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Player's Handbook, Revised (2e)
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Player's Handbook, Revised (2e)

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Welcome to the GM's Day sale! From now through March 14th, this title has been marked down by up to 40%! For more values, visit our GM's Day sale page.

Here is the indispensable encyclopedia of fantasy role-playing. Everything the player needs is here: how to create a mighty hero or crafty wizard; uinque aspects of the elves, dwarves, halflings, and other fantasy races; all the weapons, armor, magical spells, and rules for thrilling battles against supernatural monsters. This fresh, new format for the Player's Handbook is your complete and illustrated guide to the world of heroic adventure!

Product History

Player's Handbook (1989), by David "Zeb" Cook with Steve Winter and Jon Pickens after Gary Gygax, is the first core rulebook for the AD&D 2e game. It was published in February 1989.

About the Title. Apostrophes were famously absent from the AD&D 1e line (1977-1988). The second-edition Player's Handbook (1989) was the first to show its apostrophe proudly; the punctuation would be used ever-after for the D&D line.

Moving Toward AD&D 2e. The first hint of what Gary Gygax called the "expansion, reorganization, and revision of the AD&D game system" appeared in Dragon #90 (October 1984). Gygax said it was about a year off, because his right-hand man, Frank Mentzer, was busy digging through Gygax's 300 pages of info on "The Temple of Elemental Evil". Gygax's timeline proved quite accurate. The cover of Dragon #103 (November 1985) proudly proclaimed that it would reveal the "Future of the AD&D game". Inside, Gary Gygax's "From the Sorceror's Scroll" column gave the reorganization a name: the second edition of AD&D.

AD&D first edition was only six years old at the time, but the recent releases of Unearthed Arcana (1985) and Oriental Adventures (1985) had introduced lots of rules revisions and expansions for the game. Gygax thus felt that it was time to pull everything back together. According to his plan, a new Players Handbook would incorporate portions of the original Player's Handbook and the two new player books. There was also talk of adding three new subclasses: the mystic (a cleric), the savant (a magic-user), and the jester (a bard).

Similarly, a new Monster Manual would combine material from Monster Manual (1977), Fiend Folio (1981), Monster Manual II (1983), and Dragon magazine articles of note. A new Dungeon Masters Guide and Legends & Lore would then finish things, off, compressing eight core hardcovers into four "hefty volumes" — though there was some discussion of producing a learner Players Handbook focused on character creation, to keep the entry point to the game cheap.

Except it never happened. At the end of 1985, Gary Gygax was forced out of the company that he'd founded, and his plans for second edition were abandoned.

Following Gygax's departure it took more than a year for TSR to return to the idea of a second edition of AD&D. At first, they too were considering a reorganization, what they called an "editing task" — but this idea was primarily driven by management, who was afraid of angering players and of obsoleting their profitable back catalogue. Meanwhile, editor Steve Winter was busy cutting and pasting together parts of the first-edition Players Handbook and Dungeon Masters Guide, to show how monumental of a task a simple reorganization was. He also raised concern about the shifting editorial voice in later books like Unearthed Arcana and Oriental Adventures, and so was able to convince management that more was needed. First he convinced them that AD&D should be rewritten, then that it should be redeveloped. When author Cook (re)announced the project in Dragon #117 (January 1987) he called it a "major reorganization, clean-up, and development".

And that's what Winter and Cook spent the next two and a half years on. Fans of TSR got regular updates in Dragon's new "Game Wizards" column (1987-1997). Some of those updates were quite controversial (and purposefully so). Meanwhile, work continued on. Director of Games Development Michael Dobson laid out the release plans in Dragon #124 (August 1987): the two core books were to be done by December 1987, then turned over to the RPGA for playtesting in early 1988, then returned to TSR for redevelopment in late 1988. The goal was to release the new game in "March or April 1989". By modern standards, it was a slightly short development cycle for D&D. By any standards, Dobson's scheduling was quite accurate, as the 2e Player's Handbook (1989) appeared in February 1989, then the 2e Dungeon Master's Guide (1989) in May.

Many Printings. The new Player's Handbook was reprinted more than ten times following its 1989 release. Then, about halfway through AD&D 2e's life cycle, a second edition (1995) of the book appeared. This was primarily a cosmetic change. It expanded the amount of color, revamped the illustrations, and increased the page count by 25% thanks to a looser layout. This new book was the foundation of AD&D 2.5e (1995-1997), though that nomenclature is based mainly on the books that followed it; the core rules were largely unchanged.

A third major edition (2013) of the 2e Player's Handbook appeared as part of Wizards of the Coast's premium reprint program. It used the 1995 revision as its basis, though it swapped out a couple of illustrations and cropped the original cover with a faux-leatherbound frame.

A Different Sort of Player's Handbook. The 1e Players Handbook (1978) was a very limited book that only provided the rules for creating characters — and not even all of those. Players didn't get to know how combat or saving throws worked. They weren't even told how to roll their characteristics! Unsurprisingly, the 1e Players Handbook was also a lot shorter than the 1e Dungeon Masters Guide (1979).

Second edition totally revamped those ideas, with the new Player's Handbook and Dungeon Master's Guide changing places in page count. Now the Player's Handbook was the core rulebook of the game. You got (almost) all of the character creation rules and everything else that players should know. There were still a few weird omissions — such as the level caps for demihumans only appearing in the Dungeon Master's Guide. Nonetheless, the new release was much closer to the modern conception of a D&D Player's Handbook.

What a Difference an Edition Makes: The Controversy. The controversy of 2e started early on, with a "Game Wizards" column that Cook wrote for Dragon #118 (February 1987) called "Who Dies?" There, he wrote about the need to trim down the list of character classes and suggested reasons to remove every one of the classes from Players Handbook, Unearthed Arcana, and Oriental Adventures. Then, he invited players to write to him with their own opinions.

Cook later said that he was intentionally trying "to get a reaction". And, boy did he. He was soon digging out from a deluge of hundreds of correspondences. Though many classes would eventually be cut from AD&D 2e, most of the classes that Cook talked about were actually safe — so call this a manufactured controversy.

A more sustained controversy emerged following James M. Ward's "Game Wizards" article in Dragon #154 (February 1990). There he admitted that "When the AD&D 2nd Edition rules came out, [he] had the designers and editors delete all mention of demons and devils." He said that this was because he was trying to avoid "Angry Mother Syndrome" and that TSR had been receiving a whopping "letter or two of complaint each week", many of them about the demons and devils in the original Monster Manual (1977). So, fiends were out. Though they'd appear under different names in MC8: "Monstrous Compendium Outer Planes Appendix" (1991), D&D wouldn't see hints of the forbidden names until the Wizards of the Coast era (1997+).

As it happens, one of the classes that Cook ended up cutting was the assassin, and many assume that this was also a part of Ward's bowdlerization of D&D. Cook says otherwise, stating that the class just wasn't good for party dynamics. The half-orc was also cut, but no one has talked about the precise reason for that removal.

What a Difference an Edition Makes: The Goals. Much of the organization of the new AD&D game came from editor Steve Winter, who was very clear about his goals. There were four of them, all clearly laid out in Dragon #126 (October 1987):

"First, the books should be restructured for easy reference. Second, all of the information on one topic should be in one place. Third, a player shouldn't have to pay for information he doesn't need when he buys the new Player's Handbook, and the DM shouldn't have to pay for redundant information when he buys the new Dungeon Master's Handbook. Fourth, everyone who currently owns the Players Handbook and Dungeon Masters Guide should feel that his money has been well spent when he buys the second editions of these books."

Cook had a few design guidelines of his own. First, the second edition must be largely compatible with the first (to preserve both players' investments and TSR's backlist). Second, the rules should be better written — a goal that Cook had a leg up on thanks to his writing of the D&D Expert Set (1981). Third, the new rules should once more be guidelines.

The last goal was a big change for AD&D, which Gygax had created to purposefully provide the D&D game with a very strict set of rules — in part to support tournament play. However, Cook was able to have his cake and eat it as well: though he presented the rules as guidelines and simultaneously included many optional rules, he also defined tournament rules that would be used for competitive gaming.

What a Difference an Edition Makes: The Mechanics. AD&D 2e was indeed relatively compatible with AD&D 1e. And, the biggest changes did turn out to be the paring down of character classes. Following Cook's thoughts in "Who Dies?", the assasin and monk were both dropped. However, the bard, which had also been marked for elimination, was saved by player response — though he now appeared in a dramatically different form, one that didn't have to move through other classes.

The biggest addition to the D&D rules was the "proficiency" skill rules, which built on the non-weapon proficiencies that Cook himself had created in Oriental Adventures (1985), and which had become increasingly prominent in the AD&D 1.5e era (1985-1988). The proficiency rules were listed as "optional", but they appeared throughout the examples in the new rules, and were generally considered standard by most gamers at the time.

The other big change was in the magic-user (now: mage) class. The traditional schools of magic in D&D now became "specialities", allowing for the creation of abjurers, invokers, necromancers, and other specific sorts of wizards. The traditional illusionist class was reimagined as one of these specialists. Clerics were similarly revamped so that their spells fell into spheres, with access determined by a god's portfolio. The game also moved toward the ideas of specialty priests by offering variant rules that allowed some clerics to use edged weapons.

Winter and Cook had considered much more far-ranging ideas while working on AD&D 2e — including eliminating character classes and reversing armor class — but in the end what they did was mostly cleanup. So, for example, THAC0 was brought into the core rules, where it had previously only been seen in supplements; and psionics were removed, to later be detailed in a non-core book. There were lots of other small changes, encompassing spells, combat, weapons, XP, levels, and everything else you can imagine. AD&D 2e was a very thorough rewrite and redesign … but one that kept as close to its source material as it could, given its goals.

About the Creators. TSR lost a lot of its rules writers in the mid '80s. Gary Gygax and Frank Mentzer headed off to form New Infinities Productions, while Tom Moldvay began writing for Avalon Hill. Fortunately, they still had David Cook on staff. He was the coauthor of Star Frontiers (1982) and Star Frontiers: Alpha Dawn (1983) and the author of the D&D Expert Set (1981), The Adventures of Indiana Jones (1984), the Conan Role-Playing Game (1985) … and perhaps most notably Oriental Adventures (1985).

About the Product Historian

The history of this product was researched and written by Shannon Appelcline, the editor-in-chief of RPGnet and the author of Designers & Dragons - a history of the roleplaying industry told one company at a time. Please feel free to mail corrections, comments, and additions to shannon.appelcline@gmail.com.

We (Wizards) recognize that some of the legacy content available on this website does not reflect the values of the Dungeons & Dragons franchise today. Some older content may reflect ethnic, racial, and gender prejudice that were commonplace in American society at that time. These depictions were wrong then and are wrong today. This content is presented as it was originally created, because to do otherwise would be the same as claiming these prejudices never existed. Dungeons & Dragons teaches that diversity is a strength, and we strive to make our D&D products as welcoming and inclusive as possible. This part of our work will never end.

 
 Customers Who Bought this Title also Purchased
Reviews (14)
Discussions (46)
Customer avatar
stephen G February 24, 2021 8:39 pm UTC
We need this in hardcover please
Customer avatar
George F February 24, 2021 8:51 pm UTC
PURCHASER
A hard cover in the original print with the Easley cover will be an instant sale here.
Customer avatar
Clinton W January 16, 2021 4:07 am UTC
I’m with Samy M! I was so excited to see this. Then, I realized it’s the dumb one that I already have and not the 1989 version that I love and miss so much. You can get the originals of these in hardbound from Amazon for like 23 bucks. They’re readily available and cheap because they’re ugly and no one likes them. The 1989 ones were beautiful works of art throughout. The players handbook, dungeon Masters guide had amazing paintings, incredible page layout, and beautiful typography. The revised (Black cover) 95 Versions were sad by comparison.

I really really really really really want to buy the 1989 versions in print. Is there any possibility we will see those at some point?
Customer avatar
SAMY M January 14, 2021 7:46 am UTC
PURCHASER
Extremely unhappy to learn this version is based on the 1995 version rather than the 1989 version. Much uglier and doesn't evoke any nostalgia for me personally. Would return and refund if I could find an easy link. Since I can't, I guess I'll chalk it up to user carelessness.
Customer avatar
Clinton W January 16, 2021 4:08 am UTC
THIS!!!
Customer avatar
Sam C December 30, 2020 12:29 am UTC
Was going to buy this but inly softcover? I’d like this to last!
Customer avatar
Nathan F November 30, 2020 10:00 pm UTC
Would love to see a hardcover option with the original art.
Customer avatar
Brian J August 21, 2020 1:56 am UTC
What is the difference between this version and the original? What is "Revised" in it?
Customer avatar
Lee S November 18, 2020 10:58 pm UTC
PURCHASER
The answers here explain it well, I think.
https://rpg.stackexchange.com/questions/6879/what-are-the-changes-introduced-in-the-revised-add-2e-core-rules
Customer avatar
Luca L August 17, 2020 9:40 am UTC
PURCHASER
Please provide hardcover versions. Softcover binding is POOR quality and books are opening apart...... Disappointed.
Customer avatar
James M July 30, 2020 6:48 am UTC
PURCHASER
Please consider offering a hardback version of this and the other core 2nd edition rulebooks. Thank you.
Customer avatar
James L July 29, 2020 2:31 am UTC
PURCHASER
I just got my Printed copy and its very nice. Excellent job.
Customer avatar
January 12, 2021 9:02 pm UTC
Has your binding held up?
Customer avatar
John C July 15, 2020 9:48 pm UTC
Is this sourcebook available for Fantasy Grounds?
Customer avatar
James L July 29, 2020 2:31 am UTC
PURCHASER
Yes, you order it on Fantasy Grounds
Customer avatar
Cody Y June 13, 2020 12:50 am UTC
Was going to buy until I seen it was softcover
Customer avatar
Jayce H May 23, 2020 12:07 pm UTC
PURCHASER
I would appreciate hardcovers of this, the 2e Dungeon Master's Guide, and the Monstrous Manual very much, as well as original cover versions of these and their 1e equivalents.
Customer avatar
Alatar T May 14, 2020 10:02 pm UTC
I would highly appreciate hard cover versions of these three books. I'm too afraid to buy the soft covers as they simply do not hold up well enough.
Customer avatar
Pieter L May 14, 2020 1:28 pm UTC
A hardcover of the first version (blue support color, better fonts and better layout) to replace my aging tome would be much appreciated.
Customer avatar
Sergio N May 14, 2020 1:58 pm UTC
Is there even a pdf version of the original 2e? I really think is much nicer, in art and layout (I prefer the 3 column layout).
Customer avatar
Ryan M July 19, 2020 7:10 pm UTC
Indeed, a PDF of the first 2e PHB would be much appreciated. The revised versions (black cover and this one) are internally hideous compared to the first one. The revised ones are incredibly hard on the eyes. The original printing's font and layout are vastly superior.
Customer avatar
Aaron B May 04, 2020 2:04 am UTC
A hardcover would be good
Customer avatar
Christopher B May 01, 2020 8:40 pm UTC
PURCHASER
Hardcover, hardcover hardcover; please, please, please!
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