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Sections in The Lejendary Rules include an introduction to the Lejendary Adventures system; "The Avatar," a guide to character creation; "Avatar Abilities," what characters can do and how; "Equipment Lists," including starting equipment tailored to characters' backgrounds and skills; "Extraordinary Abilities," such as spells and paranormal powers; and "The Journey," the basic rules of play. Other elements include reproducible character sheets and "Forlorn Corners," a short introductory adventure. Creation of Lejendary Adventures characters is described in a clear, step-by-step manner, and is intended to allow players to design exactly the characters they want by allocating points for characteristics and selecting an appropriate mix of abilities.
Lejendary Adventures characters have three basic characteristics, or "base ratings," Health, Precision, and Speed. An optional characteristic, Intellect, also exists, but is more applicable to nonplayer characters. These base ratings, along with race, are used to determine a character's level of proficiency in more than three dozen Abilities (e.g., Commerce, Divination, Weapons), which form the basis for character development in Lejendary Adventures.
Races available to players in The Lejendary Rules include familiar ones, like Human, Dwarf, Elf (Wylf) and Gnome; some traditionally not open to characters, such as Kobold and Orc (three varieties); and others that are fairly unique to the game, such as Ilf, Oaf (three types), Trollkin, and Veshoge.
Lejendary Adventures characters have the option of either joining various orders (reminiscent of the character classes that form the basis of systems like Dungeons & Dragons) or of remaining "unordered." Either course has its advantages, increased proficiency in various abilities for the members of orders, and greater flexibility for unordered characters. Characters with the prerequisite abilities can select from the Demonurge, Desperado, Ecclesiastic, Elementalist, Forester, Jongleur, Mage, Mariner, Noble, Outlaw, Rogue, Soldier, and Warlock orders.
One especially interesting aspect of The Lejendary Rules are the various lists that players use to select initial weapons and equipment for characters based on their abilities. For example, Minstrelsy allows a selection from the Low list, Hunt from the Middle list, Learning from the High list, Enchantment from the Magical list, Weapons from the Military list, and Alchemia from the Special list.
Incidentally, this softback, perfect-bound book is durable and certain to last a long time, something inadvertently brought to our attention after a cat knocked our copy into the toilet one night. The next day we fished it out and let it dry, after which it was a bit warped but completely intact and usable.
If this book has a palpable weakness, it lies in its artwork, which includes a full-color illustration on the cover (depicting a traditional adventuring party) and hundreds of black-and- white illustrations inside. Unfortunately, quality of the latter are somewhat uneven, and many are coarsely rendered or poorly scanned. Many of these are reminiscent of the cruder illustrations in the old AD&D Monster Manual, and generous souls may allow that this similarity is deliberate.
Aesthetic flaws aside, this system has no substantive deficiencies to speak of. Like the Lejendary Adventures system as a whole, it is a solid, enjoyable, easy-to-use gaming component that is sure to provide years of entertainment to a great many gamers.
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Book has handy maps, illustrations and reference points for the person making a modern day trip. Notes by Stephen Ambrose and Robert Redford at beginning and end of book commend book as well!
If you are only mildly interested in Lewis and Clark before reading this book - afterwards you'll be completely astounded by their feats!!
Botkin presents us with the story of the first navigation of the river by Lewis and Clarke, through the river's channalization by the Army Corp of Engineers, to present efforts to restore and interpret the river.
But, this book is more than an inventory of facts and issues. It contains vivid illustrations of nature's interrelationships and wry observations on the irony of man "improving" nature.
This is a very practical, pragmatic, yet poetic book.
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Many of the examples show C code, and their coverage of Java almost seems like an afterthought. If you're interested in Java threading and are in the market for a good book, I suggest that you keep looking. For an example of the poor style of writing, look at chapter 4's section on The Runnable Interface.
The one thing which is very true is that this is NOT a book about Java, it's a book about multithreading. I feel it is important for programmers to understand how Java is implemented on lower level libraries and how those run on the actual hardware, and how that hardware works. Not everybody wants to know all of this. (They *should*, but alas! not everyone takes my excellent advice.)
Of course, by trying to cover so much in so little space (I worked very hard to keep it short), I've bitten off an awfully large chunk to swallow. And seeing as you the reader has to do the swallowing... You gotta make up your own mind. Some people do not like humor and computer science in their programming texts. Others love it.
The one clearly wonderful thing about this book is that I got to spend time working with some of the finest computer scientists in the world (Guy Steele, Doug Lea, Tim Lindholm, Dave Butenhof, etc.). I also got to influence the Java 2 spec and Sun's implementation. (Am I bragging here? Oh well.)
The reviews are pretty fair and reflect precisely that problematic issue of depth, Do you want to just write some Java code, or do you want to understand it too? [Except for that last review. This is not good writing?! Poppycock! This is beautiful, elevated prose! This is sophisticated, humorous, precise, concise, incisive explaination, elaboration, clairfication! Profusely illustrated and painstakingly drawn! The Philistine.]
Thus, IMHO, This is one fine piece of computer science literature, destined to become a classic!
-Bil
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The background sections of the book are outstanding, giving the reader a solid overview of Chinese history and culture. The primary sites of interest to travelers are adequately covered as well, and so the book is very helpful in planning one's itinerary.
The main drawback of the volume is it's weight. If you are backpacking in China, as I was, this book is pretty heavy to be lugging around. Therefore, unless you are staying in China more than a couple of weeks, you might consider looking at the smaller city guides.....or ripping the necessary sections out of this book and packing only those in your rucksack.
Highly recommended for pre-trip planning at home. Recommended for packing and taking to China *if* you are going on an extended trip to the country.
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There are those who will not like this volume. Those who want prophecy condensed into a well-defined, neat little package, or who merely want support for the positions they already hold, or who are looking for the Christian equivalent of the horoscope column will be disappointed. The author doesn't claim to have all the answers, but he does have thoughtful and challenging answers to at least these three questions. I strongly recommend it.
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This book is akin to learning French by teaching some basic grammar, some advanced grammar, and then shouting: "Je ne sais pas!" "Je voudrais un peu cherise!" without telling you what these mean...and leaving you clueless as to how to find out about them.
This book is not really suitable for real multi-threaded programmer.
New multi-threaded leaners maybe will found it useful for basic concepts.
What's really interesting about the book is the authors' ``don't do that'' style. Another reviewer found this style to be bad. I found it highly helpful. Instead of presenting a single solution for a problem (``The One and Only True Solution''), and leaving the reader wondering about alternative solutions, they go on to explain what's wrong with these other solutions. People learn by making mistakes, and the authors point out lots of mistakes that can be avoided. This is an invaluable feature, not a bug.
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Regarding "The Lejendary Rules for All Players" I found it to contain all the needed information to play the game. This system is great fun, and it is a nice fresh change to D&D. However, don't compare this game to D&D they are VERY different. Lejendary Adventure is "skill" based not "class" based. Armor not only makes you harder to hit, but also absorbs damage. Weapons--there are plenty to choose from--do roughly the same amount of damage no matter what type or size.
There are many other things that make this a great system and a Must Have for serious RPGers, too many to mention here in fact.