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For visitors from out of state or the country, I highly recommend this as a gift.
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The book is full of well explained examples that build up to a fairly sophisticated example by the end.
My favorite parts are the notes, warning and sidebars. The authors give lots of critical information that Palm left out. They'll tell you about things that Palm did wrong, and how to work around them.
Between the book and the CD, this should be everything you need to do Palm Web development.
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It also has 13 legendary classes, this is a great concept, because it will give you more options for high level campaings, and because the tests you would have to take to achive them would give your DM more material for adventures (and this adventures will be very exiting).
The art of the book is also great, some people won't like it because it's black & white, but I think it's perfect for a Book called Path of Shadow.
If you are looking for a great source book with complete information (and that is better than the oficial one) this is it.
Miguel Llora
What I like about the book, and what makes it valuable, is it starts at the point that occurs after before award. This is a familiar region for those in the DoD contracting industry, but is usually not given much attention by many commercial firms. The value is the book shows how to do a high-level plan based on client requirements, negotiate details and present the proposed approach.
Next, the book shows how to manage activities after contract award - what must be done to refine proposed plans, how to obtain buy-in at the customer and internal levels, and how to properly initiate the project or engagement. This is particularly important because at this point the true scope of the proposed project emerges as the planning becomes more refined, and the realities of the contract begin to emerge.
After setting the stage, the book drills down into the details of development, transition to production and production and support. The details encompass design, design reviews, how to manage problem resolution, configuration management (a particularly strong point of this book considering the author's previous published work and experience in this subject area), production and production support. Back to configuration management - the configuration management plan framework in Appendix E is a time saver for readers who have little experience with developing one.
An excellent section of the book, Part 3, covers the tools, which include administrative measures and techniques such as: managing meetings, processes, and project engineer templates (more fully described in Appendix B). In addition, Part 5's list of common obstacles and how to overcome them is valuable.
For product engineering and DoD contracting this book provides a wealth of insights and techniques. For development and integration services in the commercial sector the approach this book gives represents best practices and can be readily adapted to those types of projects, although some tailoring is necessary in order to keep those types of projects agile and cost-competitive.
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This is a valuable text for the economical traveller who wishes to enjoy the people,customs and natural beauties of this country.
It has all the usual features many have come to expect from the 'Lonely Planet' guides.Good area/city maps,travel details, pointers for the culinary delicacies of particular areas,good information on inexpensive places to stay,as well as fascinating sights,places and people to visit,a brief introduction to the(amazingly simple and easy to learn)language,and interesting cultural,religious and other useful notes.
This edition and it`s excellent predecessors have played a major part in assisting me in all of my travels to Indonesia,in both the planning and research stages,and during the travel itself.I am certain that I would not have travelled to some of the unique and rarely visited places that I was privileged to see without the aid of this weighty and at times indispensible tome.
However,the most important thing to take with you is an open mind and heart,a friendly nature,and a desire to get to know the people and their customs.(Language is a great help too.)These ingredients(and the book !)tend to make for a most memorable and enjoyable stay. Bon Voyage !
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So far I plan a 2 month trip to indonesia. Fly to hong kong, spend 1-2 nights there. Then fly to malaysia or jakarta (whichever is cheaper). Then take a boat to Pontianak, spend some time there and sinkawang (probably a week). Check out the islands between kalimantan and sumatra (1-2 weeks). Then go to the todgean islands, getting their via ujung padang to ambon and then spend the rest of the time (probably a month) chillin and snorkeling / scuba diving. Then go back trhough jakarta or malaysia, spend another 1-2 nights in hong kong, and then come home.
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Published under the open gaming license, this book fits in great with the WOTC rules for D20 3rd edition D&D. Giving you a couple of new races, that I would never use for a PC, but that can be very cool NPC's, both supporting and opposing the players.
The new feats and skills fit in great with the thema of the book.
The best part for me personaly is the chapter about ship construction and the chapter with the already designed ships. There is also a chapter concerned with moving and fighting ship based. The fighting part is realy detailed and nice, but I am afraid I will nearly never use it. That could just be personal, if you want to have ships fight, the rules do make sense and seem very balanced.
The only reason I did not rate this a 5 star book is the fact that it is in black&white. Besides that, the artwork is good quality and so is the binding of the book.
This is mostly a book for lovers of "crunchy bits". It has lots of good rules for expanding your characters into aquatic adventures and a lot of rules for building your own ships. I think it may be the best D&D sailing supplement either, even knocking out the venerable Of Ships and the Sea.
If you've ever thought you'd like to try a Pirates or Treasure Island campaign, then this is the book for you. The only moderate disappointment is the lack of color illustrations, but the artwork is mostly very good and none of it is bad.
Chapters 1-3 provide extensive material to describe and design the world that borders on or is under the sea. Chapter 1 covers three aquatic races that could be encountered while travelling by ship. In addition, it describes the use of skills and feats while underwater and provides some new feats. Also, it provides lists and descriptions of new equipment, spells, and magic items with an aquatic focus. Lastly it expands on the underwater combat rules. Chapter 2 includes an extensive example of a coastal city, while Chapter 3 provides information about the underwater environment and a template to create aquatic versions of monsters.
The greatest value of the book starts in the final three chapters. The chapter on ship construction is very detailed without being overly burdensome. It provides enough flexibility to truly personalize your campaign, but, also provides basic examples of construction, propulsion, and weaponry. Chapter 5 contains 20 ship design ranging from the basic (non-fantasy, more historic) to exotic (submarines, marine propulsion) ships. The final chapter presents a new combat system for seagoing combat. In this case they have developed a system that is very flexible and provides a wide range of options without being cumbersome. It includes maneuvering, shipboard artillery, ramming, boarding, fire, and weather conditions. For each section, they provide a gameplay example of the concepts just presented.
In summary, the Seafarer's Handbook provides a wealth of information to expand on material just touched on by the Wizards of the Coast core rulebooks. It is a great value for the money.