Dice Rolling

Dungeons & Dragons Player's Handbook: Core Rulebook v.3.5

Endless adventure and untold excitement await! Prepare to venture forth with your bold companions into a world of heroic fantasy. Within these pages, you'll discover all the tools and options you need to create characters worthy of song and legend for the Dungeons & Dragons role-playing game.

The revised Player's Handbook is the definitive rule book for the Dungeons & Dragons game. It contains complete rules for the newest edition and is an essential purchase for anyone who wants to play the game.

The revised Player's Handbook received revisions to character classes to make them more balanced, including updates to the bard, druid, monk, paladin, and ranger. Spell lists for characters have been revised and some spell levels adjusted. Skills have been consolidated somewhat and clarified. A larger number of feats have been added to give even more options for character customization in this area. 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 the fall of 2003 from Wizards of the Coast, Inc.

Dragonwood

Dare to enter Dragonwood! Deep in the heart of this mythical forest lurk angry ogres, giggling goblins, and even the famed and fearsome fire-breathers themselves!

In Dragonwood, you collect sets of adventurer cards to earn dice, which you then use to roll against your foes. Stomp on some fire ants, scream at a grumpy troll, or strike the menacing orange dragon with a magical silver sword. Choose your strategy carefully because the landscape of Dragonwood is ever-changing. Only the bravest will overcome the odds to emerge victorious!

Gameplay:

On their turn, players either draw a card or attempt to capture a creature or enhancement. Players draw from the Adventurer deck that contains cards of 5 different colors all numbered 1-12. With these cards players form combinations to attempt a Strike (cards in a row of any color), a Stomp (cards of the same number) or a Scream (cards of the same color). To capture, players roll a number of dice equal to the number of cards they have of the particular combination. Each creature has different minimum values of a Strike, Stomp or Scream needed to capture it, and a Victory Point amount.

The game includes six, six-sided dice with sides 1, 2, 2, 3, 3, and 4 to reduce extremely lucky outcomes. The Dragonwood deck has 42 cards, 5 of which are displayed in the landscape at any time. In addition to creatures, this deck also has enhancements that are captured in the same way as creatures which assist players in capturing creatures, and contains events that also impact play. When both dragons have been defeated, the game is over and the player with the most victory points wins!

Is the best strategy to go for several smaller creatures or save up for larger attacks? Should you grab some enhancements hoping they will pay off, or go immediately for creatures? Do you take chances on some rolls or go for sure things? Every time you play Dragonwood the deck is different, so no two games are the same!

Rifter: 46

This issue of The Rifter® is jam-packed with source material for numerous Palladium game settings.

The Rifter® is your doorway to unlimited imagination and numerous Palladium role-playing worlds. It offers new heroes, powers, weapons, magic and adventure for your games. It presents new villains, monsters and danger to battle, and new ideas to consider. And it helps you unlock your imagination by showing you what other gamers, just like you, have created.

Rifts® - dragons in society.
Rifts® - an in-depth and frightening look at Brodkil Sub-Demons.
Dyval/Minion War - "official" source material, including Quick Roll Villain tables.
Wormwood Addenda, Part Three: The City of Worldgate.
Heroes Unlimited - modern magic and four new character types.
After the Bomb & Heroes Unlimited - Weird Mutants!
Chaos Earth - The Way Station, surviving in the Blue Zones.
Beyond the Supernatural - "The Scurry Scree" and the "Scurry Talus", a pair of demonic guardians.
Hawaiian myths and the Kahuna.
Fantasy short story, monsters, magic and more.
News and coming attractions by Kevin Siembieda.
The latest chapter of the Hammer of the ForgeTM - fiction.

Rifter: 53

The Rifter® #53

The Rifter® is your doorway to unlimited imagination and numerous Palladium role-playing worlds. It offers new heroes, powers, weapons, magic and adventure for your games. It presents new villains, monsters and dangers to battle, and new ideas to consider.

The Rifter® #53 includes:
Ravages of Time, by S.E. Gibbons, is an interesting Rifts® article with tips for Game Masters and playing sprawling epic sagas like the Minion War™ and Siege on Tolkeen.
ARCHIE Phase Two, by Damon Sutton. This Rifts article takes a look at more machinations of our favorite mechanized menace, ARCHIE Three™.
On Faerie Folk, by Michael P. Yocom, offers up a menagerie of new Faerie Folk, cousins and animals for the Rifts® and Palladium Fantasy® settings.
Dawn of a New Era, by Corey Livermore, presents an adventure in a setting for Heroes Unlimited™ in which mutants and aliens are being forced to "register" with global governments, or else.
The Lucky Psychic, by Steven Dawes, presents a new Beyond the Supernatural™ psychic who makes his own luck.
A Dark Day™ Short Story, by Jeremy Hutchins, will keep you wondering what's next.
The next chapter of the Hammer of the Forge™.
Plus news and coming attractions.
96 pages.

Rifter: 57

The Rifter® #57

Looking for new ideas and material for your campaign? Then you want The Rifter®. The greatest value of The Rifter® is that every issue offers new and different ideas, and gets your imagination running in directions you might not have considered. It’s an idea factory that will help you generate new ideas of your own, and it also presents valuable source material you can drop right into your games.
The Rifter® is your doorway to unlimited imagination and numerous Palladium role-playing worlds. It offers new monsters, villains, characters, O.C.C.s, powers, magic, weapons, adventure and ideas for your games. It presents new villains, monsters and dangers to battle, and new ideas to consider. Every issue has material for Rifts® and at least two or three other Palladium game lines.

The Rifter #57 is an extravaganza of monsters and mayhem to surprise your players and spice up your games.
Rifts– new weapons and vehicles of the Coalition States.
Beyond the Supernatural– monsters and supernatural threats.
Palladium Fantasy– monsters and dangerous animals galore.
For all game settings– Genie bottles and dimensional pockets.
Rifts– The Brodkil War Machinist.
Rifts– NGR Anthropological Field Operative.
News, coming attractions, and more.
Cover by Charles Walton II.
96 pages.