Wednesday, December 11, 2019

Effective Python Pdf

ISBN: 0134853989
Title: Effective Python Pdf 90 Specific Ways to Write Better Python (2nd Edition) (Effective Software Development Series)
Author: Brett Slatkin
Published Date: 2019-04-26
Page: 356

“I have been recommending this book enthusiastically since the first edition appeared in 2015. This new edition, updated and expanded for Python 3, is a treasure trove of practical Python programming wisdom that can benefit programmers of all experience levels.” –Wes McKinney, Creator of Python Pandas project, Director of Ursa Labs  “If you’re coming from another language, this is your definitive guide to taking full advantage of the unique features Python has to offer. I’ve been working with Python for nearly twenty years and I still learned a bunch of useful tricks, especially around newer features introduced by Python 3. Effective Python is crammed with actionable advice, and really helps define what our community means when they talk about Pythonic code.” –Simon Willison, Co-creator of Django  “I’ve been programming in Python for years and thought I knew it pretty well. Thanks to this treasure trove of tips and techniques, I’ve discovered many ways to improve my Python code to make it faster (e.g., using bisect to search sorted lists), easier to read (e.g., enforcing keyword-only arguments), less prone to error (e.g., unpacking with starred expressions), and more Pythonic (e.g., using zip to iterate over lists in parallel). Plus, the second edition is a great way to quickly get up to speed on Python 3 features, such as the walrus operator, f-strings, and the typing module.” –Pamela Fox, Creator of Khan Academy programming courses  “Now that Python 3 has finally become the standard version of Python, it’s already gone through eight minor releases and a lot of new features have been added throughout. Brett Slatkin returns with a second edition of Effective Python with a huge new list of Python idioms and straightforward recommendations, catching up with everything that’s introduced in version 3 all the way through 3.8 that we’ll all want to use as we finally leave Python 2 behind. Early sections lay out an enormous list of tips regarding new Python 3 syntaxes and concepts like string and byte objects, f-strings, assignment expressions (and their special nickname you might not know), and catch-all unpacking of tuples. Later sections take on bigger subjects, all of which are packed with things I either didn’t know or which I’m always trying to teach to others, including ‘Metaclasses and Attributes’ (good advice includes ‘Prefer Class Decorators over Metaclasses’ and also introduces a new magic method ‘__init_subclass__()’ I wasn’t familiar with), ‘Concurrency’ (favorite advice: ‘Use Threads for Blocking I/O, but not Parallelism,’ but it also covers asyncio and coroutines correctly) and ‘Robustness and Performance’ (advice given: ‘Profile before Optimizing’). It’s a joy to go through each section as everything I read is terrific best practice information smartly stated, and I’m considering quoting from this book in the future as it has such great advice all throughout. This is the definite winner for the ‘if you only read one Python book this year...’ contest.” –Mike Bayer, Creator of SQLAlchemy  “This is a great book for both novice and experienced programmers. The code examples and explanations are well thought out and explained concisely and thoroughly. The second edition updates the advice for Python 3, and it’s fantastic! I’ve been using Python for almost 20 years, and I learned something new every few pages. The advice given in this book will serve anyone well.” –Titus Brown, Associate Professor at UC Davis  “Once again, Brett Slatkin has managed to condense a wide range of solid practices from the community into a single volume. From exotic topics like metaclasses and concurrency to crucial basics like robustness, testing, and collaboration, the updated Effective Python makes a consensus view of what’s ‘Pythonic’ available to a wide audience.” –Brandon Rhodes, Author of python-patterns.guide

Updated and Expanded for Python 3

It’s easy to start developing programs with Python, which is why the language is so popular. However, Python’s unique strengths, charms, and expressiveness can be hard to grasp, and there are hidden pitfalls that can easily trip you up.

This second edition of Effective Python will help you master a truly “Pythonic” approach to programming, harnessing Python’s full power to write exceptionally robust and well-performing code. Using the concise, scenario-driven style pioneered in Scott Meyers’ best-selling Effective C++, Brett Slatkin brings together 90 Python best practices, tips, and shortcuts, and explains them with realistic code examples so that you can embrace Python with confidence.

Drawing on years of experience building Python infrastructure at Google, Slatkin uncovers little-known quirks and idioms that powerfully impact code behavior and performance. You’ll understand the best way to accomplish key tasks so you can write code that’s easier to understand, maintain, and improve. In addition to even more advice, this new edition substantially revises all items from the first edition to reflect how best practices have evolved.

Key features include
  • 30 new actionable guidelines for all major areas of Python
  • Detailed explanations and examples of statements, expressions, and built-in types
  • Best practices for writing functions that clarify intention, promote reuse, and avoid bugs
  • Better techniques and idioms for using comprehensions and generator functions
  • Coverage of how to accurately express behaviors with classes and interfaces
  • Guidance on how to avoid pitfalls with metaclasses and dynamic attributes
  • More efficient and clear approaches to concurrency and parallelism
  • Solutions for optimizing and hardening to maximize performance and quality
  • Techniques and built-in modules that aid in debugging and testing
  • Tools and best practices for collaborative development
 
Effective Python will prepare growing programmers to make a big impact using Python.

Python Crash Course, 2nd Edition pdf

Mastering Object-Oriented Python pdf

Python 3 Object-oriented Programming pdf

Learn Python Programming pdf

Python Programming pdf

Mastering Python Networking pdf

Hands-On Predictive Analytics with Python pdf

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Sunday, December 8, 2019

That Wild Country Free Pdf

ISBN: 1542043069
Title: That Wild Country Pdf An Epic Journey through the Past, Present, and Future of America's Public Lands
Author: Mark Kenyon
Published Date: 2019-12

“Kenyon’s writing and traveling style are equally companionable…he evokes in his prose an appealing sense of shared experience…a strong argument for why two often politically opposed factions, hunters and environmentalists, should come together under the #KeepItPublic banner…succeeds in making the political simultaneously personal and universal.” —Publishers Weekly“When friends complain to me about the ideological divisions ripping America in two, I cheer them up with stories about our public lands. Right now, groups and individuals as diverse as the nation itself are coalescing around the rallying cry of ‘Keep It Public’ as we fight to defend the environmental integrity and accessibility of our public lands. Let Mark Kenyon’s That Wild Country be our guiding text. Not only does Kenyon tell you why and how we have public lands, but he also tells you why and how we’ll keep them. Read this book and join the movement.” —Steven Rinella, bestselling author of The MeatEater Fish and Game Cookbook and American Buffalo“This is a must-read for all public-land owners. Mark weaves his own adventures and connections to public land into the history on how we were gifted this great legacy. Read this book, be inspired, and become engaged.” —Land Tawney, president and CEO of Backcountry Hunters & Anglers “More than a century ago John Muir warned that ‘Wilderness is a necessity…They will see what I meant in time.’ For better or worse we have arrived in the cultural moment that the wandering Scotsman foresaw, when the landscapes that are most vital to the survival of America’s soul are also the most jeopardized. Thoroughly immersed in said moment, with pure heart and true aim, Mark Kenyon has written an engrossing walkabout of his own that pairs an impassioned, unquenchable desire for wild country with a rare, marksman-cool ability to articulate the complex issues and stakes in our fight for public lands. A wonderful debut.” —Chris Dombrowski, author of Body of Water“America’s public lands are under assault, from chronic underfunding, development interests, invasive species, and climate change, among other threats. Against this backdrop, Mark Kenyon eloquently explores how many of these public lands came to be, and why they are more important today than ever. That Wild Country is more than a lesson; it is a personal journey of discovery to which all public-lands users, from hikers and boaters to hunters and anglers, can relate.” —Whit Fosburgh, president and CEO of the Theodore Roosevelt Conservation PartnershipMark Kenyon is a lifelong outdoorsman, a nationally published outdoor writer, and one of the hunting and fishing community’s most prominent voices through his podcast, Wired to Hunt. His writing has appeared in Outdoor Life and Field & Stream, and he is a leading contributor to MeatEater, Inc., an outdoor lifestyle company founded on the belief that a deeper understanding of the natural world enriches all our lives. That Wild Country is his first book.

From prominent outdoorsman and nature writer Mark Kenyon comes an engrossing reflection on the past and future battles over our most revered landscapes—America’s public lands.

Every American is a public-land owner, inheritor to the largest public-land trust in the world. These vast expanses provide a home to wildlife populations, a vital source of clean air and water, and a haven for recreation.

Since its inception, however, America’s public land system has been embroiled in controversy—caught in the push and pull between the desire to develop the valuable resources the land holds or conserve them. Alarmed by rising tensions over the use of these lands, hunter, angler, and outdoor enthusiast Mark Kenyon set out to explore the spaces involved in this heated debate, and learn firsthand how they came to be and what their future might hold.

Part travelogue and part historical examination, That Wild Country invites readers on an intimate tour of the wondrous wild and public places that are a uniquely profound and endangered part of the American landscape.

A VERY WELL-WRITTEN LABOR OF LOVE You think politics make strange bedfellows? Try anything having to do with animals and nature. In Florida, animal rights activists bedded down with the gambling establishment to squash greyhound racing tracks. Nature conservation organizations are typically heavily funded by people who want to keep nature pristine so they can go out and hunt and fish. So here I sit as a vegetarian, wanting to keep nature natural for nature's sake, not so hunters and anglers can go forth and kill. What’s a girl to do? Our goals are the same; our reasons are most assuredly not.Author Mark Kenyon is described as a “hunter, angler and outdoor enthusiast” in the book’s description. Endorsements are by, among others, the author of “The MeatEater Fish and Game Cookbook” and the president of “Backcountry Hunters & Anglers”. What’s a girl to do? I swallow hard and press forward.Approximately 28% of the United States consists of Public Lands; that’s equivalent to Germany 7 times over. “[T]his ‘public land’ … is available for all to use—to observe wildlife, camp, hunt, hike, fish, or bike on. “Public lands … are each managed with slightly different goals and priorities—some are primarily for recreation (ATV riding, climbing, biking, hunting, and hiking) and wildlife conservation, and some are for use by ranchers and miners. The key factor linking them together is that they are all available for public use now, while also being managed for the long term so they can be experienced by unborn generations.” There are more visits to national parks every year than there are people in this country. Of course, the same can likely be said of trips to McDonald’s, but those are less healthy.From businessmen to politicians to the radical fringe (think Clive Bundy), there are those who have felt public lands should be sold off and become private property. These land-transfer ideas have become sadly quite common. That said, in Utah over 60% of the state’s landmass is federal public lands; you could see how that might annoy the locals.It is from opposition to these ideas that this book was born: “I decided I needed to do something. I couldn’t single-handedly stop a politician from writing a bill, or convince a president to stand up for our parks and forests, but I could at least try to make sense of how we got here and share what I’d learned. … I wasn’t sure I was the most apt mouthpiece. … My fresh eyes and outsider perspective might help bring the issue to the larger world in a relatable way. … [M]y stance on public lands was clear. I was happy to stand side by side with anyone fighting on behalf of our public lands, no matter what other differences we might have.”And we definitely have differences! Democrats want to see public lands conserved for nature’s sake, for animals' sake, for humanity’s sake. The Republican Party is the party of hunters, who want to see nature preserved for the sake of their so-called sport.Part memoir, part history of public lands, at all times a cry to preserve the wilderness. Plenty of fun animal encounters. A consistently interesting intelligent read. For obvious reasons, Theodore Roosevelt features prominently. Well written and at times very funny, like when the author plans his outdoor winter excursion with his wife to UTAH instead of to KEY WEST. A few photos sprinkled throughout.Multiple scenes from the Star Trek ‘verse of the future take place in future public lands that were preserved in the past - our present. Let’s make it so!BOTTOM LINE: The author's love affair with the great outdoors is evident throughout. Not only well written, but an exceptionally good book to find in First Reads. Highly recommend.HOT TIP: If others on your Amazon account also get a First Reads book, you can “share” through your family library and get access to multiple free books!SECOND HOT TIP: If you have kids, I very strongly recommend you consider this month’s First Reads children’s book, This Book is Gray. It’s the best First Reads book I’ve ever come across.TRIGGER WARNINGS:- There is an unpleasant ode to hunting around page 287.- He goes on an unsuccessful bear hunt.- Overall, nothing that terribly offended my vegetarian (nearly vegan) sensibilities - until he murdered a caribou, also on page 287.- A photo near the back depicts the obligatory holding of the dead fish.

From Chains To Saved pdf

Life After America pdf

OF, BY, AND FOR THE HANGED MAN pdf

Wildflower Girl pdf

Adventures of the Horse Doctor's Husband pdf

Pretzel on Prozac pdf

The Man-Eaters of Tsavo pdf

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Friday, December 6, 2019

Spilled Milk Pdf

ISBN: 0615835600
Title: Spilled Milk Pdf Based on a true story
Author: K. L. Randis
Published Date: 2013-06-07
Page: 315

Writing Spilled Milk was very emotional, and as a self-published and first-time author, I know now that the first edition of Spilled Milk (2013) was not in its "best form", but I also couldn't bear to have a professional editor or proofreader make changes to it. It was all still too raw and personal for me. Since several colleges and high schools have incorporated the novel into their lesson plans and I've received tons of feedback from my voracious fans- I knew I needed to come out with a more polished and professional edition that was appropriate for the education system, my fans, and in general. The second edition of Spilled Milk (2015) has been proofread by two amazing professionals in the industry and I am proud of the outcome. The story is exactly the same, so anyone with a first edition is not missing out on anything. I hope that the second edition will allow people to continue to enjoy Spilled Milk in the way it was intended. Thank you all so much for your support in my journey as a writer and survivor. K.L. Randis, author of bestselling novel Spilled Milk and the Pillbillies series, started journaling at the age of six and had short stories and poetry published by the time she was thirteen. She is a graduate of Pennsylvania State University and has since written numerous local publications that brought awareness to domestic violence and child abuse. K.L. Randis engages audiences on a local and national level to raise awareness about child abuse, serving as a frequent commentator to media outlets and traveling to be the keynote speaker at various events. She has developed various high school presentations, was named Community Woman of Distinction, and was invited to the Pentagon several times to speak to the department of defense about child abuse. Spilled Milk is her first novel, which grabbed the #1 bestseller spot in the genre of Child Abuse on Amazon only 24 hours after its debut, where it has remained since 2013. She resides in the Pocono Mountains of Pennsylvania with her family. Contact the Author: spilledmilkrandis@yahoo.com

"Randis later would testify at a criminal trial against her father, who was sentenced to prison for his crimes. He was sentenced to up to 16 years in 2004. Her painful -- and ultimately triumphant -- story is recounted in Randis' first novel, "Spilled Milk." -Stacy Brown, Pocono Record Newspaper

"I read this book in two days. I couldn't put it down." - Chelsea DeBoer, Teen Mom 2 

"Spilled Milk is a story about resilience. The strength of the human mind and will power to live a better life." The Weekly Sparkle

"This book has changed lives." -Gabrielle Stone, Actress 


"The honest, raw openness of your writing style is compelling. Your story touched me deeply." - Juliet Pritner, Actress, Law & Order: SVU 

Brooke Nolan is a battered child who makes an anonymous phone call to social services about the escalating brutality in her home.

When they jeopardize her safety, condemning her to keep her father's secret, it's a glass of spilled milk at the dinner table that forces her to speak about the cruelty she's been hiding. 
In her pursuit for safety and justice Brooke battles a broken system that pushes to keep her father in the home, and she risks losing the support of family, coming to the realization that some people simply do not want to be saved.

Spilled Milk is a novel of shocking narrative, triumph and resiliency.


Check out bestselling author K.L. Randis's much-anticipated THREE GRAY DOTS, now available for preorder. 

Empowering This book isn't a literary work of art, BUT, it is an easy and empowering read. The biggest hurdle is reading the painfully detailed descriptions of the abuse. Once you can see beyond that and enter the strength of the author- this book invites you to experience the world of misery so many people have experienced that you may never have been able to imagine. It opens your mind to why people are so intricate and individual. This book reminded me that we are all a product of our experiences and no one ever fully knows what we ourselves have experienced. This book may teach you to be more apathetic and empathetic to others or it may remind you to forgive yourself.I couldn't put this book down! I'm not an avid reader and wanted something to read on the treadmill. So much for the workout. I couldn't stop reading this well written first hand account of the horrors that took place in this family. We need to all be aware and look for signs of abuse in those we meet and not stand on the sideline. Get involved, ask questions and be that bubble for those in need. The world needs more Gina's and Midge's.I love a good "based on a true story" I love a good "based on a true story", and appreciate the author telling her story, as hard as it may have been. I could tell she's a novice author, but for being such, she did a phenomenal job! It started a bit slow, but after finishing the book I appreciated she did so; she didn't throw in your face the plot. To have the guts, the spunk, and the valor to face such evil, gives me hope for many others. Finally, I love the last chapter; it helped me and explained a lot to me. Thank you for sharing your story!

Call Me Tuesday pdf

The Good Lawyer pdf

Things My Son Needs to Know about the World pdf

Never Be Alone pdf

The Pale-Faced Lie pdf

The Criminal Lawyer pdf

Ghost No More pdf

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Wednesday, December 4, 2019

Rick Steves Paris 2020 (Rick Steves Travel Guide) Pdf

ISBN: 164171171X
Title: Rick Steves Paris 2020 (Rick Steves Travel Guide) Pdf
Author: Rick Steves
Published Date: 2019-10-22
Page: 713
From the top of the Eiffel Tower to the ancient catacombs below the city, explore Paris at every level with Rick Steves! Inside Rick Steves Paris 2020 you'll find:
  • Comprehensive coverage for spending a week or more in Paris
  • Rick's strategic advice on how to get the most out of your time and money, with rankings of his must-see favorites
  • Top sights and hidden gems, from Notre-Dame, the Louvre, and the Palace of Versailles to where to find the perfect croissant
  • How to connect with culture: Stroll down Rue Cler for fresh, local goods to build the ultimate French picnic, marvel at the works of Degas and Monet, and sip café au lait at a streetside café
  • Beat the crowds, skip the lines, and avoid tourist traps with Rick's candid, humorous insight
  • The best places to eat, sleep, and relax with a glass of vin rouge
  • Self-guided walking tours of lively neighborhoods and incredible museums and churches
  • Detailed maps, including a fold-out map for exploring on the go
  • Useful resources including a packing list, French phrase book, a historical overview, and recommended reading
  • Over 700 bible-thin pages include everything worth seeing without weighing you down
  • Annually updated information on the best arrondissements in Paris, including Champs-Elysees, the Marais, Montmartre, and more, plus day trips to Versailles, Chartres, Giverny, and Auvers-sur-Oise
Make the most of every day and every dollar with Rick Steves Paris 2020.

Spending just a few days in the city? Try Rick Steves Pocket Paris.

53 Paris Travel Tips pdf

Fodor's Paris 2019 (Full-color Travel Guide) pdf

Fodor's London 2019 (Full-color Travel Guide) pdf

Frommer's EasyGuide to Paris 2019 pdf

Magical Paris pdf

DK Eyewitness Travel Guide London pdf

DK Eyewitness Travel Guide Turkey pdf

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Tuesday, December 3, 2019

Player's Handbook (Dungeons & Dragons) Free Pdf

ISBN: 0786965606
Title: Player's Handbook (Dungeons & Dragons) Pdf
Author: Jeremy Crawford
Published Date: 2014
Page: 316
Create heroic characters for the world’s greatest roleplaying game.
 
The Player’s Handbook is the essential reference for every Dungeons & Dragons roleplayer. It contains rules for character creation and advancement, backgrounds and skills, exploration and combat, equipment, spells, and much more. Use this book to create characters from among the most iconic D&D races and classes.
 
Publisher’s Weekly #1 Best Seller in Hardcover Nonfiction
Wall Street Journal #1 Best Seller in Hardcover Nonfiction
 
• In Dungeons & Dragons, you and your friends coauthor your own legend. Guided by a Dungeon Master, you create characters and play their roles in a story, rolling dice and navigating maps as you unfold a tale as limitless as your imagination.
 
• The Player’s Handbook is the first of three D&D core rulebooks, along with the Monster Manual and the Dungeon Master’s Guide. The Player’s Handbook is the cornerstone. It’s the foundational text of D&D’s fifth edition—for beginners and for veterans alike.
 
• The Player’s Handbook walks you through how to create a Dungeons & Dragons character—the role you’ll play in the D&D world.
 
Dungeons & Dragons is the world’s greatest roleplaying game. Created in 1974, D&D transformed gaming culture by blending traditional fantasy with miniatures and wargaming.

Character as protagonist again! I am going to try to not duplicate the information provided in most of the other 5 star reviews because I agree with the vast majority of them. I am an oldster, have played every edition of D&D there has been, most of them being released when I was of legal drinking age, and IMO this is the best edition ever. I have not been this excited about a version of D&D since 2nd edition was released. It appears to me to have taken all the best, from a game design point of view, and most popular aspects of earlier editions and put them in one book. Another way to think of it is that this edition is the most true to the game principles set forth in the earlier editions, especially AD&D 1st and 2nd editions, while at the same time carrying the more modern and popular principles from 3.5 and even the much maligned 4.0.I have to admit that I completely steered clear of the earlier play test versions, and was more than a little skeptical of the approach taken in getting feedback from so many play testers. I was worried that we would end up with a "too many cooks spoil the stew" situation; a game that was a convoluted mish-mash of everyone's "favorite rules" creating an incoherent and largely unplayable mess. I am pleasantly surprised to say that I was 100% wrong about the effectiveness of the play test process and the finished product. Contrary to the opinions in some of the lower star reviews, what I am holding in my hands and have read cover to cover is a very "tight," comprehensive, elegant, and fun set of rules.Who is likely to like these rules? I think both the veteran player who cut his or her teeth on any version before 3.0, and a brand new player will like them. The mechanics most definitely have a "return to the basics that made the game great in the 70's and 80's" feel, while at the same time keeping a more elegant version of the more modern mechanics, like feats, attacks of opportunity, etc., that people generally love from 3.0 and later editions. For the most part, all of these things have been streamlined and made more elegant in application, but they are there.I will end with my favorite thing about this book. A little background first to provide some context for my opinion. And let me say that this is just my opinion and some will disagree with me. For me, D&D started to trend downward in my enjoyment of the game at 2nd edition, and then it really did so at 3.0 and 3.5. For me, although I did not have the strong dislike for 4.0 that many people did, it just was not D&D to me anymore, I think primary because I had cut my teeth so much on 1st edition and the Basic and Expert sets in particular. D&D 5th edition has produced a steep positive trend for me for I think one general reason. When playing even 2nd edition, but very much so for 3.0, 3.5, and even 4.0, I found myself interacting with my character in the game more as a playing piece than a character in a story. Concerns about where to put skill points, and if a particular collection and order of choice for Feats began to dominate my thoughts and game choices. It was almost as if my character, and my decisions about playing the character, began to be dominated more by my interface with the rules in the book, rather than with my ideas about my character and my interaction with the game world. As my character advanced in level, I found that my focus on the book and what was written therein became more pronounced, not less as it did with earlier editions. As I reflected while playing these later editions, I found that I was not really playing a character, but instead was playing a set of rules. So far, the gift that 5th edition has given to me is a change in focus. My character has again become a protagonist in an adventure story, rather than a playing piece. I worry now more about the choices and decisions I make while interacting with the game world, and those choices making the character fun to play, rather than fretting over whether or not I have chosen the right Feats or if my modifier for a particular skill is as high as I want it to be. The way that races, and even classes, are discussed, the used of a character's background and the ideals, personality characteristics, etc. that are randomly determined from the background choice, and the lack of mathematical modifiers except for the familiar ability modifier, and the soon to be ubiquitous global proficiency modifier, instead using the elegant advantage/disadvantage mechanic all have worked to focus my attention back on my character as protagonist. For that I want to thank the play testers and writers of 5th edition. For me this has been the most nostalgic aspect of the rules, not so much the mechanics per se.Do I like all of the rules? Absolutely not. Frankly, I think that is impossible to attain and do not expect that from any set of rpg rules. To me that's not fair to expect that of the writers. And frankly, I am not even looking for that in a set of rules anymore. As I start down the path of the twilight of my gaming career given my age, I want a set of rules that provides enough structure that a DM can make consistent rulings on the fly that fit in with the general mechanics used in the game, and that foster my appreciation as a player of the development of my character in a game world where playing the game is smooth and produces memories of an interesting character who is the protagonist in an interesting story line. Most importantly, I want a set of rules that stays out of the way of that process, and helps me to focus on the game aspects that will produce those kinds of memories.For me, D&D 5th edition, although not perfect, will accomplish this just fine.Honestly, I think it's the best one yet So, the fifth edition of the venerable Dungeons and Dragons game is officially out, with the Player's Handbook ready to be picked up, combed through and played by the world. Is it good?I think it's good. I think it's a great implementation of all of the game's best and most beloved ideas. I think it might be my favorite edition yet.To give a little background (and you can feel free to skip this paragraph if you want to get to the meat of the review), I started with 3rd edition, which came out all the way back in 2000, when I was in middle school. I played it through high school and college, and enjoyed it well enough, but eventually the weight of its mechanics began to grate on me. By the end I gave up on 3rd edition, finding it bloated and horrendously inelegant. When 4th edition was released in `08, I was excited. I bought all the books at once and devoured them. I wasn't sold on the powers mechanics and the intense focus on combat, but my buddies and I tried it out. We gave up after a couple months and I sold the books. It was okay, but not my cup of tea. In the end, I, like a lot of folks, gained interest in the older editions of the games, the ones that predated my own D&D experiences, the ones that sounded to me like ancient, esoteric and arcane books of mystery, whose rambling prose and absurdly convoluted mechanics became somehow enticing. We played a little bit of the older editions, mostly the old Basic edition of the game, and had a lot of fun, though it was more due to the ability to ignore the rules entirely than to any intended strength of the system. Still, after a few games we gave up on tabletop roleplaying games all together. I tried to get into more of the indie side of the RPG genre, taking a particular interest in Burning Wheel, which I still adore as a system, though it seems too unwieldy and I was and remain hesitant to actually try and play it.But now, after a few years of my own indifference, D&D is back. The Starter Set for fifth edition came out last month, and I bought it right away. For some reason, after years of total uninterest in Dungeons and Dragons, where any mention of the game would make me turn up my nose at such inelegant, fiddly silliness, I found myself, all at once, filled with overwhelming excitement about the coming edition. The promise of a game, both old and new, divorced from the flaws of the past, made with some fresh ideas and streamlining, aiming to take the best of each old edition and instill them into a unified whole that is at once simple, quick and varied? It filled my little heart with unexpected delight. I bought the Starter Set on the day it was released in select stores, and I was not let down. See my review of the Starter Set for details on that.Fifth edition is, so far, and this is not hyperbole, exactly what I want the game of Dungeons and Dragons to be. The Player's Handbook is an excellent book and a perfect example of this edition's quality so far. It is concise and complete, including all of the classic archetypes and races of the past, adding some new ones and nowhere stating, "Wait for this later release before you can play your favorite class or race."The high level of quality starts with the art design and cover, which are probably my favorite for any edition of Dungeons and Dragons. The full-cover art is great: a dynamic work, depicting movement and, for once, presenting a properly dressed adventurer woman, who, against all odds, fearlessly takes on a massive fire giant, and whose form, though significantly dwarfed by the giant's, seems just as threatening and powerful and dare I say bad-ass. It is an evocative piece, and really sets the tone for the rest of the book. This is a game about adventure, a game about facing the odds and somehow getting through to the other side, victorious--or dead, possibly, since abruptly losing is always a risk when one plays a dice game.The pages are slick and clean, with a good amount of art, a lot of it full-page, which I quite enjoyed. The quality varies, and while some of the illustrations of halflings look odd to say the least, my overall impression was good. The art was evocative and reminiscent of illustrations of old, presenting a world that actively looked medieval as opposed to anime or steampunk or some amalgamation of traditions and time periods that managed to look disjointed and awkward at best. But when I say that there is no anime, do not despair! That does not mean that everyone depicted is a pale-faced european. Quite the opposite in fact. I commend the Wizards team for not only depicting a good number of people of color in the book, but also having some of those people--and others--dressed in garb that is obviously non-western and doing so without being exploitative or resorting to stereotypes. When we open the book we can see that Dungeons and Dragons is a game of vaguely feudal societies, but whose inspirations span the entirety of the globe, removing us from the strict adherence to Europeanism that dominated past editions. I love it. I love seeing a strong samurai woman one page and a very dark-skinned whirling dervish on another. My recurring argument for what D&D should be revolves around the game ideally being limitless, and the active inclusion of non-western cultures and peoples without lumping them into types such as "oriental" or "vaguely mesoAmerican but we are not going to call them that" really goes along with that.So the art is good. How about the layout? Love it too. As with previous editions, the first few chapters are about character creation, detailing fantasy races--elves and dwarves and so forth--before discussing classes, backgrounds (which are new) and further customization options like optional feats and multiclassing. From there we get chapters about mechanics, exploration and finally combat, which I might note comes last after exploration and social encounters. The last two chapters are about magic, as per the norm. The order is logical and a good start for beginners, though the classes reference rules that are not detailed until much later chapters, which could be very confusing to newcomers.Each race, aside from humans, half-elves and half-orcs, have at least one subrace to choose from, with the Elves having High Elves, Wood Elves and Drow, for example, providing each character with choices within choices right off the bat. This is a recurring theme in fifth edition, where the classes and races are each somewhat stricter than in 3rd or 4th edition, but with each providing a good deal of variety both between other races and within. Classes too each have at least two subclasses, with the class list including the Barbarian, whose mechanics of course focus around her berserker rage; the bard, who can cast spells but also gets a pool of "bardic inspiration dice" that he can spend to benefit their allies and roll to add extra bonuses to attacks, checks and saves; the Cleric, who is fairly standard, but has a lot of variety granted by what "domain" corresponds to her respective god, potentially giving abilities ranging from being excellent in combat, excellent at sneaking around(!), excellent at healing (the classic) and so forth; the druid, who can focus either in her ability to cast spells or the classic druid art of lycanthropy; the fighter, who can be a standard, simple to play warrior who is good at having hit points and hitting things, in addition to both a very 4th edition-like, Warlord-esque commander type guy, who uses a pool of special dice to trigger abilities and command his allies, and an eldritch knight, who casts spells while he slashes and smashes and stabs; the monk, who isn't really my thing but other people might like him a lot--he can either punch or cast spells; the paladin, who now swears an oath, either to a god, to nature or to herself, and draws her powers from that, manifesting as a paladin of vengeance, who loves to kill, or even a paladin of the woodland fae, confusing people with fairy-inspired charms, which are both pretty cool; the ranger, who either slaughters with his own swords or gets a lovely woodland creature to aid him; the rogue, who loves thievery, assassination or arcane tricksteriness, and who of course backstabs non-stop; the sorcerer, who either focuses on her draconic origins or the chaotic influence of wild magic, and who has special sorcery points to spend that allow her to modify spells in much the same way that 3rd edition's metamagic feats worked; the warlock, who is probably my least favorite class, though I like the thematic idea, and who combines 4th edition-esque style powers with classic Vancian casting in a way that I found particularly inelegant; and of course the wizard, who has a huge list of spells to choose from, and who gets to choose one of the classic schools of wizardry--abjuration, conjuration, necromancy et cetera--to modify spells and grant thematic special abilities. In all, the classes are great fun, are varied, contain all of the classics and manage to represent nearly every classic archetype from D&D's past, even including some of the more neglected and obscure ones.In past editions of Dungeons and Dragons, the end of the races and classes chapters would pretty much mark the final steps in creating and customizing your character's abilities, personality and details. 3rd and 4th edition added feats to the mix, but otherwise your character was done at this point. Unlike its predecessors, fifth edition adds a further ingredient to the recipe via character backgrounds. There are number listed in the book, but I'm not going to go into them, since it actively recommends creating your own backgrounds and modifying the existing ones as needed to get the character you want. But suffice to say, there are a good number included. Each background adds at least two more skills to the skills you gain from your class, give you a few more pieces of starting equipment and add a fun narrative ability--for example, anyone with the sailor background has the narrative ability of being able to always secure passage on a ship to wherever they need to go. The backgrounds are fun, and really push the D&D towards so-called story-game territory, adding such open-ended narrative abilities. Your background also gives you examples for four new stats in fifth edition: your character's personality traits, ideals, bonds and flaws. There are no numbers associated with these, and they are merely short statements describing your character and his or her feelings, outlooks and connections to the world. And, for the first time, they have mechanical benefits, where playing to your character's bonds and so forth earn a special, spendable point called Inspiration, which I will detail later on and which can give your character a pretty serious boon usable when the going gets tough. I like it a lot, though after Burning Wheel's much more in-depth versions of what is more or less the same mechanism, it feels a little shallower than I would like.Like the past couple of editions, fifth edition has feats, which are optional this time, takable in place of automatic stat upgrades as your character levels. The feats are fewer but heftier than before, each adding several abilities or wrinkles to your character's mechanics. For the most part, feats don't seem to get in the way of what your character should be able to do naturally and don't limit other characters who would forgo them. 3rd edition style multiclassing is also included in this chapter. It too is optional, and I will probably not use it--it seems unnecessary with all of the subclasses, and like its only real purpose would be for power gaming. However, if you want to play a cleric/wizard or the like, you'd probably have to multiclass; but where in the past lower maximum levels in each class would make for lousy spell selection, the fifth edition mechanics combine spell casting for each class, letting you have your high power spells but with fewer spells in total from each respective class.The gameplay sections of the book are relatively brief, emphasizing the rather stripped-down, to the point nature of the new edition. Pretty much everything is an ability check--rolling a twenty-sided die and adding a number based on your ability score and comparing the result with a target number. Ability checks are modified by something called proficiency, representing your character's training and experience with whatever skill or attack he or she is using. Everything works this way, from attacks to skills. Proficiency bonus also maxes out at +6, which I appreciated, resulting in the math being simpler and all the numbers being lower. I do wonder how this might affect probability in the game, however, but someone else can probably speak to that--math and the hard sciences aren't really my thing, I was always more into the humanities.There is a lot in these chapters regarding roleplaying, cost of living, what your character's do with their downtime and other more mundane--but in my opinion still fun--activities that occur during an adventurer's life. These individual sections are fairly short, but I felt they cover everything to a reasonable degree, still allowing a lot of room for DM or player ideas. The following chapter details a D&D staple: fighting stuff.Combat is simple and quick, and unlike the past two editions, is assumed to be more of a "theater of the mind" experience, not relying on grids or miniature figurines. This is another thing I like a lot, as I found counting hexes on a grid to be tedious and uninteresting and unnecessary. In a somewhat silly move, however, attack ranges and positioning and speed are still measured in feet, adding needless complication and increased possibility for arguments when it comes to who can reach who and who is in whose spell's area of effect. I would have much preferred a more narrativist combat positioning system that depended on more abstract zones or areas or something, but I suppose this way still allows for players who want to play with miniatures to do so.Actual actions in combat are simple, with a more streamlined version of the past two edition's action economy. You can move and take an action, with your action being anything ranging from moving more, attacking up to your maximum number of attacks per round, casting a spell, readying an action or something else. It also allows for a certain amount of improvisation, where a player may use his or her action to try and jump on the giant's back and stab him in the eye, for example. It's simple and easy to keep track of and I like it.The final few chapters round out magic, which returns to the old Vancian style of pre-4th edition. I am very happy with it. I'm overjoyed, in fact, that so many spells have returned and that magic feels magical again. The basic mechanic is a little difficult to describe, but is fairly elegant once you get used to it. Spell casters have spell slots that they can use to cast spells. A first level wizard, for example, has two spell slots. The wizard also has spells prepared from a list, with that same first level character probably being able to prepare around four spells. This hypothetical wizard would choose four spells from her character's spellbook and prepare them, and then, during the adventure, she can use a spell slot to cast the spell. She can use all of her spell slots to cast the same spell or she can use each slot to cast a different spell, giving her a fair amount of flexibility. Spell slots are leveled, but you can use them to cast any spell of the slot's level or lower. So, for example, a level 20 wizard could use a 9th level spell slot to cast Magic Missile, a first level spell, and since he used a high level spell slot, Magic Missile would scale and do significantly more damage than if he had used a first level spell slot or a 10th level one. There are a good number of spells included, and all of the old favorites seem represented. Also, since due to subclasses every class has the potential to cast spells, the spell list can be relevant and useful to most everyone.The book ends with a few appendices, detailing deities from various D&D worlds, common monsters and animals the players will interact with and summon and even a list of recommended reading, containing the old classics like Tolkien but updated with fantasy novels published as recently as in the last year. The appendices aren't entirely necessary, but are a fun bonus and definitely add to the sense of the Player's Handbook actually being a complete reference.So, after all of that, and after reading it cover to cover--a first for me in regards to a Dungeons and Dragons book--I am going to say, and this is only my opinion mind you, that the fifth edition Player's Handbook is probably the best one ever to bear the name of Dungeons and Dragons. It is concise, it feels complete, it is packed to the brim with ideas and details and suggestions, the art is great and the game manages to feel both old and new, in the best way possible. The mechanics are simple yet classes offer a wide variety of options, all while still sticking to the old sense of well-defined archetypes. You can mechanically customize your character to every detail, or you can forgo all of that and not worry about the mechanics and optimization, and both options are viable. They even added some story game elements--how weird is that!--and your character's personality and feelings, for the first time ever in D&D, have mechanical benefits. It's great. I am very happy with fifth edition so far, and I am, for the first time in a long time, actually excited to see where the brand goes.

The Wizard& pdf

Dungeons and Dragons Art and Arcana pdf

Critical Failures (Caverns and Creatures Book 1) pdf

The Holtur Enigma (The Holtur Trilogy) pdf

Graph Paper Composition Notebook for Role Playing Games pdf

Unbound (The Omega Trilogy Book 1) pdf

Mother of Shadows (The Chosen Book 1) pdf

Hack pdf

Sherlock Puzzle Book (Volume 1) pdf

ZWEIHANDER Grim & pdf

RPG Grid Paper Composition Book pdf

How To Play Dungeons and Dragons pdf

The Book of Random Tables 2 pdf

Angel Eater (These Mortal Coils Book 1) pdf

The Book of Random Tables 3 pdf

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