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World Famous Comics: Player's Guide to Eberron (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Eberron Supplement)
Player's Guide to Eberron (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Eberron Supplement)
By: James Wyatt, Keith Baker, Luke Johnson, Steven Brown
Publisher: Wizards of the Coast
Average Rating:3.50 out of 5.00 stars
Binding: Hardcover
Label: Wizards of the Coast
Number of Items: 1
Number of Pages: 160
Publication Date: January 17, 2006
Release Date: January 17, 2006

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Player's Guide to Eberron (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Eberron Supplement)
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Editorial Comments

Product Description:
Secrets Every Hero Should Know

What does an elf from Shae Cairdal know about the nation of Aerenal? How do you play a half-orc from the Shadow Marches? What does your character know about the Blood of Vol or the royal line of Galifar? Player’s Guide to Eberron answers these questions and more. This companion to the Eberron™ Campaign Setting explores the world from the player’s point of view and presents exciting new options for Eberron characters.

Player’s Guide to Eberron describes important locations, events, organizations, races, and features of the Eberron campaign setting, organized in an accessible and easily digestible format so that players can use the book as a handy reference guide. In addition, this book provides new feats, prestige classes, spells, and magic items.

For use with these Dungeons & Dragons® core books
Player’s Handbook™ Dungeon Master’s Guide™ Monster Manual™
Eberron Campaign Setting



Customer Reviews
Average Rating:3.50 out of 5.00 stars

2 out of 5 starsA very disappointing purchase
I thought this book was a very disappointing purchase. All it is, is a very vague encyclopaedia. They didnt go into much detail about anything and the stuff they did go into detail on wasn't that important. The worst part was how they stress in the product detail the new feats and prestige classes. Which are about 2 or 3 good ones at best. This book is a waist of money and time.



3 out of 5 starsDMs, please abstain!
THis book has basicly two parts, both entirely designed for players. The first one contains some information about how to roleplay your character according to the personality options that an Eberron adventurer is likely to develop. There is pretty cool information and it helps define the PC, so he finds himself more at home. This chapter goes fome page 7 to 13. The rest of the book is part two.

Chapter 2 is an encyclopedia containing most of the most interesting topics in the Eberron Campaign Setting. There is a lot of inspiration for players in there, as every topic is very player oriented, with explanations about how a PC may get involved with different aspects of the world and society. It's prett cool, but for players only. For DMs, I think almost the whole of this information can be found in the Eberron Campaign Setting. (of course, with some mor searching through the book, since the ECS is not alphabetically ordered as this Player's Guide)

I hate the way prestige classes, feats and new spells or items are presented in this book. They don't have their own chapter; they are instead scattered through Chapter 2, and not even the index shows which enrty refers to a prestige class. So, you may sometimes "discover" a new PrC you never heard of while looking for information about Valenar, for example. Maybe that reinforces the way a PC aqquires knowledge: by asking the DM about a specific topic. But as I said, this book is meant to be in the hands of a Player, not a DM.

There are a lot of sidebars in this book showing the Knowledge DC for most of the information provided in the book, but i guess its purpose is to save he DM the time it takes to think about the appropiate DC.

Well, in short, it is a book for players really into the ECS and/or those incapable of waiting fo their Eberron DM to throw in some information about the world. If you are an Eberron DM, there are a lot of books you should buy before this one.



4 out of 5 starsVery Useful
Of all the books at my fingertips in a gaming session, this one (besides the core Eberron book, PHB, DMG, MM) gets the most use. I really like the information provided to the players based on their skills. Furthermore, it is easier to track down this information than in the Eberron Campaign Setting book.



2 out of 5 starsSadly not that useful
I run an Eberron campaign and was really eager for one of my players to get this. I thought it would hold most of the information from the Eberron Campaign Setting book, only with the 'behind the scenes' details and story paths ripped out. I was hoping it would provide the players with a great explaination of the lands, the houses, etc., but it really falls short. The format is really strange, and I find it hard to find what I'm looking for. The information is also not nearly as useful as anything in the campaign setting book, so usually I end up just pulling information from there, rewriting it sometimes to take out details that my players shouldn't know about. Kind of a bummer, as I really liked the idea of this book.



2 out of 5 starsWhat a Rip Off
This is a 160 page Player's Source Book Not an Art or Picture Book. Wizard's made the decision to limit most of their source books to 160 pages. Frankly I'm getting tired of reading Wizard Web articles about "All the Material" they had to cut and couldn't fit into a source book after it is released when almost a quarter of this source book like most of their recently published books have to much of the book devoted to art, pictures and reprinting already published material.

Is it useful? Yes and it introduces some new material but it also Fails to Make the Grade. Unless you have money to burn in my opinion this source book only rates the status of a single group source gaming reference versus purchasing as a personal reference book.

The first four pages are a cover page, a credits page and two full pages of pictures. Lose the 2 picture pages and combine the credits and the cover page in the future frees up 3 pages for material.

Basically 15% of the source book 24 & 1/4 pages of 160 are devoted to art and pictures. Things like 4 pages of Full Page Art, 6&1/2 pages of Half Page Art, 4 & 3/4 pages of Quarter Page Art, 1&1/3 pages of One Third page Art and 3 & 2/3 pages of 1/6 or less page Art. Quit reprinting old art and the same old maps again and again.

The Player's Guide to Eberron was produced after the Eberron Campaign System but well over 10 pages are devoted to Reprinting established material. Something a single sentence can reference which they already do for monsters and spells like: The Basics of The Sovereign Host or The Dark Six or The Blood of Vol were introuduced and covered in ECS page....


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