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The Epic Level Handbook is a rule-book by Wizards of the Coast for the 3rd edition of Dungeons & Dragons. The book was published in July 2002, and contains optional game rules for playing characters who have reached a higher experience level than is covered in the standard rules. This is referred to in the book as "epic level" play.
A character class is a fundamental part of the identity and nature of characters in the Dungeons & Dragons role-playing game.A character's capabilities, strengths, and weaknesses are largely defined by their class; choosing a class is one of the first steps a player takes to create a Dungeons & Dragons player character. [1]
Title Author Date Subject Pages Series # Levels ISBN; FA—Forgotten Realms Adventures are stand-alone 2nd Ed. AD&D modules set in Forgotten Realms.: Halls of the High King: Ed Greenwood
Meyers offered an extensive unofficial revision to the class, expanding and strengthening many of its game abilities (for example, increasing the monk's hit dice by 50%, raising the maximum level from 17 to 21, and adding class abilities as a "form of psionic power"). [8]
The flexibility of the Dungeons & Dragons (D&D) game rules means that Dungeon Masters (DM) are free to create their own fantasy campaign settings.For those who wanted a pre-packaged setting in which to play, TSR, Wizards of the Coast (WotC), and other publishers have created many settings in which D&D games can be based; of these, the Forgotten Realms, an epic fantasy world, has been one of ...
The term is usually applied to adventures published for all Dungeons & Dragons games before 3rd Edition. For 3rd Edition and beyond new publisher Wizards of the Coast uses the term adventure. For a list of published 3rd, 4th, and 5th Edition Adventures see List of Dungeons & Dragons adventures.
In a retrospective on the legacy of Dungeons & Dragons, academic Evan Torner commented that the aim of the designers was to "simplify and declutter the whole system" – "D&D 3e and 3.5e bear the influence of Eurogame-style elegant design: that the terminology and choices in the game should be immediately intelligible to all who might play it ...
In 2nd, 3rd and 3.5 editions, psionics are divided into five or six disciplines, or groupings of powers. In 2nd edition, Psionicists gain access to additional disciplines as they advance in level. In 3.5 edition, several psionic character classes are forced to choose one, thereby losing access to the most potent powers of the others.