D&D 3.5 PH Reviewed

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D&D 3.5 PH Reviewed

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Revised Players Handbook (3.5) Review
by Jim Goings
7/6/2003

"Dungeons and Dragons Players Handbook v.3.5"
By Jonathan Tweet, Monte Cook, and Skip Williams
320 pages, Wizards of the Coast, $29.95
Hard Cover Book, full color illustrations
Purchase Now

Anticipated street date: July 18, 2003

Let us face it, the fact that you are reading this review places you in a social minority. Granted, the social minority is increasing at dramatic rates, but it is still, nonetheless, a misunderstood and misperceived group of people. Either we dungeon delvers are multiplying at a rate that people of regular social status cannot keep up with, or everyone is slowly turning into geeks. So here we are, dice in hand, Internet enabled role-playing geeks, twitching with mixed emotions at the latest incarnation of our favorite game. Yes, I know that you are not a geek (can you say denial), but I bet you know at least one or two of them. You know: those people you play D&D with every Friday night.

Interestingly enough, despite the stigma that only geeks and other dungeon dwellers play D&D, it has never been more popular than it is today. It seems to have abandoned is lawful-evil curse from the Eighties in favor of a more popular neutral alignment and has grown into worldwide past time. Who would have thought that a game that has been blamed for the deaths and corruption of teens in decades past and associated with heavy metal music and occults (Jack Chic anyone?) would be sold in Wal-Mart today? One trip around the mall will confirm just how popular and accepted the game has become. Waldenbooks, Amazon, Barnes and Noble, EBay, Borders, Gamekeeper, and even Electronics Boutique carry the core rulebooks. Family friendly has been the marketing path of Wizards of the Coast and it appears that they have succeeded, if to the detriment of the local hobby shops. After all, who can compete with giants like Amazon.com and Wal-Mart? Goodbye Mom and Pop, hello Mega-Mart!

Of course, D&D is not the only game in town, but it is the grandfather of all that defines RPG. All role-playing games, live-action, table, or digital, have been influenced by the Dungeons and Dragons series of games. I only mention these things to illustrate just how important this game is to a great many people; people like you and me. From tabletops to laptops, D&D is everywhere. Television, movies, computer games, console games, books, magazines, websites, miniatures, trading cards, you name it and the D&D brand has probably found it's way there. Next up: Dungeons and Dragons the lunchbox! Soon dodge ball and jungle gyms will be replaced with Regdar the warrior battling the Tarrasque to save the princess from the dreaded Phys-Ed teacher.

Now that the game is so popular, Wizards of the Coast has the tough job of trying to please the audience. After all, the folks that play D&D are a tough crowd to satisfy. We all tweak the rules and game to fit our own needs and complain bitterly when the official rules do not let our Half-Orc Barbarian cast fireball at the onslaught of ogre hoards. Personally, I have never cared for the flanking rules as officially presented. In my mind, a character fighting more than one attacker, whether they are diagonally opposed or not, is still more difficult than combating a single attacker. As a result, my game does not bother with those rules. Thank Olidammara for Rule 0. Your game probably uses Rule 0 more than once as well. Praise and criticism aside, WotC has provided the newest incarnation of the core rules and d20 system, version 3.5, attempting to improve the game.

So here you are, reading this review, hoping to understand the new rules and how they might affect your game. Chances are that you have already learned a few facts about the revised rules and have developed an opinion about them. For some changes, you would have done things differently no doubt. You might welcome other changes with open arms, eagerly awaiting the chance to incorporate them into your game. No matter your preconceived opinion about the revised Core Rulebooks, you are still here, reading this review. I will try not to disappoint. (Perform check: 8 + 1 = 9, uh oh)

The amount of changes in the Revised Players Handbook (RPHB or PHB3.5?) is staggering. You cannot even read past page 4 without running into major differences from the original PHB. In writing this review, I presume that you are familiar with the game and the original content of the PHB. My in-depth review will be easier to follow if you open your PHB and follow along, chapter by chapter with me.

Introduction
3 pages, + 0 pages

The first section ushers in an obvious improvement: an explanation of what Dungeons and Dragons is. Instead of barging into the semantics of character creation with a complicated form to fill out, the new introduction gently explains the game concepts. Having seen this new introduction, I do not understand how the original PHB went to print without it. Think about it, is it not bizarre that the original Core Rulebook I barely explains what D&D is? Thankfully, the new section is thoughtful and aimed at new players. Characters, adventures, basic rules, dice, combat, players, and dungeon masters are briefly outlined on the first three pages (after the credits and table of contents of course). Also added is a small section that explains the reasons behind the revisions to the rules. The new introduction is a significant improvement, especially for new players, and is sure to increase the adoption rate of the tabletop game. Anecdotally, it is interesting to note that Wizards removed the last paragraph from the original PHB that explained, "You are not your character." This is further evidence that D&D is more popularly accepted. Frankly, that paragraph was insulting and I am glad it has been removed.

Chapter One: Abilities
4 pages, + 0 pages

This section was left largely untouched save for a few sentences altered for clarification. Ability modifiers and bonus spells remain the same. However, it is here that a true genius as Wizards left his mark. Behold, the tables now have alternating colors for easy reading! Alas, you can refer to all tables in the RPHB without having to squint or use a ruler. Someone was really thinking. I mean really folks; this simple change is so refreshing that it is worth the five sentences I have devoted to it. Ok, I am done.

Chapter Two: Races
10 pages, + 0 pages

Dwarves have a base speed of 20ft as before, but are uniquely able to move at their full movement rate even while under a medium of heavy load (even while donning medium and heavy armor). Dwarven weapons are now martial weapons to a dwarf instead of exotic weapons. Duh! They also have a new racial ability that lets them resist bull rushes and trip checks made against them.

Gnomes now have weapon familiarity with gnome hooked hammers. (They are treated as martial weapons instead of exotic). Insert another resounding "Duh!" The favored class of a gnome is now a bard. Not only does the bard class no longer get the shaft by having a sub-class (Illusionist) as a favorite, the gnome now becomes the premier race for the song-wielding rogue. This makes sense for a few reasons, but it is satisfactory to know that the bard and the gnome, both previously under-valued in their own rights, are now predominant features of the game.

Half-Elves now receive a +2 bonus on Diplomacy and Gather Information checks. The given explanation is that they "get along naturally with all people." This is an interesting ability to give to a race that has to "try to fit in" and where some feel "like outsiders all their lives."

Elves, Half-Orcs and Halflings are unchanged, aside from the rewording of a few sentences for the sake of clarity that applies to the entire book.

Chapter Three: Classes
40 pages, + 4 pages

Get ready for some substantial changes. The classes are probably the most debated subject in D&D. Game balance, flavor, and role-playing are just some of the considerations that must be made when examining the core classes. WotC has made some remarkable modifications that are sure to change the way you play the game.

The "Base Save and Base Attack Bonuses" table has been modified. The Base Save Bonus (BSB) column has been split into two columns, one for BSB (good) and one for BSB (poor). Which column is used depends on the character class. The example given is of the fighter. Fighters use the poor column for Reflex and Will saves, and the good column for Fortitude saves. In similar fashion, the Base Attack Bonus (BAB) columns are split into three columns (good, average, and poor). These changes make the d20 system more palatable as specific classes are not mentioned in this table any longer. Since many d20 products have introduced new classes, publishers will no longer have to refer to a core class when detailing Base Save Bonuses. I would like to take this time to highlight once again how wonderful the alternate row coloring is on the tables. Pure genius!

Barbarian abilities are largely unchanged except that the levels at which they gained them is different. For example, Greater Rage is now on 11th level instead of 15th. In addition, Barbarians receive a few new abilities: Trap Sense (bonus to reflex saves versus traps), Indomitable Will (resist enchantment spells while raging), Tireless Rage (no longer fatigues after raging), and Might Rage (bonus to Strength and Constitution increase even more than the normal rage bonus). The Intuit Direction class skill was replaced with the more sensible Survival skill (which replaced the aforementioned skill entirely).

Bards no longer receive alchemy or scry as class skills; instead, they have the new skill "Sleight of Hand", an expanded version of Pick Pockets. Bards also receive more starting and level skill points (6 + Intelligence modifier) x 4. They are now proficient with all of the weapons listed in the original PHB instead of having to choose just one. The Bardic Music abilities are now granted at different levels, yet still require a number of ranks in the perform skill to use them. New abilities include Inspire Heroics (bonus to saves and AC) and Song of Freedom (break enchantments). Bards can now replace spells in their repertoire with new ones every few levels if they so desire. This ability seems particularly fitting to the flavor of a Bard.

Clerics gained two new skills, Knowledge (history) and Knowledge (the planes). However, the most significant change for the cleric is the new mass healing spells that can be cast spontaneously. For example, Mass Cure Light Wounds will heal 1d8 + 1 point per cast level on one creature / level (no two targets can be more than 30 feet apart). In essence, Clerics now have Chain Cure Light Wounds. Evil Clerics gain the opposite ability, Mass Inflict Light Wounds as well. These are interesting changes and are among the most questionable changes given that Clerics are often perceived as the most powerful class.

Druids' animal companions have been overhauled. They are now considered magical beasts and advance in power as the Druid gains levels. An entire page was devoted to the new animal companions rules. A new ability, Wild Empathy, allows the Druid to improve the disposition of an animal in a manner similar to the diplomacy skill. Druids also gain further advancement of their Wild Shape abilities at 20th level (they previously stopped advancing at 18th level).

Fighters are mostly unchanged. However, many combat feats have been added and revised, making fighters even more versatile (perhaps overly so).

Monks underwent a great deal of revision. The most impacting change is to their class abilities. At some levels, instead of gaining a specific ability, the monk may select a bonus feat from a list, making monks less like clones of one another. Many of the existing abilities have been altered as well. For example, Ki Strike is now 3 different abilities, one for magic, lawful, and adamantine respectively. Each of the abilities is available at different levels as well. Flurry of Blows has been improved as well. At 11th level, the Monk gains an additional attack for a total of 2 bonus attacks when using this ability. The Monk table features a new column that explains the Flurry of Blows attack bonuses for each level. This usability improvement will decrease the amount of Excedrin required for creating and leveling your monk. Further, the superman-like maximum speed of the monk is still 90ft. Seriously, 90ft x 5 (sprint) in 6 seconds is a comical 51 MPH!

Paladins can now only remove disease a maximum of five times per week, but can now smite evil more often. When famine strikes and you can no longer remove diseases, you can just start striking down the evil doers to reduce the inflicted population! The most significant, and best, change to the Paladin is the new rules governing mounts. Paladins can now summon their mounts from the celestial plane where they reside once per day. The mounts stay with the Paladin for a number of hours based on his level and can be dismissed at will. Come on, how many of you lost your trusted steed when you left him with the goblin valet outside the dungeon entrance. This change calls for another triumphant (say it with me now) "Duh!"

Rangers have been slightly gimped, as their hit die is now a d8 instead of d10. However, many new class abilities are available, making the Ranger a much more attractive class. In fact, the new class abilities make it very desirable indeed. What is that you say? Can Rangers finally fight with two weapons like a champion instead of a clumsy oaf fighter wannabe? Well, sort of. At second level, Rangers have a choice of two combat style paths. He can choose either the path of archery or the path of two-weapon combat. If he chooses archery, the Ranger gains the Rapid Shot feat free and does not need to meet the prerequisites. The two-weapon combat path affords the Ranger the Two-Weapon Fighting feat free and does not need to meet the prerequisites. This new option is very intriguing at the very least. These abilities increase in benefit two more times, at level 6 and level 11. Given that and the addition of several feats, Rangers can finally reduce their two-weapon fighting penalties to a respectable level. In addition to their normal abilities, Rangers also gain the following abilities at different levels: Track, Wild Empathy, Combat Style, Endurance, Animal Companion, Woodland Stride, Swift Tracker, Evasion, Camouflage, and Hide in Plain Sight. As if that was not enough, Rangers now receive more skill points (6 + Intelligence Modifier) x 4. If you are not interested in this revised class, check your pulse for I fear you are dead.

Rogues have changed very little. They now have the new abilities Trap Finding and Trap Sense, and obviously have access to the new Sleight of Hand skill (a more versatile replacement of Pick Pockets).

Sorcerers can now change their spells known in a manner similar to Bards. Basically, on 4th level and every 2 levels thereafter, the sorcerer can replace a known spell with a new one. Some of the familiar bonuses have changed as well, but otherwise, the sorcerer is largely the same.

Wizard specialization rules are now simpler. Except for divination, any chosen specialist school requires that the Wizard give up two other schools. Divination requires only one school to be lost. We can all be thankful that the overly complicated (but perhaps better-balanced) specialization rules have been pruned to something more simple and useful. However, I generally prefer simple over balanced if given the choice. This is a game, after all.

The end of the class chapter is now expanded and rearranged, offering clear and useful information about experience, leveling and multiclassing. Most noteworthy is the detailed section of gaining experience and leveling your character. Systematic instructions are provided on how to advance your character in level. This section is not exactly new, but rather it's an expanded version of the same section removed from Chapter 7 and placed here instead. It is much improved, but I am not convinced that moving it from its original home in the Adventuring chapter was a good decision.

Chapter Four: Skills
26 pages, + 6 pages

While the function and use of skills has not changed, this section is larger and more useful to a great degree. The section on skill use and skill checks provides a lot more detail. For example, there is a new table listing skill synergies, detailing which skills give bonuses to other skills. Although skill synergies are not new, this is the first time a centralized list of them has existed. Ok, you are looking at page 59 of PHB right? I am sure that you will agree with me that the Skill table is not exactly eye friendly with the dots and larger dots, right? Well, I am afraid to say that although that table has been changed, it's not for the better. The new table has a large "C" to signify a class skill and a small "cc" to designate a cross-class skill. This makes the table a huge sea of "c's", pun fully intended. Even with the spectacularly awesome alternating row colors, this table still induces seizures on sight. This so-called "improvement" is a disaster of epic proportions. I am sure droves of people will be found dead, their corpses still twitching, with their freshly cracked revised Players Handbooks open to page 63. Let this be a warning to you.

More detail is provided for each skill, detailing examples of skill checks and the DCs for each. DM's rejoice! Now you can spend more time playing the game and less time guessing the difficulty class for a particular skill use.

There are many alterations to the available skill list. Alchemy has been folded into the craft skill. Animal Empathy has been combined into Handle Animal. Innuendo is now part of the Bluff skill. Knowledge (architecture and engineering), Knowledge (dungeoneering), Knowledge (geography), Knowledge (history), Knowledge (local), Knowledge (nobility and royalty), and Knowledge the Planes are all new to the core skill list. Pick Pockets has been replaced with Sleight of Hand. Read Lips is now part of the Spot skill. Scry is no longer on the list and I will be damned if I cannot find what skill it was folded into. Perhaps it has just been axed entirely. Intuit Direction and Wilderness Lore are now part of the Survival skill.

Once again, the changes in this chapter focused on simplification and ease of use. Other than the previously mentioned Table of Seizures +3, this chapter is a vast improvement over the original.

Chapter Five: Feats
16 pages, + 6 pages

The beginning of this section has a two-page monster of a table that not only lists all of the feats and their prerequisites; it also lists the benefit of each. Can you believe it? I am beside myself with joy and an extreme desire to choose feats for my character again just because of this handy dandy improved table. Once again, someone at Wizards had a moment of sheer genius.

The selection of feats has increased, offering over 110 feats, up from 74 in the original PHB. Most of these feats are from previously published works, but are all useful and welcome additions to the core rulebook. Many of the additional feats grant a +2 bonus to two skills such as Acrobatic (bonus to jump and tumble checks), Agile (bonus to balance and escape artist checks), and Animal Affinity (bonus to handle animal and ride checks).

Two-weapon fighting now includes the benefits of Ambidexterity. Shield Expert has been replaced with Improved Shield Bash. Spell Focus is now only a +1 bonus instead of a +2. The Power Attack line of feats has been expanded and includes Improved Bull Rush, Improved Overrun, and Improved Sunder. The Two-Weapon Fighting feat line now includes Two-Weapon Defense and Greater Two-Weapon Fighting, but the requirement for the latter is stiff (Dex 19). The Weapon Focus line of feats includes Greater Weapon Focus and Greater Weapon Specialization. Widen Spell has been added to the metamagic feat list as well.

Although most feats are not new to the game, the added feats present new and exciting options for the core classes. It is extremely refreshing to see the inclusion of many non-combat feats.

Chapter Six: Description
8 pages, + 0 pages

This does not appear to be much different. The layout has been altered, once again aimed at increasing clarity.

Chapter Seven: Equipment
22 pages, + 2 pages

The weapon categories section has been vastly improved upon. Detail is given for all manner of weapons. The usual information is provided for standard weapons, but the real plum of this section is the addition of new category details including double weapons, projectile weapons (crossbows, slings, etc), ammunition, inappropriately sized weapons (Halflings using ogre sized axes), and improvised weapons (how to use a barstool as a weapon).

The weapons table now features separate damage columns for small and medium sized weapons. A table has been added that covers the cost and weight of armor for unusual creatures. The Goods and Services table now lists the prices for spell casting (0 level through 9th level prices are given) and other services such as hirelings, messenger, road tolls and typical ships passage. Oddly, the Containers and Carriers table appears to have been omitted from the revised rules. How are players expected to know that a wagon can carry 500lbs or 2 tons without this table?

Chapter Eight: Combat
26 pages, + 0 pages

This is by far, the most improved chapter in the book. Whereas the original PHB fails at clearly explaining the combat system, the revised combat chapter makes the best effort to date. While I will not say that it is perfect, it is without a doubt, the most clear and detailed presentation of the combat rules I have ever seen. The chapter has been completely reorganized into a logical fashion, allowing in-game lookups to happen with speed and grace not previously possible. Ok, perhaps grace was a stretch.

New concepts are introduced for the battle grid. Borders, corners, intersections, and centerpoints are all important terms in the revised combat system. Attacks of Opportunity are concisely explained with useful and easy to understand examples. All of the old diagrams have been fed to a roper and have been replaced with diagrams that are actually useful and clearly labeled. Line of sight, withdrawing, 5-foot steps, diagonal movement, moving around corners, difficult terrain, moving and other creatures, squeezing movement, cover against ranged attacks, cover in melee, flanking, flanking with large creatures, flanking with reach, charging, and charging blocked are all important combat maneuvers that each feature their own diagram and clear explanations. The addition of these diagrams will surely reveal new aspects of these combat concepts to even the most experience players. I find myself referring to them often already.

Grappling has a much-needed expanded explanation, including step-by-step instructions for initiating a grapple. Rules for drawing a light weapon, escaping from a grapple, moving, retrieving a spell component, pinning your opponent, breaking another's pin, and using an opponent's weapon are all covered.

Each of the special attacks has easy to follow instructions as well. Aid Another, Bull Rush, Charge, Disarm, Feint, Mounted Combat, Overrun, Sunder, Splash Weapons, Trip and Turning are all concisely presented.

The improvements in this section are mind-blowing and ultimately refreshing when compared to the original presentation. Really, there is no comparison. Night and day, hot and cold, happy and sad, role-playing and power gaming… Big difference between the two. You get the idea.

Chapter Nine: Adventuring
8 pages, + 2 pages

Only a few things have been revised here. There is additional information on hampered movement and new tables outlining the hardness, hit points, and armor class of various objects.

Chapter Ten: Magic
12 pages, + 0 pages

There does not appear to be anything new here. The section was reorganized for clarity (successfully). A diagram explaining line attacks was added as well.

Chapter Eleven: Spells
122 pages, +7 pages

The devil is in the details in this section. Spell lists have changed, some changed to balance classes and others because spells themselves have been revised. The amount of changes is too large to detail in this review, but I will provide examples of the types of changes that were made. Suffice to say that you are going to have to check every spell you use for possible changes.

Over 50 spells were added to this chapter. Many of the additions are mass versions of existing spells. Bear's Endurance, Bull's Strength, Cat's Grace, all Cure Wounds, Eagle's Splendor, Enlarge Person, Fox's Cunning, Hold Monster, Hold Person, all Inflict Wounds, Owl's Wisdom, and Reduce Person all have mass version of the spells available for casters.

The spells Animal Friendship, Emotion (fear, friendship, and hate), Mass Haste (mass function included in Haste), Negative Energy Protection (included in Death Ward), Nystul's Undetectable Aura (included in Nystul's Magic Aura), Polymorph Other (included in Polymorph), Polymorph Self (included in Polymorph), Symbol (discord and hopelessness) were all deleted.

Many spells changed schools such as Bestow Curse (Trans - Necro), Bless Weapon (Trans - Necro), Flame Arrow (Conj - Trans), Plane Shift (Trans - Conj), Power Word X (Conj - Ench), Teleport (Trans - Conj), and Word of Recall (Trans - Conj). Many other spells have changed schools as well. This will obviously greatly affect any specialist wizard, as their spell selection will likely have to change.

The following spells have substantial changes to effects: Blade Barrier, Blindness/Deafness, Call Lightning, Endure Elements, Eyebite, Flame Arrow, Harm, Haste, Heal, Neutralize Poison, Otiluke's Freezing Sphere, Polymorph, Reduce Person, Righteous Might, Scrying, Great Scrying, and Wall of Force. Some of the more noteworthy changes are that Haste no longer allows an extra spell to be cast and Harm deals 10 points of damage per caster level to a maximum of 150 points (110-150).

Also, a huge portion of the spells have changed levels and been added to or removed from various class spell lists. In general, the Druid and the Ranger received many additional spells. I cannot cover all of the changes here so I will note some interesting examples. Etherealness has been moved from Clr6 to Clr9. Mass Heal has been increased to Clr9 from Clr8. Project Image has been increased to Wiz7 from Wiz6. Shades has been increased to Wiz9 from Wiz6. Sleet Storm has been decreased from Drd4 to Drd3. Status has been decreased from Clr4 to Clr2. All Symbol spells have been decreased by one or two levels. Wind Wall has been decreased from Rgr4 to Rgr2.

General Guidelines and Glossary, Index, and Character Sheet
16 pages, + 3 pages

As one would expect, the glossary is a bit longer given the focus this book has on organization and clarity. The index is the same length. A revised character sheet is included at the back of the book. The character sheet is mostly unremarkable save for one feature: there is a section on the front page devoted to the Grapple attack. This is a thoughtful touch and will be useful for those wishing to make use of the more clearly explained grapple rules.

Backward Compatability Guide 40 pages, Free Download (available after official release date)

So, what about those splat books? Never fear. When the book officially releases, Wizards will be providing a free backward compatibility guide that makes current accessories playable with the 3.5 rules.

Content: 5
Both the original and additional content are extremely useful and engaging. This is, afterall, Core Rulebook I, and without it, you cannot play the game. The new and changed content, especially the classes, feats, and spells are all worthwhile additions.

Originality: N/A
Since this book represents the basis of the entire Dungeon and Dragons and d20 line of games, judging it on originality would be pointless.

Simplicity / Clarity: 5
This is where this book shines. Although some of the rules themselves are too complicated, the new explanations could not be any clearer. Additional diagrams, complete re-writes and restructuring of each chapter makes this the most concise rulebook to date. If this book existed three years ago, the initial confusion about Attacks of Opportunity would have been eliminated.

Layout: 5
The entire book has been reorganized resulting in a much more polished product. Information, especially details about specific rules, is much easier to locate and use. Compared the original PHB, this work is so vastly superior in functional design and layout that it will certainly reduce the precious minutes, sometimes hours, lost each gaming session due to rule lookups.

Value: 4
At $29.95, this book comes in $10 more than its original version. The attractive $19.95 price tag is what enabled many people to adopt the game. It is most unfortunate that Wizards did not elect to continue the reduced price for the Revised Players Handbook. That said, this is still a terrific value. Even if you do not count the improved layout and design, you are paying a ten-dollar premium for more feats, skills, spells and other useful goodies. Adding the improvements to the additional content, this is not a bad deal at all. The organizational changes are worth the price tag alone, in my opinion.

However, there is a major problem that prevents me from awarding a 5 for value. There is no electronic character generator included. Considering the increased price tag, Wizards could have released the 3.5 rules early to the makers of PCGen and at least included a version of it with this book. We are back to pen and paper until someone makes a new generator that incorporates these rules. Given the complexity of the game in general and the amount of software available, I can find no reasonable excuse for Wizards not to provide electronic support for their products. Hello McFly, get with the program!

Overall: 5
The changes to the rules, for the most part, make this already great game into an even better one. Bards and Rangers received a much needed boost. The combat rules were clarified (to levels of painful detail in some cases) and a lot of content was added. This is an attractive book. Unfortunately, it does make your current PHB utterly useless.

Thanks to Power Munchkin, Green Gnome, and Mr. Fugu for the corrections.
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