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Others say...
"Very Solid" Although 4.0 is still not too far away, its good to have this guide on hand. Just recently as the DM in my campaign, I had to look up rules for spell resistance, grappling, movement impairments and cover for a single fight, and try and figure out how the hell those all affected one player's turn. Having this guide made it a quick, easy process. In addition, the rules are alphabetized and marked in an easy to use table of contents. A good buy, at least for me or DMs
"useful for many situations. not a must buy" I have used the book to resolve a few disputed rules issues and to discover some things forgotten or unknown. It is not the "Final Rules" book it claims to be, but if you do not have a lot of resource books the value rises. Any DM out there with a DMG, a MM or two and maybe one source book will find this a really valuable text. The more source material you have, the less useful this book is to the DM. Maybe better suited as a player reference in that siuation.
What I would have prefered was a Big Book of Feats for 3.5! Collecting and fixing all the feats from all the source books, like the spell compendium has essentially done for spells. That would be a better sendoff for 3.5 than the crap they are putting out now.
"Really useful" Alot of times I need to put together a quick D&D game for the gang, mainly when someone doesn't show for one of our sessions. This books really good for helping set that up. For the things that you don't know by heart, this book makes it easy to find some of the odd-ball stuff that you'd otherwise have to spend time digging through the PHB or DMG.
I don't think this book is to good for an inexperienced DM, but if you know what you're doing and just need a quick reference, this book is great.
"Perfect!" We recieved it in perfect condition in plenty of time for Christmas! Thanks a million.
"Essential Reading" The DMG and player's handbooks are designed for in-depth use, not when you need a quick answer. By collecting the most commonly-used rules, together with all the errata to date, and merging them with additional clarifications and explanations, this volume blends a morass of information into easily-digestable chunks. Almost as valuable, if not more so, are the additional essays and glimpses behind the curtain offered by the footnotes. This book is a must-read!
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Rules Compendium (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
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What our customer's say!
"Very Good", A must have for those who still play D&D 3.5. All the rules of the game in one book. Uptaded rules with errata.
"Get it if u want to stay in 3.5 ed.", This is absolutely necessary if u want to stay in 3.5. The text is clear and able to solve all your doubts of the 3.5 rules. The information is well organized and the flavor texts explain how the autors think the rules. The illustrations came for all other 3.5 books, so i'll find good and bad ones. If u don't care about the 4ed. or simply prefer the 3.5 rules, this is a must have item on your table, it helps a lot, with quick reference guide and clear explains about some problematics of the game.
"Useful and well organized", The Rules Compendium adds little new material apart from the design notes from some D&D writers. I found that commentary interesting and worthwhile. The meat of the book itself, however, is a compilation of several years of rules development stretched out over dozens of products. The Rules Compendium condenses and organizes the rules of the game into a useful format. As an in-game reference, it is nearly complete, incorporating not only the material from the PHB and DMG but also rules such as swift and immediate actions added by later products.
The only warning I would make is that there is essentially nothing new in this book. It is useful whether someone has just a few books and would like all the rules in one place or they have lots of books and do not want to hunt through them to find something specific. If you are running an active D&D game, I can strongly recommend it, but it is not going to offer much to the casual player or someone looking for inspiration.
"Rules rules and all the rules", This is s great book to have if you want all the rules in one place! It it also a must if you do not want to switch to 4th Edition D&D.
The only problem is sometimes the rule you are looking for is not where you would expect it, but that is overcome with use.
All in all a solid book that will see lots of use by any 3.5 D&D gamer.
"convenient", This book is nicely priced at Amazon,but it ends up being another book you will carry-especially for an already heavy laden DM.It is a useful tool for the game table and it explains many rules quite efficiently,and even adds some usable twist to existing rules. I would recommend this book more for a helpful player character at the gaming table,it is useful-but for a Dm it is just another book because it doesn't eliminate the need for any others.
You might need this... Exemplars of Evil: Deadly Foes to Vex Your Heroes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) details..
|  Monster Manual V (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) details..
|  Magic Item Compendium (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) details..
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 Spell Compendium (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) details..
|  Dungeons and Dragons Core Rulebook Gift Set, 4th Edition details..
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Read this reviews before You buy...
"A useful book", I wish they would have put this out earlier. This book provides an easy look-up resource for running a 3.5 Campaign. I like the write ups, and the design notes, and use this in all my games now.
"Not indispensable, but useful.", It's a very solid and useful book. It contains fast references and helps to accelerate the game play. The design is very clean, previewing the new edition books. In a general sense, Rules Compendium is not indispensable, but really useful.
"Rules Compendium 3.5, Another book to add to the collection", I'll keep this short: If you are a DM, buy it. It compiles all the rules into one volume. It even gives better explanations than provided wherever the rule was originally written. It also gives great ideas on how to use these rules in the game to anyones advantage.
If you are a player you probably should buy it. As stated above, it gives ideas on how to use a lot of the more ignored rules. It also lists little known bonuses you get from specific skills that add to certain feat or skill attempts. I originally was surprised that the book wasn't thicker. But so far I haven't found anything lacking (had the book for almost a month now).
"Must have for rules disputes", While this book does not by any means replace the players handbook or dungeon masters guide, as there are far too many non-rules related items in them; the Rules Compendium is essential, as it contains many rules updates, and errata, and is laid out in a very organized, consistent, and logical manner, making it very easy to locate the exact rule you are looking for in mere seconds, allowing you to spend more time playing, and less time searching for the rules you need to settle a dispute.
"Great for the DM", This is exactly what I was looking for. There are always those weird situations where a combination of rules just gets strange and looking up all the details gets complex. I like to think of this book as the index and glossary the game always needed.
The only thing I don't like about the guide is the small size. I wish WoTC would have added a few more section to make this guide more complete.
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