A must have for role players!
358316
A wonderful book for anyone who loves to roleplay but just doesn't have much time.  This system makes it easy to "role up a character" and is very user friendly for new players.  There is not as much support material available because this system is long out of print, but if you are already an experienced dungeon master or player, you will probably find this system easy to adapt and create campaigns with.  Also, you can find that their is a cult fan base on the internet which is constantly adding to and adapting this d6 system, so there is actually a fair bit of unofficial material available.

Also, check out the magic system in this book which gives you the ability to create your favorite spells with a fair amount of equity.  It is rather clever and adaptable.

I honestly believe you will not regret this purchase!
4006273
Monte Cook Games is a company that listens to their fans. This book is a direct response to what people were asking for, and it is amazing. The book, while only 64 pages, adds immense breadth to the game. Everything that goes into character creation has been expanded, and expanded well. This book is a must have as the players imaginations can now soar with who and what their character can be. My players absolutely love this book, and almost exclusively picked from it in the new second campaign we started. So do not dawdle, you will be impressed with this book and all it has to offer with its 37 new descriptors, 4 new races, and 25 more foci. Finally I would like to address the negative review that had something about "The Moon". I am very happy to say that my experience with Monte Cook Games has only been positive. If the  negative review concerns you, I invite you to contact Monte Cook Games on Facebook or montecookgames.com and allay your apprehension with them. I assure you that the response will be prompt, courteous, and informative. Thank you and enjoy playing Numenera!
738413
I'll make it quick: if you're a GM looking to jump right into the revamped WFRP with your party this is the book for you!

Novice or veteran GMs will appreciate the campaign and its details.  Starting right off where the `starter' adventure in the WFRP main book left off this is volume one of an Epic three part campaign in the Empire.

Taking place in the great city of Middenheim it includes eight `chapters' (adventures) which tell the tale of chaos corrupting the heart of a noble city from within...and your PCs are the only ones who can choose to fight it.

Geared toward beginning characters in their first career (or at most their second) the book contains all the material needed for a great campaign.  Along with maps, stats, background history and even an additional career this book is worth the price for the bits of info about Middenheim, the kingdom of Middenland and the religions of Sigmar and primarily Ulric.

I completly recommend this book especially if you're like myself: and old-school WFRPer (GM) who has not gamed in their glories world of perilous adventure form many a year.  It will jump start not only your gaming but your imagination.
1771637
This book has allowed me to sit down and generate the beginning of a wonderful campaign in mere minutes. I went from literally no idea what I was going to have my characters do (During Character Creation mind you!) and was at a loss. After several dice rolls, my characters were off to the Orc kingdom of Aramor, meeting with King Strongfist, the pacifist Orc leader. He asked the party to help him with an evil cleric who is corrupting his peaceful orcs in the south of his kingdom. Fantastic! Also, the magic items do not actually exist within the rules, so you would have to make your own rules with them. Still some neat ideas to use, if a bit over powered. This book is a natural 20, will use all the time.
2163174
I got this book for my boyfriend for Christmas, and he's really enjoying it! It came in Mint Condition, no scratches, stains, or any markings! Wrapped in plastic and newspaper, it came in just in time for me to wrap it for Christmas!

An awesome addition to any Pathfinders game, or as an addition to 3.5 D&D. Gives cool new character, and weapon options! So much fun! I can't wait til we start our next campaign!
956586
Great ideas in this book.  It helps you learn how to give up control to make the experience more fun for players, and less stressful for DMs.  Love it!
3078408
A wonderful edition!  After the desert and disaster of 4e--which all of us are trying to pretend never happened, like Star Trek V and Windows 8--this is a most WELCOME book!!!  Wizards of the Coast went back to the drawing board, and took all the best elements of 1e, 2e, 3 and 3.5, and 3.75 (Pathfinder) and made a most TASTEFUL version of the game!

There are very few things I don't like, for instance that a LOT of useful spells--especially 2nd, 3rd, and 4th level abjuration incantations--are missing, they've gotten STINGY with the spell slots, and deleted the Rings of Wizardry, which grant extra spell slots.  The new "Arcane Recovery" is interesting and helpful, but it does NOT make up for the loss of initial spell slots, especially for a specialist wizard!

A sorcerer's spell slots in 5e are a BIG mistake: formerly, a sorcerer was given more spell slots, and fewer known spells--the current version keeps the known spells low, but the spell slots are EQUAL to a wizard, so playing a sorcerer makes absolutely NO SENSE ANYMORE!!!!

However, the gains offered seem to be an apology for the loss of spell slots.  Formerly, a wizard character was easily killed, because the spellcaster is ALWAYS the prime target, the first one hit the minute the party enters a room filled with monsters.  An abjuration specialist now has extra powers, such as an "Arcane Ward" which grant temporary hit points, that are deducted BEFORE the character's actual hit points are even touched.  This helps a beginning wizard to survive First and Second levels.  This extra protection is ONLY for an abjuration specialist, however--other specialists get their own special powers.  In a suppliment I am writing now "Tome of Lost Magic," I am putting back some of the missing spells and arcane items from 3.5, with recommendations for roleplay and keeping your mage character alive.  One of my prime recommendations is this: that at the beginning of game play, the DM grant each character one minor magic item, especially the mage--a +1 Ring of Protection.  That +1 can sometimes mean the difference between life and death, especially now, if you  plan to play an evoker or transmuter instead of an abjurer.

The first game module, Hoarde of the Dragon Queen, is quite fun so far--we're north of Waterdeep, and my wizard has just reached 5th level.  The DM allowed Geoffryn to add a few powers to his staff (arcane focus): Light, Mage Armor, Shield, and Magic Missiles.  This cost most of my mage's gold, but I think it was well worth it!  The whole point of playing a Wizard character over a sorcerer or mage, is that you get to create new magic items!
4623792
This is helpful for any DM during both campaign creation or on the fly "What's in their pockets?" moments. My personal favorite section is the "Books" table
886063
This is a awsome book, the best "Power book" released so far.

Why it is so great?

1. All the classes have fun new builds, like the shoutting barbarian, and the swarm druid
2. Besides the new options for players there are a lot of roleplay tips and fluff to play around
3. The side bars are amazing
4. The art is on par with all other 4e books

So, Primal Power is a book that any player must have, especialy those playing primal character, and is a nice source of info for the DM's as well.
912869
Perfect for role playing! Was also looking at getting the blue sailors version. Quality is not heavyweight but then again in bed you don't want to chafe. Just be gentle with it.
2464984
This edition of Dungeons & Dragons is the first one that I have played, and I find it to be great fun! The Player's Handbook is laid out quite well, having comprehensive info on all of the important rules that the players need to know. I am still relatively new to D&D, but I have found the info in this book to be very helpful, answering many of my questions about the game and the details on the rules. The explanations and descriptions are very detailed and visual, giving a good idea of exactly what takes place in the game (such as spells, combat, etc.). Overall, this book provides a great deal of info on what a player or Dungeon Master needs to know in order to run a D&D 3.0 game.
4156554
I wholeheartedly recommend the Whitewolf Vampire:The Dark Ages guide over every other rulebook in the Whitewolf ensemble.
It manages to encompass all of the magic of the original Vampire edition and also adding a fantastical, middle-ages flair to it.  The potential for great storytelling is increased ten-fold and when complimented with the Mage:Sorcerer's Crusade it makes for an almost unbeatable tabletop roleplaying experience.
The Dark Ages guide contains a set of modified rules for playing several hundred years previous to the modern Vampire rules (rules on blood, enhanced generation, skills/talents etc) and includes the chance to play some of the vampire clans who had been phased out since the modern times (Salubri, Baali, Capadocian among others.  Though they have their own clanbooks as well, enough information in the dark ages guide is included to effectively play them).
I would suggest that any fan of the Whitewolf games pick up this book.  It is masterfully written and even engrossing to read despite being a set of rules.
-Zilean
748234
This book expands upon the factions so much from the box set. Besides DM stuff like stats for the factols and other important factioneers, it gives tips for roleplaying and excellent detail on the philosphies. Because the  factions are central to the entire Planescape feel, it is extremely  important to know them well. Even if your campaign has already been through  Faction War (as mine has) I would definitely suggest buying this. It is  perfect for bringing up past events and seeing what the future holds for  these philosophers with clubs.
182586
This is like the Bible of RPG Skyrim guides. While it may not have anyinfo on the Recent DLC "Dragonborn" I can tell you that this is STILL a must have for any skyrim fan who wishes to have a little help (or a lot) with your game. All secrets are revealed, and quite literally no stone is left un-turned.

Complete walkthrough's of EVERY Mainquest and Sidequest, details on EVERY battle big and Small. Guides to every encounter, this book covers it all. On top of that, it provides hints and tips on alternate ways to complete quests, and even provides for beginners, base character builds for each of the races based on their inherent racial skill set. (It will also encourage other types of roleplaying builds!!!)

I highly recommend this product.
2230799
This is an amazing resource book for writers of all kinds. It's relieving how a list can prompt a writer when you're stuck in a particularly troublesome draft. The Dialogue and Action section are definitely my favorite, and the Character Names lists are a LIFESAVER.

The greatest thing about this book is that I can have it at my side when I am disconnected from the internet in an attempt to focus and write. Yes, I know there's hundreds of lists online I can search for - but when I am trying to write distraction free, this is the exact kind of resource I need at my side.

It's not just for fiction writers, either! My husband is a Game Master for games like Dungeons & Dragons and frequently steals it for inspiration to create campaigns and characters for his games!
4689240
The Player's guide summarizes the Zodiac Empires setting in a very succinct way for all players. There's a lot of information, but adapted and truncated just enough for the player to understand what they need to know, for the DM to fill in the blanks as needed. The age and height tables are a welcome addition for anyone looking for a more realistic type of gameplay. It is also great to see how easily the setting can be applied to either Fifth Edition D&D, as well as Pathfinder.
3285428
This book is a nearly perfect supplement for running ANY open ended role playing game.  The information is laid out in a thoughtful, useful, and innovative fashion.

The design of the book (typography, formatting, imagery) are pristine and unique.  It is unlike the look or feel of any other previous system.  It is not derivative in any way or shape.

It is unique to itself, but simultaneously open ended enough to be cross-compatible with pretty much ANY system that you happen to be using to referee the specifics of your game's rules.  It is a wonderful tool for aiding improv, and creating the canvas under your player's feet as they travel through the game world.