Player's Handbook 3: A 4th Edition D&D Core Rulebook

Player's Handbook 3: A 4th Edition D&D Core Rulebook


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Player's Handbook 3: A 4th Edition D&D Core Rulebook by Mike Mearls, Rob Heinsoo, Robert J. Schwalb

Rules for psionic, divine, and primal heroes.

Player’s Handbook® 3 expands the range of options available to D&D® players with new classes, races, powers, and other material.

This book builds on the array of classes and races presented in the Player’s Handbook and Player’s Handbook 2 core rulebooks, presenting old favorites and new, never-before-seen options to the game. Player’s Handbook 3 also adds the psionic power source to the 4th Edition D&D game, along with several new classes that harness this power source.

Product Details

ISBN-13: 9780786953905
Publisher: Wizards of the Coast
Publication date: 03/16/2010
Series: 4th Edition D&D Series
Pages: 223
Product dimensions: 8.40(w) x 10.90(h) x 0.60(d)

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Player's Handbook 3: A 4th Edition D&D Core Rulebook 3.9 out of 5 based on 0 ratings. 9 reviews.
Anonymous More than 1 year ago
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Olan More than 1 year ago
As far as Psionics go for DnD, they have almost never been good. From the start of 1st edition where there were wild talents and they were wild, down to the days of 3.5 where you were better off playing Arcane, because that was all it really was, you were hard pressed to find decent psionic representation. Until now. This handbook, geared towards psionics and hybrids, makes for an amazing introduction to two new systems for 4th edition. It offers 6 playable classes, 4 of which are of the Psionic Power Source. It also introduces the Hybrid Class system, finally allowing the crazy customization of 3rd edition to resurface. Now one can finally make that dream Bard|Warlock/Wizard who can use a Swordmage power.
Anonymous More than 1 year ago
Anonymous More than 1 year ago
Like previous editions, as each new supplement comes out the classes and races are more and more effective than older classes and races. In this book I will highlight three examples of this power creep. First, the four races now give a player a choice on their second attribute in which to put a +2. This allows each race in this book to be more effective across a wider range of classes. For example, a Minotaur can be either +2 Str/ +2 Con or +2 Str/ +2 Wis. This allows a player choosing Minotaur the option of fine tuning their Fighter or Ranger build, picking either Warden build and even brings Paladin into play - all in one race. Second, the Runepriest and the Seeker use weapons. That means their powers get to add the weapon proficiency bonus to hit. And yet most of their powers target Fort/Ref/Will. Since those defenses are usually two points or more less than Armor Class, these two new classes hit more often. Third, the Monk powers combine a move and an attack. That's equivalent to getting four bonus encounter level Utility powers. This book isn't broken but it sets the pattern. I am certain that the book that comes out next year will make taking classes from the first PHB a hard pill to swallow.
John_Michele More than 1 year ago
The Player's Handbook for the 4th edition was a vast change to the Dungeons and Dragons game. While the classes released in the book were staples to the series and far from innovative, the rules set was new and interesting. However, a number of classes were missing, which leads us to the Player's Handbook 2. Once again, there were no major surprises, but it was nice to have all of the core classes covered. The Player's Handbook 3, however, has released numerous parts of the game that have never before been seen, bringing innovative mechanics and new ways of thinking to the table. My personal favorite is the Runepriest, who defies the typical view of the Divine Leader (Cleric). The Runepriest is an "in-your-face" type of leader, and shows that Wizard's of the Coast is not afraid to repeat power source/roles. The Seeker is something I feel will be hit or miss with most players, as it fills a small but necessary niche into the Primal Power Source. But the places where this book shines is the new mechanics of Psionics and Hybrid characters. Psionics really shows that Wizard's can think outside the box in terms of new classes, and Hybrids release what most 3.x players have been missing: Multiclassing. While the ideas are interesting, they mention in the fluff for Psionics its past involved with the Far Realm. I only wish they could have gone into more detail with this, as it is a good idea. But with very little fluff in the book itself, it is the only part of the book I did not like. Some of the artwork (Shardminds) is not the best, but most of the rest makes up for it. Overall, if you like the 4th edition of Dungeons and Dragons, I highly suggest this book. It has been flying off the shelves of my local Barnes & Noble. -John