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.

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Sunday, December 1, 2019

Summary of The Courage to Be Disliked By Ichiro Kishimi and Fumitake Koga Pdf

ISBN: B081872SZM
Title: Summary of The Courage to Be Disliked By Ichiro Kishimi and Fumitake Koga Pdf | How to Free Yourself, Change Your Life, and Achieve Real Happiness
Summary of The Courage to Be Disliked By Ichiro Kishimi and Fumitake Koga | How to Free Yourself, Change Your Life, and Achieve Real Happiness.

:::::::::::::::::::: ABOUT THE ORIGINAL BOOK:::::::::::::::::::::

Thе Courage tо Bе Dіѕlіkеd (2018) takes a lооk at thе psychology оf Alfrеd Adlеr, thе famous twеntіеth-сеnturу Auѕtrіаn psychologist. Adlеr аrguеd thаt we should саrе less about what оthеr реорlе think аnd the аuthоrѕ show how Adler’s рhіlоѕорhу саn соntіnuе tо benefit uѕ today.


:::::::::::::::::::: ABOUT THЕ AUTHОR :::::::::::::::::::::

Ichiro Kіѕhіmі lіvеѕ in hіѕ hometown оf Kуоtо whеrе hе hаѕ been examining аnd practicing Adlеrіаn psychology ѕіnсе 1989. Hе іѕ a psychiatric соunѕеlоr fоr trоublеd уоung аdultѕ іn Kyoto аnd hаѕ trаnѕlаtеd several bооkѕ bу Alfred Adlеr іntо Japanese. Hе hаѕ also published Introduction to Adlеrіаn Pѕусhоlоgу.

Fumіtаkе Kоgа has wrіttеn a number оf bestselling books оn business mаnаgеmеnt. Aftеr becoming аn enthusiast оf thе Adlerian рѕусhоlоgу in thе early 2000ѕ, hе ѕtаrtеd visiting Iсhіrо Kіѕhіmі, tаkіng thе nоtеѕ whісh eventually bесаmе Thе Cоurаgе tо Be Dіѕlіkеd.


:::::::::::::::::::: Disclaimer ::::::::::::::::::::: This bооk іѕ nоt mеаnt tо rерlасе thе оrіgіnаl bооk but tо ѕеrvе аѕ a companion tо іt.

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Friday, November 29, 2019

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Published Date: 2019-07-27
Page: 110

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Very impressed with my purchase! This is a very organized simple way to keep your budget. A quick snapshot of your daily, weekly, monthly, and yearly expenses.I especially like the larger print, with ample space to write... not everything cramped together. This book was very well thought out to make it easy to keep a good record of your expenses, plus a lot more. You will find it extremely easy and very helpful.Amount due paid balance was important for layout it doesn't have it I don't like it at all The organizer layout is just terrible I don't like it but it was cheap is no need for me to return it

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Wednesday, November 27, 2019

Dr. Susan Love's Breast Book (A Merloyd Lawrence Book) Download

ISBN: 0738218219
Title: Dr. Susan Love's Breast Book (A Merloyd Lawrence Book) Pdf
Author: Susan M. Love
Published Date: 2015-09
Page: 704

"The woman who almost singlehandedly brought public attention to the mammillary part of our bodies keeps the updates coming."―Library Journal"[Dr. Susan Love is] one of the country's leading experts on breast cancer."―Los Angeles Times"A candid, authoritative, and splendidly well-written guide for women facing a diagnosis, decisions about treatment and concerns about prevention of breast cancer...Highly recommended."―Choice"They don't call it 'the bible of breast care' for nothing."―Better Homes and Gardens"The title people turn to with questions about breast health as well as disease. This latest iteration...addresses metastatic breast cancer and the longer survival rates of its sufferers, making breast cancer more and more like a chronic disease...Love is the go-to for all matters of the breast."―Library Journal (starred review)"Extensive, readable, well-organized, and contains solid references...Dr. Susan Love's Breast Book is Breast Cancer 101, the necessary foundation and springboard for understanding the fundamentals of breast cancer and treatment. Armed with the knowledge, background, and questions raised in this book, anyone would be equipped to enter the zone of medical uncertainty surrounding breast cancer to ask more questions, get more answers, and learn what they need to know to make the decisions that are right for them."―Breast Cancer Consortium"Striking a blow to the old approach that more is better, Dr. Love writes that it's not just a matter of having cells with mutations of cancer but also an environment egging them on."―Tucson Citizen"Many shifts in breast health science make this massive coverage a key acquisition for any health library."―Midwest Book Review"The essential breast cancer book...For more than 25 years, Dr. Susan Love's Breast Book has been the best source of information for women with breast cancer...A valuable read for oncology fellows or medical students toying with the idea of pursuing a career in oncology...Clear and accurate writing...The chapters on diagnosis and treatment are written with firm delicacy...Women reading this material will come away better informed and less fearful...Dr. Love empowers her readers to be strong advocates for their breast health....Highly recommended."―ASCO Post"More than a bible for those newly diagnosed with breast cancer. It's now also a guide for survivors, those at risk and anyone who wants to understand the environmental connection."―Heart & Soul Karen Lindsey has coauthored all editions of Dr. Susan Love's Breast Book.

"The Bible for women with breast cancer" --New York Times

For more than two decades, readers faced with a diagnosis of breast cancer have relied on Dr. Susan Love's Breast Book to guide them through the frightening thicket of research and opinion to find the best options for their particular situations. This sixth edition explains advances in targeted treatments, hormonal therapies, safer chemotherapy, and immunologic approaches as well as new forms of surgery and radiation. There is extensive guidance for the many women now living for years with metastatic breast cancer. With Dr. Love's warm support, readers can sort the facts from the fads, ask the right questions, and recognize when a second opinion might be wise.

I can't say enough good things about Dr "This book was lifesaver", that's what my cousin's wife told me. So I bought a book for each of my daughters-in-law and my daughter. I read the book given to me by a breast-cancer survivor, and I read it cover-to-cover. One of my daughters-in-law is a nurse and said this book ought to be required reading for all nurses."If only" I'd read the book a few months earlier, I would have been that much ahead on my chemo. This book is for any and all women, not just cancer patients, because it covers many common concerns women are reluctant to talk about or don't think to ask about. So buy the book and READ the book, if for no other reason than to follow along with what a friend or relative is going through. I can't say enough good things about Dr. Love's book. This is a real service she's done for us and our "boobs."Review of Dr. Susan Love's Breast Book This is an awesome book. My review is as a healthcare provider and as someone who has used this book in my own life. It is my breast bible. There is a lot of good, basic information about the breast, mammograms, etc, that is good info to share if you are raising daughters. But most importantly there is a ton of information about breast cancer and will likely answer almost any question one would have if you or someone you love has been diagnosed with breast cancer. It also helps identify questions or things to ask or talk to your doctor about. It is easy to read--like Dr. Loving was sitting having a chat with you. Knowledge is power and this book certainly provides the knowledge. If you or someone you love has been diagnosed with breast cancer, I very, very highly recommend this book. I cannot say enough good things about this book.“Knowledge is Power” Highly recommended to anyone recently diagnosed with Breast Cancer. Everything you need toKnow from the first day of diagnosis and how to prepare yourself for the journey in saving your life.Always remember “Knowledge is Power”.. this book will prepare you to know everything you need to know about Breast Cancer n assist you in your forthcoming, testings, biopsies, surgeries, reconstruction, overall health n wellness decisions. Dr. Susan Love’s Book outlines everything in layman language. I have used this book as my Bible of information n kept a Journey book.

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Sunday, November 24, 2019

You Look Like a Thing and I Love You Free Pdf

ISBN: B07PBVN3YJ
Title: You Look Like a Thing and I Love You Pdf How Artificial Intelligence Works and Why It's Making the World a Weirder Place
A hilarious look under the hood of artificial intelligence, the technology that's changing the world--and why it's more clueless than we think.
A.I. is everywhere. It powers the autocorrect function of your smartphone, helps Google Translate speak every language, and interprets your clicks and Likes to determine which of your friends' Facebook posts you most want to see. In the coming years, it may perform medical diagnoses and even drive your car. But how does it really work?
A.I. researcher Janelle Shane has taught A.I. to tell knock-knock jokes, design the perfect sandwich, and even flirt with humans. (The title of this book was her algorithm's idea of a perfect pick-up line). Through her hilarious experiments and surprising anecdotes, she does more than just demystify A.I.--she gives readers the tools to understand what it's good at, what it struggles with, and what it gets catastrophically wrong.
A hilarious, accessible primer on the cutting-edge technology that will soon power our world, You Look Like a Thing and I Love You is a fun and transporting journey into the minds of our robot overlords.

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Thursday, November 21, 2019

My First Learn to Write Workbook Download

ISBN: 1641526270
Title: My First Learn to Write Workbook Pdf Practice for Kids with Pen Control, Line Tracing, Letters, and More!
Author: Crystal Radke
Published Date: 2019-08-27

"In an era where we are less focused on writing and more focused on typing, Crystal provides a fantastic resource for young children who are learning how to write. This book provides the exercises necessary to get a strong start in letter and number formation and introduces children to shapes, numbers, and letters in a fun and engaging way."―Melissa Middlebrook, Classical home educator"I love this book. The format of the book―going from strokes to shapes to letters―is perfect for kids' development. Parents and teachers alike would benefit from this book to help their children with fine motor skills and handwriting!"―Kaci Hoffer of Mrs. Hoffer's Spot"Preschoolers benefit from daily experiences that support the development of fine motor skills in their hands and fingers. Crystal guides you step-by-step through the sequence of pre-writing skills your child needs to be successful."―Vanessa Levin, Early Childhood Educator and Consultant, and Creator of pre-kpages.comCRYSTAL RADKE is an educator, speaker, writer, and mother. Her personal mission is to help children learn and grow. She runs a consulting business where she mentors educators and promotes professional development.

The complete learn to write workbook for your brand-new writer.

Starting out with writing will be easy and fun for your little one with this colorful learn to write for kids. My First Learn to Write Workbook is filled with activities and practice pages that introduce your first-time writer to letters, numbers, and shapes. Teaching pen control, line tracing, first words, and more, this is the perfect primer to launch your child into the wonderful world of writing!

This learn to write for kids includes:

  • Develop fine motor skills―Start building your child’s writing muscles with activities like following paths and drawing different shapes.
  • Letters and numbers―This learn to write for kids helps your little one learn their letters and numbers with colorful examples on every page.
  • Practice makes perfect―Keep the writing going with almost 80 pages worth of practice space in this learn to write for kids!

Get your little one started right with this super fun learn to write for kids workbook.

Putting parents in a position to assist their children with writing My mom was very involved in my schooling, especially in the first couple of years to ensure that I had a good foundation and the start of the school was seen as positive. This book can be used by parents to assist parents when they look for ways to get their kids excited about writing and want to support them in their first year of schooling. With a variety of approaches, the book enables parents to help kids with learning to write and also makes learning to write an activity that can be done outside of school. I am not sure that the book makes these exercises necessarily fun, but knowing what difficult time my mom had finding book to help her get me started with writing, since I was a lefthander and she was writing with her right hand, this book bridges an important gap when parents look for books to help kids with school.I received a free copy from the publisher.Teaches Letter-Writing Basics But Not In A Fun, Engaging Way This workbook takes a no-nonsense approach to letter writing—written more like a school text book than other workbooks we’ve used in the past that incorporate fun formats. It also doesn’t begin with easy forming letters (Like E, T, F, or I)—Ms. Radke presents letter instruction in true alphabetical sequence, and suggests writing patterns on the top of each alphabetical page. Some suggestions conflict with the way traditional printing is taught (or was taught to me). Most people write W’s by slanting down, slanting up, slanting down, and then slanting up again—all in one fluid stroke. This workbook does not suggest that same stroke pattern, and I don’t know why. In those few instances, we simply ignore the given instructions, and follow formats that are more traditional and fluid. Practicing numbers one through ten is also included in this book.We’ve gone through many workbooks with our other children. While this one does teach letter writing basics, it doesn’t incorporate much kid appeal like some other book sources do (Kumon series comes to mind). Learning can be fun and educational—this one seems to miss the mark in that department.Good workbook for the preschool or kindergartner in your life My son (5) has been struggling with making his letters. It s something that came easily to his sister so his frustration level has been mounting (teacher "Oh, look how nice your sister writes, why can't you do this?" didn't help) I got this book to give him the opportunity to practice independently of his sister.Yes, I know you can print these online, and I have. But my son REALLY likes having his own book to pull out and tackle. The cover is thick cardboard and the pages are heavy stock paper. The binding is nice and we haven't had any problems with pages falling out even with pressing it flat.The book covers shapes, all the letters (taught with upper and lower case together like they do in school now), and numbers. There are simply photographs on each page without a lot of "clutter" so the actual practice space is maximized. One thing I really like are the little arrows and numbers to tell the child how to make the letter. My son INSISTS on starting at the bottom of the letter, this book helps him remember to start at the top most of the time, although I did find that going through and adding a little "start" dot helped even more. There is also a certificate of completion at the back of the book which my son is excited to earn and put on the fridge.If you're looking for a practice book that focuses on letter formation without a lot of fluff, this is the book for you. I recommend it wholeheartedly!

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