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OPLL: Ossification of the Posterior Longitudinal Ligament (2nd edition) [Repost]
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Essential Mathematics for Games and Interactive Applications, Second Edition - A Programmer's Guide
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Beginning iOS 5 Games Development - Using the iOS SDK for iPad, iPhone and iPod touch
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Modeling Low Polygon Game Characters in 3ds Max
Megapack: DigitalTutors - Unity Mobile Game Development Series
Digital-Tutors - Modeling Low Polygon Game Characters in 3ds Max
Digital-Tutors - Texturing Low Polygon Game Characters in Photoshop
Microsoft XNA Game Studio 2.0 Learn Programming Now!
Playing the Lying Game - Detecting and Dealing with Lies and Liars, from Occasional Fibbers to Frequent Fabricators
Level Design - Preproduction Blueprint: How to Plan Your Level Designs and Game Environments Workshop
The Game Audio Tutorial - A Practical Guide to Sound and Music for Interactive Games
Innovators' Marketplace - Using Games to Activate and Train Innovators
Visual FX for Games (Repost)
George R.R. Martin - A Game Of Thrones Comics (1-9)
Essential Mathematics for Games and Interactive Applications, Second Edition - A Programmer's Guide
Supply Chain Games: Operations Management and Risk Valuation [Repost]
Beginning iOS 5 Games Development - Using the iOS SDK for iPad, iPhone and iPod touch
Making Isometric Social Real-Time Games with HTML5, CSS3, and Javascript (repost)
365 Games Smart Toddlers Play - Creative Time to Imagine, Grow and Learn
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Cartoon Smart Isometric Illustration and Role Playing Game Programming DVD-ViH
Unity 3D Game Development by Example Beginner's Guide
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Game Dungeons and Dragons 4th Edition For Dummies
Posted on 2010-03-16
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More Dungeons and Dragons 4th Edition For Dummies In short, this book provides 410 pages of a simple, focused intro to the game that benefits gamers that are more experienced as well. The book is divided into five main parts: Chapters one through nine focus on a "D&D Crash course". The focus is on starting out in one of their recommended beginner classes - either fighter, rogue, sorcerer or cleric. Included are simple pre-made characters that will get you playing the game within minutes (assuming someone experienced is DMing). This section will most likely will only be useful for the absolute beginner. Anyone playing more than once or twice could probably skip this section - at least I have so far. The second part is about "Building a D&D Character". There are chapters dedicated to defining your character, class, ability scores, races, feats, skills, armor (, weapons and gear), spells, and advancing your character. This second part will be very useful for beginning players, as character creation is time-consuming as well as difficult. There are several "trees", or paths recommended for each of the (beginner recommended) classes. For example, in the chapter on feats: there are 3 different "ladders" or paths showing feats for the first 10 levels for the sorcerer/wizard, cleric, fighter and rogue classes. The fighter ladders are melee fighter, skill fighter, and ranged fighter. E.g., the skilled fighter's feats include: 1st: Weapon focus (longsword) and Combat Expertise; 2nd: Dodge; 3rd: Mobility; 4th: Spring Attack; 6th: Whirlwind Attack; 8th: Weapon specialization (longsword); 9th: Improved Disarm; and 10th: Improved Trip. The book then goes on to highlight the strengths, weaknesses, and how to use a skill fighter in combat, and what not to do (e.g., attacking the nearest creature - you should use your higher AC to reach a more important target). Part III is Playing your Best Game. This section includes tips and advice appropriate for those whom have played more than a couple of times. There is more detailed advice on tactics, group work, etc. E.g., Chapter 13 Handling Yourself in a Fight includes advice on fighting high-AC foes (grapple, flank and aid another) and high DR foes (power attack, sneak attack or magic). Even advanced players should gain something from this section. Part IV focuses on Dungeon Mastering (DMing). I've never DM'd, but I plan to use this to help me get started DMing. The focus is to simplify the tasks involved in DMing: the book divides the DM's job into five groups, depending what the characters are doing: talking, exploring, fighting, setting up (the adventure) and free time. While those who have DM'd before will have more to comment on in this section, I can see what my previous DMs have done well and what they could've done better (if they had read this book). The fifth part is the Part of Tens, basically top 10 lists. These include the best sorcerer (including wizard) and cleric spells, low- and mid- level monsters, DM and player resources and the best reading (Wizards of the Coast and others). The discussion of the spells was interesting, and should be especially helpful for beginner and intermediate players (or DMs). For those of you who do not wish to use the beginner classes outlined, the book is limited. Very little is devoted to druids, paladins, barbarians, rangers, etc. Of course, this is an introductory book and they have to stop somewhere. I would have given this book 5 stars, but I thought the included map was close to useless, and was included just because Dummies book have an insert. That said, I recommend every D&D group get a copy of this book, as all players, from beginning to advanced, will be able to get some new ideas, tactics or inspiration for the game. Edit: I double-checked the page count, and cannot figure out how they claim to have 432 pages in this book. 410 pages, which I wrote, includes the index. There are 412 pages if you include 2 pages worth of ads for other D&D products. my links
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