The definitive reference guide of Dungeons & Dragons(R) core rules.
Tired of hauling all of your D&D rules supplements to the gaming table? Having trouble finding the rule you need? The Rules Compendium supplement takes all of the game's most important rules and presents them in a single comprehensive, easy-to-reference volume for players and Dungeon Masters.
In addition to presenting the rules of the game, the Rules Compendium incorporates official errata as well as behind-the-scenes designer and developer commentary explaining how the rules system has evolved and why certain rules work the way they do.
Chris Sims has played roleplaying games for 30 years, and he has helped produce games for nearly 10. Before he laired in the Seattle exurbs, he was an editor/designer at Wizards of the Coast. There, he worked Duel Masters, Dungeons & Dragons, and Magic: The Gathering.
I didn't read this book all the way through because that's not what it's meant for; this is a reference book which gathers in one place all of the rules needed to run a Dungeons & Dragons (3.5 edition) game. This is not to say that the core rule books and certain expansion (or "splat") books aren't necessary, but by and large this book should suffice when it becomes necessary to confer with the rules at the table. I mean let's face it: the rules for Dungeons & Dragons are expansive -- three 200 (or more) page rule books, not counting any supplements... Rules Compendium was a damn good idea.
Information is available elsewhere, but not in a format as easily referenced as this. In fact, I believe most of this information is contained within the SRD. Don't pay a lot for this book (anything above five or ten dollars probably isn't worth it) unless you really need the quick reference, PCs. DMs who are just learning or need to brush up on their rule skills would benefit from this book as it's got an A to Z listing of each of the different rules from two-weapon fighting to lighting to invisibility. If you find this one for ten dollars, you might just consider buying the offline version of the d20SRD.Org. That one references itself via links and contains a lot more information than this does.
The core conceit of 3rd edition Dungeons & Dragons was to use 20 sided die rolls as the primary method of determining success or failure at risky actions. The main purpose of the 3.5 revision was to shore up weak points in the system, which I think it did admirably. Yes, it was a little clunky and technical, but it provided a very robust framework for a wide variety of scenarios. In my opinion its greatest strength was that it invited players to consider their options limitless and provided dms with the tools needed to handle nearly any conceivable player action.