Get Free Ebook Player's Handbook (Dungeons & Dragons), by Wizards RPG Team

Get Free Ebook Player's Handbook (Dungeons & Dragons), by Wizards RPG Team

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Player's Handbook (Dungeons & Dragons), by Wizards RPG Team

Player's Handbook (Dungeons & Dragons), by Wizards RPG Team


Player's Handbook (Dungeons & Dragons), by Wizards RPG Team


Get Free Ebook Player's Handbook (Dungeons & Dragons), by Wizards RPG Team

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Player's Handbook (Dungeons & Dragons), by Wizards RPG Team

Product details

Series: Dungeons & Dragons

Hardcover: 320 pages

Publisher: Wizards of the Coast; 5th edition (August 19, 2014)

Language: English

ISBN-10: 0786965606

ISBN-13: 978-0786965601

Product Dimensions:

8.5 x 0.8 x 11.2 inches

Shipping Weight: 1.9 pounds (View shipping rates and policies)

Average Customer Review:

4.6 out of 5 stars

3,194 customer reviews

Amazon Best Sellers Rank:

#77 in Books (See Top 100 in Books)

I was going to write a nice long review explaining everything I love about this book, but I rolled a 1 on my ability check and well now I have to say this... BANANA HAMMOCK! Hamster dirt. Bullfrog drinking pencil shavings. I like cheese.Ahem. I really love this book.

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.

I bought this book last September 2014. A bunch of the pages have come free from the binding. I have 2nd edition D&D books that I bought new in the 1990s that have held up to the test of time. I take care of my books so this is frankly unacceptable. Will be contacting Wizards of the Coast to express my extreme displeasure with the quality of this product. It is a real shame since the book has 5 star content, but is made at 1 star quality.UPDATE 9/30/15:I thought that I would share my experience with obtaining a replacement book from the manufacturer after my initial review. I contacted Wizards via phone and email to report a defective product. The info to do so may be found here: [...]After explaining my situation to the customer service rep, they promptly scheduled a pick up via FedEx of my defective book and when it was received, I was sent email notification that a replacement was in route. Fast forward to today, 9/30 and my replacement book has arrived and is in perfect condition. Time will only tell if this one holds up, but for now, I am optimistic. So for those out there that have had issues with the pages coming free of the binding, there is hope! Contact Wizards and explain the situation to them, they have been more than fair in my case. Just a word of advice, be persistent and patient and your replacement book will come.

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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Download PDF Supreme Court Decisions: 18 Landmark Cases Summarized and Explained

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Supreme Court Decisions: 18 Landmark Cases Summarized and Explained

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Paperback: 44 pages

Publisher: CreateSpace Independent Publishing Platform (March 22, 2014)

Language: English

ISBN-10: 1497415594

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File Size: 18757 KB

Print Length: 256 pages

Publisher: Gun Digest Books; 2 edition (September 24, 2012)

Publication Date: September 24, 2012

Sold by: Amazon Digital Services LLC

Language: English

ASIN: B009POD6RG

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Amazon Best Sellers Rank:

#138,972 Paid in Kindle Store (See Top 100 Paid in Kindle Store)

I have purchased from Amazon a number of Ayoob's excellent books. They are all excellently written in his concise, "police officer" style but with the precise technical detail of a college professor and the colorful spice of a drinking buddy. If you ever take a gun out of your home, you owe it to yourself and your family to read this book and its message of responsible, tactically wise concealed carry. Thanks Mas !

I bought this book from the Kindle section. It was fine on the Kindle. I recommend it to anyone who is new to Concealed Carry. I read and reviewed another book on this topic by Chris Bird who is also an expert in gun handling and in the legalities of Concealed Carry. Ayoob is a former cop who knows the problems of Concealed Carry from the cop side and from the civilian side. He has testified as an expert witness in several trials involving people who drew their guns. It is clear that if you, a plain civilian, draw a gun and shoot a "bad guy," the BG will have some good lawyers trying to get every penny you ever owned and many you have yet to touch. But you have a right to defend yourself from criminal aggression.I was active in the gun hobby about 45 years ago but then did nothing for many years. Concern about the growing problem of home invasions gave me an incentive to get back into the hobby directed toward home defense. But here in Alabama the law is such that I had to get a Pistol Permit in order to carry both a gun and ammunition between home and shooting ranges. Now that I have that permit I find that it allows me also to carry a gun concealed on my person. That was never my intent. But I decided to look into the matter in case a need arose.One thing that should become clear to the uninitiated is that we are not trying to conceal guns so that we can sneak around and then shoot people as a big surprise. We just want, without anyone making a big fuss, a gun handy in case we meet a mugger, a car jacker, or some nut who wants to kill some people. Ayoob and other authors on this topic, feel all of us who are somewhat handy with guns have an obligation to carry a gun all the time, except where the law forbids it (such as court rooms, etc). The basic idea is that we should carry part of the burden for maintaining safety in our communities. If you choose the wrong gun and holster and carry it the wrong way, you will show the gun inadvertently when you bend down to pick something up from a low shelf in a store and someone will report " a man with a gun" to the cops who will questions you, see your permit and advise you to be more careful. (But watch out because if a little old lady sees you she'll club you first and ask questions later!)I don't buy that need to help protect the community because I am old and unable to function as a cop though I can draw and shoot somebody. I also would need a whole lot more training on when to intervene with a gun than I can get in one of these books. If I wanted to be a cop, I would have been one. (I did check into joining the Air Police in the Air National Guard when I was kid. I was told they didn't need any help from someone only 5 ft 9 inches tall. You had to have impressive size.) One thing Ayoob mentions is that, to carry a gun, you have to be ready to fight somebody for your gun or he will take it away from you and shoot you with it. I can't do that very well but I would not hesitate to shoot the BG before he got his hand near my gun. There are various things mentioned about being aware at all times of those around you. You must never allow people to trap you. So, are you ready to charge out and take control of the street? Well, this is a very good book for giving you the info needed.Without this knowledge you could be sued for thousands of dollars or spend significant time in jail. Today, most States offer Concealed Carry Permits (or the equivalent) to anyone who wants one and who has never been arrested nor had problems with liquor or mental instability. Much of the legal aspect of what you can do with your gun depends on the laws of the state where you live. You may or may not be able to use your CC Permit when traveling. You have to check that before any trip to distant States. A route I travel to visit family has several holes where I can't carry.What I learned from this book was that: 1) Defending my home and the people in it, I feel confident I can use the gun to disable anyone who enters carrying a gun or other lethal weapon. 2) Outside the home, I can only use the gun to directly prevent a loss of life (mine or a friend or family member. "Disable" means to make the culprit stop any threatening motions. Of course this might result in their death. The goal is to stop the criminal act. I had to wonder a bit about preventing theft or damage to property. My answer is "No, the Gun cannot be used, even in a threatening manner to stop a theft. The exception is theft of the gun. If a culprit tries to take my gun, he would be shot to prevent his irresponsible use of the gun.Ayoob discusses various guns, holsters and how to dress for Concealed Carry. He uses photos effectively to show how various guns conceal in various holsters and positions on the body, both on men and women. I chose a very good full-size gun for Home Defense but thought I needed a smaller gun for Concealed Carry. But it turns out that with the proper holster (which I happened to buy just before reading the book), I can carry this full-size pistol concealed most of the time - probably not when swimming! I have also found that the small guns I thought necessary for Concealed Carry are very difficult to shoot. The smaller the gun, the worse the recoil but the more you need a high caliber for power (which is diminished by a short barrel). After reading Ayoob's book you can find a good gun and holster combo. It helps to have a shooting range where you can rent and shoot several boxes of ammo through various guns.There is enough info provided about guns to tell you what to look for in a gun store. There are many places on line where you can learn about guns. I recommend the site [not allowed in a Review] for unbiased info on guns. It is non-commercial and just provides information including some technical data like recoil that you can get nowhere else. It covers every gun sold today and the last year or so. It has an animated diagram showing how a semi-automatic pistol works. Just a couple of notes to the novice. First gun people always assume a gun is loaded and ready to kill somebody. Then they check the gun and unloaded it, if needed, for examination. Then they still assume it is loaded and ready to kill someone so they do not point even an "empty gun" at any person in the store. If you see a bunch of guys hitting the deck, you did it wrong. Keep your finger off the trigger. Don't cock the gun and pull the trigger unless the salesperson says it is all right. That can damage some guns. Find a gun store connected with a shooting range where you can try out various guns you might like. Never buy your first gun without trying the same type of gun on the range. There is a range fee and you buy 50 bullets - total $25-$30 many places.While this book did not convert me to become a daily gun carrier, it alerted me to most of the potential problems. But as many people say who do carry, if you don't carry, you can do nothing when confronted by a "Bad Guy". If you do carry, you can always leave it in the holster.

I bought this older edition, as the principles of CC are pretty much unchanging. Ayoob is always interesting, and makes many useful observations. Unlike recent books by "warriors" and "operators" Ayoob isn't full of himself. We're not all interested in being SWAT members; Ayoob gets that.Ayoob also focuses rightly on the legal aspects of self-defense. Readers would be well-advised to take his advice and study the laws of their jurisdiction before carrying.I also appreciated Ayoob's writing on NOT going out of your way to upset people should you choose to open carry. It seems the thing now for some to get in others' faces over their gun rights. Ayoob brings common-sense (real) to this discussion, and it's worth a read for those who view themselves as 2d Amendment crusaders.A good basis for further work on carry and use of a defensive handgun!

The book is great but the Kindle edition has blank pages where there are large or many photos.The Hardware chapter is particularly bad in this way. You lose several large sections of text as a result. This is frustrating and should have been detected and corrected during proofreading.

Mas Ayoob is a familiar name in gun-related journalism and particularly self defense and concealed carry topics. His career has covered more experiences than most police officers, attorneys and judges would see in a dozen lifetimes related to using a gun in self defense. The author's advice on preparing for and using a self defense carry weapon pale in comparison to the much-needed advice about what comes afterward. If you're going to carry a firearm with the intent to use it when needed (and why would you carry it intending to not use it?), then this book should be at or near the top of your buying list, even before buying the weapon and the holster. Add in a book covering your state's specific laws and regulations and you have a very complete set of the basic information every firearm carrier needs.

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Free Ebook A Year of Football Trivia! Page-A-Day Calendar 2018

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A Year of Football Trivia! Page-A-Day Calendar 2018


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About the Author

Author of All-Time, All-Team Pro Football Quiz,there are also Dubious Distinctions, Notable Coaches, Draft History, and inspiring words on giving your all: Nobody who ever gave his best regretted it.—George “Papa Bear” Halas 

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Product details

Calendar: 320 pages

Publisher: Workman Publishing Company; Box Pag edition (August 3, 2017)

Language: English

ISBN-10: 0761193588

ISBN-13: 978-0761193586

Product Dimensions:

6 x 1.5 x 5.5 inches

Shipping Weight: 15.2 ounces

Average Customer Review:

4.1 out of 5 stars

6 customer reviews

Amazon Best Sellers Rank:

#782,171 in Books (See Top 100 in Books)

Gave this trivia calendar to my son-in-law who plays fantasy football and watches every football game. He took it to work to put on his desk, and now he and his co-workers wait impatiently for the next day's information.

My Grandson looks forward to using it.

DID NOT DISAPPOINT

My husband really liked it.

Great facts

I cannot see how are the pages. Is there a space to write notes in the pages?

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Free Ebook Detailed street map of New York City : Bronx, Brooklyn, Queens, Manhattan, Staten Island

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Product details

Map: 2 pages

Publisher: Global Graphics (January 1, 2014)

Language: English

ISBN-10: 0918505658

ISBN-13: 978-0918505651

Package Dimensions:

8.8 x 4 x 0.2 inches

Shipping Weight: 2.4 ounces (View shipping rates and policies)

Average Customer Review:

5.0 out of 5 stars

5 customer reviews

Amazon Best Sellers Rank:

#305,316 in Books (See Top 100 in Books)

Has all of the streets. kind of small print but I am at the age where eyesight is fading. I use my reading glasses to see it. Has worked very good so far, all streets I traveled are on the map.

AsSS

Nothing but very Positive experience and product!

Great map! It’s amazing how much info there was.

Helpful map

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PDF Ebook , by Erich Segal

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Product details

File Size: 3405 KB

Print Length: 556 pages

Publisher: Bantam (November 12, 2014)

Publication Date: November 12, 2014

Sold by: Random House LLC

Language: English

ASIN: B00OWWOLFW

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Amazon Best Sellers Rank:

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Segal, of course, was a gifted author. I've read several of his books and rank them against each other. Perhaps that's unfair since he's far better than most other contemporary authors. Nevertheless, compared to some of his other books, I would cite these flaws: He uses many obscure "highbrow" words unnecessarily. Since the entire story deals with Harvard and it's graduates, he may have felt that readers would enjoy language that fits the tone of that institution. He develops thoroughly likable characters, then creates a scenario for each that effectively ruins their lives. At the end, he offers a philosophical ending where an uplifting conclusion would serve the reader better. The book is absolutely worth reading, however, especially for people interested in Harvard, and the lives of her graduates.

This book is my all time favorite. I read it the first time in high school I think. I was drawn to its subject matter of Harvard, but then, I grew to love the characters. They are passionate, talented, successful, and yet true happiness eludes most of them. A great fiction with historical connections to the second half of the 20th century, the book calls me back to be reread every several years.

This is pretty typical (somewhat trite) Segal fare. Good for a weekend at the beach or as a way to pass the time on a flight.

Another Segal accomplishment. Well thought-out characters that endure the trials of of the sixties and seventies including anti Semitism and the Vietnam War. You will applaud their accomplishments and feel their heartache.

I read the book. That was enough waste of my time.

Re reading after several years. Still love the book

Like all his book this is a real reading pleasure.

Enjoyed this interesting story of 5 men in the 1958 graduating class of Harvard University. Through these five lives, Sagal draws us in to social, academic, romantic, musical and political spheres of the 50's, 60's,70's. Great summer read, especially for the reader who lived through these tumultuous times.

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Get Free Ebook The AAMT Book of Style for Medical Transcription, Second Edition

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The AAMT Book of Style for Medical Transcription, Second Edition


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The AAMT Book of Style for Medical Transcription, Second Edition

Product details

Paperback: 546 pages

Publisher: American Association for Medical Transcription; Second edition (July 15, 2002)

Language: English

ISBN-10: 0935229388

ISBN-13: 978-0935229387

Product Dimensions:

8 x 1.2 x 8.5 inches

Shipping Weight: 2.2 pounds (View shipping rates and policies)

Average Customer Review:

4.4 out of 5 stars

33 customer reviews

Amazon Best Sellers Rank:

#1,074,354 in Books (See Top 100 in Books)

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Full of information.

I purchased The AAMT Book of Style for medical transcriptions. They are very expensive to purchase new. This was a bargain, and in perfect condition. I received it in like-new condition very promptly and will definitely look for others in the future.

This book is perfect. Goes into great detail on acceptable style and appropriate formatting for medical transcription. Purchasing this book used, it is in perfect condition with no marks or wear signs. This is an A+ seller. Thanks so much.

Just about everybody in transcription hates this book, but I needed it for my job. I was astonished and very happy to find a 2nd edition with CD at such a decent price.

This book has given me the knowledge and ability to transcribe medical records efficiently. Would recommend

I thought I had done this review already. But, again, I was happy with this purchase. The book was used but was in better condition than the seller said it was. This AAMT Book of Style is an essential book for medical transcriptionists, and the largest company in the U.S. that employes these people recommends this Edition 2. I could have paid, I guess, up to $60 for it new (maybe more) and got a perfectly adequate copy for about $12. So I'm happy!

I like the book, very useful.

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The AAMT Book of Style for Medical Transcription, Second Edition PDF

The AAMT Book of Style for Medical Transcription, Second Edition PDF

The AAMT Book of Style for Medical Transcription, Second Edition PDF
The AAMT Book of Style for Medical Transcription, Second Edition PDF

 
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