Player's Handbook, 1st edition | |
---|---|
Author(s) | Gary Gygax |
Cover artist | David A. Trampier |
Publisher | TSR Inc. |
Publication date | June 1978 |
Pages | 128 |
ISBN | 0-935696-01-6 |
OCLC Number | 13498304 |
Dewey Decimal | 794 19 |
LC Classification | GV1469.62.D84 G94 1980 |
The Player's Handbook (Players Handbook in 1st edition Advanced Dungeons & Dragons (AD&D)) is a book of rules for the fantasy role-playing game Dungeons & Dragons (D&D). It does not contain the complete set of rules, but only those for use by players of the game. Additional rules, for use by Dungeon Masters (DMs), who referee the game, can be found in the Dungeon Master's Guide. Many optional rules, such as those governing extremely high-level players, and some of the more obscure spells, are found in other sources.
Since the 1st edition,[1] the Player's Handbook has contained tables and rules for creating characters, lists of the abilities of the different character classes, the properties and costs of equipment, descriptions of spells that magic-using character classes (such as wizards or clerics) can cast, and numerous other rules governing gameplay.[2] Both the Dungeon Master's Guide and the Player's Handbook give advice, tips, and suggestions for various styles of play.[3] The Player's Handbook, Dungeon Master's Guide, and Monster Manual make up the core D&D rulebooks.[4]
Contents |
The first true Players Handbook was released in June, 1978 as a 128-page hardcover.[5][6] It was written by Gary Gygax and edited by Mike Carr, who also wrote the foreword. The original cover art was by D.A. Trampier,[5] who also provided interior illustrations along with David C. Sutherland III.[7] In this edition, the game rules were divided between the Players Handbook and the Dungeon Masters Guide, which was printed later.[1] Later editions of the game moved the bulk of the game rules to the Player's Handbook, leaving information needed chiefly by the DM in the Dungeon Master's Guide. The new rules were so open-ended that game campaigns required a referee or Dungeon Master.[8]
The Players Handbook contained the information needed to play the standard character classes: clerics (including druids), fighters (including rangers and paladins), magic-users (including illusionists), thieves (including assassins), and monks.[5] The book also included information on non-human races, such as dwarves, elves, and halflings, character abilities, armor and weapons, spell descriptions, and optional rules for psionics.[5]
The original Players Handbook was reviewed by Don Turnbull in issue No. 10 of White Dwarf, who gave the book a rating of 10 out of 10. Turnbull noted, "I don't think I have ever seen a product sell so quickly as did the Handbook when it first appeared on the Games Workshop stand at Dragonmeet", a British role-playing game convention; after the convention, he studied the book and concluded that "whereas the original rules are ambiguous and muddled, the Handbook is a detailed and coherent game-system, and very sophisticated."[1] Turnbull felt a bit of apprehension at the amount of time it would require to digest all the new material, but concluded by saying "I said of the Monster Manual that it was TSR's most impressive publication to date; that is no longer true—this accolade must belong to the Handbook which is nothing short of a triumph."[1]
In 1983, TSR changed the cover art of the Players Handbook, although the interior contents remained the same.[6] This printing featured cover art by Jeff Easley.[5] Printings with this cover also bear an orange spine that fits in with other Advanced Dungeons & Dragons books.[9]
Numerous foreign editions of the Players Handbook were published, including versions for the UK, Australia, France, and Germany.[10] Games Workshop (U.K.) published a softcover version also in 1978.[5]
Dealers continued to place orders for the 1st edition Players Handbook even after 2nd edition was released, causing the final printing to be in July 1990, a year after the release of 2nd edition.[6]
Player's Handbook, 2nd edition | |
---|---|
Author(s) | David "Zeb" Cook |
Cover artist | Jeff Easley |
Publisher | TSR Inc. |
Publication date | 1989 |
Pages | 246 |
ISBN | ISBN 0-88038-716-5 |
The Advanced Dungeons & Dragons 2nd edition Player's Handbook was a 256-page hardcover book written by David "Zeb" Cook and released in 1989.[5][11][12] The original cover art is by Jeff Easley, and the book featured eight full-page color illustrations,[5] as well as other interior illustrations by Douglas Chaffee, Larry Elmore, Craig Farley, John and Laura Lakey, Erik Olson, Jack Pennington, Jeff Butler, Jeff Easley, Jean E. Martin, and Dave Sutherland.
The Player's Handbook for 2nd edition was compatible with 1st edition rules, but was streamlined and clarified.[5] The book included information on how to play the standard character classes: warriors (including fighters, paladins, and rangers), wizards (including mages and specialist wizards such as illusionists, priests (clerics and guidelines for variance by mythos, including the druid as an example), and rogues (including thieves and bards); while most character classes remained about the same as in the 1st edition rules, the bard was regularized, and the assassin and monk were dropped.[5] TSR Inc. also removed some races from the game, such as half-orcs,[13] although some of these were added back into the game in supplements, such as The Complete Book of Humanoids.[14] Optional rules for skills, known as proficiencies, were added, and sections describing role-playing, combat, magic, time and movement, equipment, and spell descriptions were all expanded.[5] The book included major changes regarding character classes, races, and magic, and incorporated many new rules that had been published in supplements such as Unearthed Arcana and Dragonlance Adventures.
The 2nd edition Player's Handbook was an Origins and Gamer's Choice award winner.[5] Lawrence Schick, in his 1991 book Heroic Worlds, called the book "a vast improvement" over the 1st edition book; he noted that the monk character class had been "banished to Oriental Adventures where it belongs", but commented that the spell descriptions "have positively bloated to over 100 pages".[5]
In 1995, a new version of the 2nd edition Player's Handbook was released as part of TSR's 25th anniversary;[12] the book was revised, becoming sixty-four pages larger,[15] mainly due to layout changes and new artwork.[16] A new foreword in this edition specifically stated that the book was not Advanced Dungeons & Dragons 3rd edition.[15]
Player's Handbook, 3rd edition | |
---|---|
Author(s) | Monte Cook, Jonathan Tweet, Skip Williams |
Cover artist | Henry Higgenbotham |
Publisher | Wizards of the Coast |
Publication date | August 10th, 2000 |
Pages | 302 |
ISBN | ISBN 978-0-7869-1550-7 |
The third edition, published August 10, 2000,[17] (with the Player's Handbook first debuting at that year's Gen Con[8]) represented a major overhaul of the game, including the adoption of the d20 system. The third edition also dropped the word Advanced from the title, as the publisher decided to publish only one version of the game instead of both basic and advanced versions.
Monte Cook, Jonathan Tweet, and Skip Williams all contributed to the 3rd edition Players Handbook, Dungeon Master's Guide, and Monster Manual, and then each designer wrote one of the books based on those contributions.[18] The 3rd edition Player's Handbook also saw the return of half-orcs and monks to the core rules set,[17] along with some all-new classes.[17]
In July 2003, the rules were revised again to version 3.5 based on two years of player feedback.[19] Revisions to the Player's Handbook included the classes becoming more balanced against each other.[19]
May 2006 saw the release of the Player's Handbook II, designed to follow-up the standard Player's Handbook.[20] It contains four new classes, along with new spells, feats, and new role-playing options.[21] Its cover pays homage to the 1st edition Player's Handbook.[17]
Player's Handbook, 4th edition | |
---|---|
Author(s) | Rob Heinsoo, Andy Collins, James Wyatt |
Cover artist | Wayne Reynolds (front) , Dan Scott (back) |
Publisher | Wizards of the Coast |
Publication date | June 6, 2008 |
Pages | 320 |
ISBN | ISBN 0-7869-4867-1 |
On June 6, 2008, the Fourth Edition Player's Handbook, subtitled Arcane, Divine and Martial Heroes, was released. It was originally announced that the 4th edition's three core rulebooks would be released over a three month period,[22] but the date changed after customer feedback revealed a majority preference among D&D customers to have all three core rulebooks released in the same month.[23][24][25]
The first Player's Handbook includes eight classes: cleric, fighter, paladin, ranger, rogue, warlock, warlord, and wizard, and eight races: dragonborn, dwarf, eladrin, elf, human, half-elf, halfling, and tiefling. The warlock and warlord classes, and the dragonborn and tiefling races, represented new additions to the core rules, while the book left out previous core elements such as the monk and bard classes and the gnome and half-orc races. Wizards of the Coast emphasized that those elements would be coming in subsequent Player's Handbooks and would be considered to be as central to the game as those in the first book.
The 4th edition Player's Handbook 2, subtitled Arcane, Divine and Primal Heroes,[26] was released on March 17, 2009. [26] The Player's Handbook 2 includes eight classes: the avenger, barbarian, bard, druid, invoker, shaman, sorcerer, and warden, and five races: the deva, gnome, goliath, half-orc, and shifter.[27]
A third book in the series, Player's Handbook 3, subtitled Psionic, Divine and Primal Heroes, was released on March 16, 2010.[28] It includes six classes: ardent, battlemind, monk, psion, runepriest, and seeker,[29][30][31] along with four races: wilden,[32] the minotaur, githzerai,[33][34] and shardminds. The PHB3 also includes new multi-classing rules for hybrid characters.[35]