfling sorcerers, half-orc paladins, dwarf barbarians, and gnome monks are now possible. THACO, negative armor class, funky saving throws, inflated ability scores, heat-based infravision, and just about every other needlessly complex rule has been reworked into a faster, more consistent, and more fun system. Players can choose unique special abilities for their characters as they gain levels, which means that even two fighters of the same race and class can have very different abilities. The end result of all these changes is a dynamic game with more customized characters.
Almost every page has some form of new artwork, and the art almost always serves to explain a concept or illustrate a point. The book is filled with example montages that help to show the difference between human, half-elf, and elf, or relative size differences between creatures, or what the various levels of cover and concealment look like. These illustrations make the rules much more clear. The style of the artwork is consistent throughout the book and is a definite departure from older editions of AD&D. Instead of the classic medieval artwork of Larry Elmore, the new book has the spiky, leathery, Mad Max-meets-Renaissance look of the Magic: The Gathering card game.
We would have preferred less radical artistic changes, but we love everything else that Wizards of the Coast has done with Dungeons & Dragons. The rules are fast and clear, and the characters--including the new sorcerer class and the return of the monk, barbarian, and half-orc--are fabulous. If you're new to the D&D game, then this rule book is the perfect introduction. And if you're an old-school gamer who played D&D back in the day, then welcome to the new era of D&D.
Overall changes to all the titles include making complex combat easier to understand and provide more information on interacting with and summoning monsters. Specific changes include the following: the Player's Handbook received revisions to character classes to make them more balanced, and there are revisions and additions to spell lists.
Amazon.com Review
The Dungeons & Dragons 3rd Edition Player's Handbook contains all the rules you need to create characters and begin adventuring with the world's most popular role-playing game. Newcomers to the game will appreciate this book's clear explanations, effective examples, pleasing layout, elegant rules, and brilliant art. It's never been easier to create and role-play a heroic human ranger, cunning elf wizard, or any other fantasy character from the game's 7 races and 11 classes.
Old-school players will likewise be pleased, as the outdated AD&D rules system has been given a thorough overhaul. Gone are almost all the old restrictions on race and alignment. Halfling sorcerers, half-orc paladins, dwarf barbarians, and gnome monks are now possible. THACO, negative armor class, funky saving throws, inflated ability scores, heat-based infravision, and just about every other needlessly complex rule has been reworked into a faster, more consistent, and more fun system. Players can choose unique special abilities for their characters as they gain levels, which means that even two fighters of the same race and class can have very different abilities. The end result of all these changes is a dynamic game with more customized characters.
Almost every page has some form of new artwork, and the art almost always serves to explain a concept or illustrate a point. The book is filled with example montages that help to show the difference between human, half-elf, and elf, or relative size differences between creatures, or what the various levels of cover and concealment look like. These illustrations make the rules much more clear. The style of the artwork is consistent throughout the book and is a definite departure from older editions of AD&D. Instead of the classic medieval artwork of Larry Elmore, the new book has the spiky, leathery, Mad Max-meets-Renaissance look of the Magic: The Gathering card game.
We would have preferred less radical artistic changes, but we love everything else that Wizards of the Coast has done with Dungeons & Dragons. The rules are fast and clear, and the characters--including the new sorcerer class and the return of the monk, barbarian, and half-orc--are fabulous. If you're new to the D&D game, then this rule book is the perfect introduction. And if you're an old-school gamer who played D&D back in the day, then welcome to the new era of D&D.
Over the Edge: Psychosurreal Roleplaying [图书] Goodreads
Devious secret agents, subtle alien invasions, ancient conspiracies, the secret of human nature, drooling psychopaths, weird science, a quick but painful death -- who knows what you may find when you play Over the Edge ? For the first time, the surreal undercurrents of fiction, cinema, and television have come to roleplaying, and Over the Edge is the game that can take you where you've never been before. Over the Edge Freeform Character Define your character the way you want to, without the limits of skill lists, random rolls, and artificial limitations. The rules favor character development over mechanics. Open Anything goes on the chaotic island of Al Amarja. If it troubles your dreams, if it scares you, if you hope it isn't true, it's waiting for you Over the Edge . Players can never be sure what they're up against, who is on their side, and why. Focus on the Easy, open-ended mechanics allow you to spend more time developing your character and your plots, instead of crunching numbers. The GM's chapters include numerous story ideas and plenty advice for better gamemastering. Easy To Get Three beginning adventures introduce the GM and players to the wild world of Al Amarja and make the first sessions easy to run. New in the Second The mother of all what each Al Amarjan conspiracy thinks of all the other ones. Updated references include all supplements published before this edition. Plus Improved layout and graphic appearance.