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d&d player's handbook 2nd edition: The New Player's Handbook Zeb Cook, 1995 Outlines how to determine a character's abilities, rules for character improvement, and mapping and combat procedures |
d&d player's handbook 2nd edition: Premium 2nd Edition Advanced Dungeons and Dragons Dungeon Master's Guide , 2013 For many gamers, the 2nd Edition Advanced Dungeons & Dragons core rulebooks were their introduction to the roleplaying game hobby. The AD&D Dungeon Master's Guide presents all of the information a DM needs to run adventures, challenge players, and advance his or her campaign. This reprint of the classic rulebook features a new cover design. |
d&d player's handbook 2nd edition: Player's Handbook Jeremy Crawford, Mike Mearls, James Wyatt, 2009 This companion to the 'Player's handbook' core rulebook introduces the primal power source, which draws on the spirits that preserve and sustain the world. This book includes four classes tied to the primal power source: the barbarian, the druid, the shaman, and the warden. It also presents four new arcane and divine classes: the avenger, the bard, the invoker, and the sorcerer. |
d&d player's handbook 2nd edition: Of Dice and Men David M. Ewalt, 2013-08-20 A definitive look at Dungeons & Dragons traces its origins on the battlefields of ancient Europe through the hysteria that linked it to satanic rituals and teen suicides and to its apotheosis as father of the modern video game industry. |
d&d player's handbook 2nd edition: Tantras Scott Ciencin, 2011-12-13 Falsely accused of murder, heroes Midnight and Adon must identify the true assassin in order to save themselves and the Forgotten Realms When Elminster the mage is announced dead, adventurers Midnight and Adon are accused of his murder. Suddenly, the two friends are caught amongst the swirling forces of good and evil, unknowingly implicated in a plot concocted by Bane—the god of murder—who is desperate to return to his former power. Bane and his allies will stop at nothing to recover the lost Tables of Fate, artifacts that preserve the balance between Law and Chaos—and may even restore Bane to his former glory. As the evil surrounding Midnight and Adon grows more potent, their quest to defeat Bane and prove their innocence grows fraught with betrayals from both friends and enemies alike. Without anyone to trust, can Midnight and Adon find a way to clear their names and save the Realms from a terrible fate? |
d&d player's handbook 2nd edition: Night Below Carl Sargent, TSR Inc. Staff, 1995-11 The ultimate dungeon adventure is back in print again because the fans demanded it! Set in the Underdark and designed to be used in any AD&DRM campaign, Night Below presents an epic adventure that takes player characters from 1st level to loth level and beyond. Available again for a limited time, this huge adventure is packed with plots, subplots, sinister conspiracies, and action on a grand scale. |
d&d player's handbook 2nd edition: Dungeons & Dragons Player's Handbook (Core Rulebook, D&D Roleplaying Game) Dungeons & Dragons, 2014-08-19 Create heroic characters for the world’s greatest roleplaying game. The Player’s Handbook is the essential reference for every Dungeons & Dragons roleplayer. It contains rules for character creation and advancement, backgrounds and skills, exploration and combat, equipment, spells, and much more. Use this book to create characters from among the most iconic D&D races and classes. Publisher’s Weekly #1 Best Seller in Hardcover Nonfiction Wall Street Journal #1 Best Seller in Hardcover Nonfiction • In Dungeons & Dragons, you and your friends coauthor your own legend. Guided by a Dungeon Master, you create characters and play their roles in a story, rolling dice and navigating maps as you unfold a tale as limitless as your imagination. • The Player’s Handbook is the first of three D&D core rulebooks, along with the Monster Manual and the Dungeon Master’s Guide. The Player’s Handbook is the cornerstone. It’s the foundational text of D&D’s fifth edition—for beginners and for veterans alike. • The Player’s Handbook walks you through how to create a Dungeons & Dragons character—the role you’ll play in the D&D world. • Dungeons & Dragons is the world’s greatest roleplaying game. Created in 1974, D&D transformed gaming culture by blending traditional fantasy with miniatures and wargaming. |
d&d player's handbook 2nd edition: The Complete Fighter's Handbook Aaron Allston, 1989-12-01 Fantasirollespil. |
d&d player's handbook 2nd edition: Encyclopedia Magica Dale S. Henson, 1994 |
d&d player's handbook 2nd edition: Advanced Dungeons & Dragons Gary Gygax, Wizards of the Coast RPG Team, 2012 |
d&d player's handbook 2nd edition: Harley Quinn: The Animated Series: The Eat. Bang! Kill. Tour (2021-) #1 Tee Franklin, 2021-08-03 Picking up directly from the cliffhanger ending of Harley Quinn: The Animated Series, Harley and Ivy are on the run after narrowly escaping Ivy's ill-fated wedding to Kite Man. But who is chasing them, and where will this Thelma-and-Louise journey end? It all starts here! |
d&d player's handbook 2nd edition: Legacy of the Crystal Shard R. A. Salvatore, James Wyatt, Jeffrey Ludwig, 2013 Return to Icewind Dale! Legacy of the Crystal Shard presents Icewind Dale in the time of the Sundering, a period that will define the future of the Forgotten Realms. In addition to providing 64 pages of in-depth information on the settlements of Ten Towns and their inhabitants, this product includes a harrowing 32-page adventure in which the player characters defend Icewind Dale against a rising threat with ties to the past. Legacy of the Crystal Shard allows characters to participate in important events connected to the Sundering and glimpse the future of the Forgotten Realms. Components: 64-page setting book describing Icewind Dale and its inhabitants 32-page adventure book Four-panel, foldout DM screen keyed to the adventure Illustrated folder |
d&d player's handbook 2nd edition: Roleplaying Game Paizo Publishing, 2017-06-20 Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison--Title page verso. |
d&d player's handbook 2nd edition: Ravenloft Andrew Cermak, James Mangrum, John W. Mangrum, Stuart Turner, Andrew Wyatt, 2001-10 A night of eternal terror. A world ruled by fear and horror. Vampires who command the night. Shapeshifters who prowl the forests. Eldritch ghouls and undead skeletons who prey upon a fearful populace. If ever a world needed heroes, it is the world of Ravenloft. |
d&d player's handbook 2nd edition: Faiths and Avatars Julia Martin, Eric L. Boyd, 1996 |
d&d player's handbook 2nd edition: DragonLance Adventures Tracy Hickman, Margaret Weis, 1987 Details the background, characters, magic weapons, and rules connected with this advanced form of Dungeons and Dragons. |
d&d player's handbook 2nd edition: Dungeons & Dragons Acquisitions Incorporated HC (D&D Campaign Accessory Hardcover Book) Wizards RPG Team, 2019-06-18 Explore a wealth of peril and personalities in this campaign book for the world’s greatest roleplaying game, Dungeons & Dragons. Acquisitions Incorporated is a different flavor of Dungeons & Dragons. A fifth edition D&D book created in partnership with Penny Arcade Inc. and inspired by the podcast and web series, this book is full of madcap heists, hilarious moments, and all the ingredients you need to include the adventurers of Acquisitions Incorporated in your own fifth edition D&D campaign. • Start up your own Acquisitions Incorporated franchise in the Forgotten Realms or anywhere in the multiverse. • Live out your fantasy of climbing the corporate ladder of the most notorious retrieval agency in the Forgotten Realms—Acquisitions Incorporated. • The 224-page book will give Dungeon Masters and players plenty of bits to play a D&D fifth edition game just as if you were on stage with the crew at PAX! New backgrounds, character options, franchise information and more. • You'll also find an adventure that will take characters from levels 1 through 6, establishing your party's claim on a world they've just begun to explore—and to strip-mine for profit. Dungeons & Dragons is the world’s greatest roleplaying game. Created in 1974, D&D transformed gaming culture by blending traditional fantasy with miniatures and wargaming. |
d&d player's handbook 2nd edition: Castles & Crusades Player's Handbook Lord Games Troll, 2017-07 Weve moved to the 7th printing of the Castles & Crusades Players Handbook. A pillar of the table top RPG industry, Castles & Crusades embodies the spirit of the old-school gamer with the easy to use modern mechanics. The Players Handbook has all you need to get started in a wild ride of adventure! Its easy to learn attribute-based rules system allows players to choose among 13 archetypal character classes and 7 races to create their characters. Spells, equipment, fast-paced combat rules, and all essential information needed to play a game of Castles & Crusades is in this book. Made in the USA. |
d&d player's handbook 2nd edition: Planes of Chaos Wolfgang Baur, L. W. Smith, 1994-07-01 |
d&d player's handbook 2nd edition: Player's Handbook for the AD&D Game Wizards RPG Team, 2013 For many gamers, the 2nd Edition Advanced Dungeons & Dragons core rulebooks were their introduction to the roleplaying game hobby. The AD&D Player's Handbook presents all of the information a player needs to create an AD&D character from scratch and advance the character in level. This reprint of the classic rulebook features a new cover design. |
d&d player's handbook 2nd edition: Premium 2nd Edition Advanced Dungeons and Dragons Dungeon Master's Guide , 2013 For many gamers, the 2nd Edition Advanced Dungeons & Dragons core rulebooks were their introduction to the roleplaying game hobby. The AD&D Dungeon Master's Guide presents all of the information a DM needs to run adventures, challenge players, and advance his or her campaign. This reprint of the classic rulebook features a new cover design. |
d&d player's handbook 2nd edition: Advanced Dungeons and Dragons David Cook, Gary Gygax, 1989 Augments and expands on the rules of play for the Dungeons & Dragons role-playing game, explaining the role of the Dungeon Master and reconciling previously discovered inaccuracies, inconsistencies, and other problems. |
d&d player's handbook 2nd edition: Dungeons and Dragons and Philosophy Christopher Robichaud, 2014-08-05 Do demons and devils have free will? Does justice exist in Menzoberranzan? What’s the morality involved with player characters casting necromancy and summoning spells? Dungeons & Dragons and Philosophy probes the rich terrain of philosophically compelling concepts and ideas that underlie Dungeons & Dragons, the legendary fantasy role-playing game that grew into a world-wide cultural phenomenon. A series of accessible essays reveals what the imaginary worlds of D&D can teach us about ethics, morality, metaphysics and more. Illustrates a wide variety of philosophical concepts and ideas that arise in Dungeons & Dragons gameplay and presents them in an accessible and entertaining manner Reveals how the strategies, tactics, improvisations, and role-play employed by D&D enthusiasts have startling parallels in the real world of philosophy Explores a wide range of philosophical topics, including the nature of free will, the metaphysics of personal identity, the morality of crafting fictions, sex and gender issues in tabletop gameplay, and friendship and collaborative storytelling Provides gamers with deep philosophical insights that can lead to a richer appreciation of D&D and any gaming experience |
d&d player's handbook 2nd edition: Fifty Years of Dungeons & Dragons Premeet Sidhu, Marcus Carter, Jose P. Zagal, 2024-11-19 On the fiftieth anniversary of Dungeons & Dragons, a collection of essays that explores and celebrates the game’s legacy and its tremendous impact on gaming and popular culture. In 2024, the enormously influential tabletop role-playing game Dungeons & Dragons—also known as D&D—celebrates its fiftieth anniversary. To mark the occasion, editors Premeet Sidhu, Marcus Carter, and José Zagal have assembled an edited collection that celebrates and reflects on important parts of the game’s past, present, and future. Each chapter in Fifty Years of Dungeons & Dragons explores why the nondigital game is more popular than ever—with sales increasing 33 percent during the COVID-19 pandemic, despite worldwide lockdowns—and offers readers the opportunity to critically reflect on their own experiences, perceptions, and play of D&D. Fifty Years of Dungeons & Dragons draws on fascinating research and insight from expert scholars in the field, including: Gary Alan Fine, whose 1983 book Shared Fantasy remains a canonical text in game studies; Jon Peterson, celebrated D&D historian; Daniel Justice, Canada Research Chair in Indigenous Literature and Expressive Culture; and numerous leading and emerging scholars from the growing discipline of game studies, including Amanda Cote, Esther MacCallum-Stewart, and Aaron Trammell. The chapters cover a diverse range of topics—from D&D’s adoption in local contexts and classrooms and by queer communities to speculative interpretations of what D&D might look like in one hundred years—that aim to deepen readers’ understanding of the game. |
d&d player's handbook 2nd edition: The Role-Playing Society Andrew Byers, Francesco Crocco, 2016-03-01 Since the release of Dungeons & Dragons in 1974, role-playing games (RPGs) have spawned a vibrant industry and subculture whose characteristics and player experiences have been well explored. Yet little attention has been devoted to the ways RPGs have shaped society at large over the last four decades. Role-playing games influenced video game design, have been widely represented in film, television and other media, and have made their mark on education, social media, corporate training and the military. This collection of new essays illustrates the broad appeal and impact of RPGs. Topics range from a critical reexamination of the Satanic Panic of the 1980s, to the growing significance of RPGs in education, to the potential for serious RPGs to provoke awareness and social change. The contributors discuss the myriad subtle (and not-so-subtle) ways in which the values, concepts and mechanics of RPGs have infiltrated popular culture. |
d&d player's handbook 2nd edition: Dungeons and Dragons 4th Edition For Dummies Bill Slavicsek, Richard Baker, 2009-01-29 Explore the fantasy world of D&D and delve into dungeons, slay monsters, and gain treasure! If you've been thinking of playing D&D or you've played before and you want to get up to speed on the all-new 4th Edition, this is the book for you. Here's what you need to know to join the fantasy fun. D&D terminology — understand what ability check, modifier, saving throw, AC, gp, hp, and XP mean Roll the dice — add modifiers and see if you rolled the d20 high enough to beat the challenge Minding your manners — know D&D etiquette so you'll be welcome in any adventure Character building — select your character's race and class, and choose the best powers, skills, feats, and gear Roleplaying — give your character a background and personality quirks Combat — use combat rules, a battle grid, and miniatures to play out furious battles Open the book and find: Everything a new player needs to get started playing D&D Details on four fantasy races and four iconic classes Explanations of every number and statistic on the character sheet The best magic items and equipment for characters of all classes Advice on roleplaying and teamwork A ready-to-use adventure to get you started as a Dungeon Master A ready-to-use battle grid with character and monster markers |
d&d player's handbook 2nd edition: The Routledge Handbook of Role-Playing Game Studies José P. Zagal, Sebastian Deterding, 2024-06-27 This Handbook provides a comprehensive guide to the latest research on role-playing games (RPGs) across disciplines, cultures, and media in one single, accessible volume. Collaboratively authored by more than 40 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live-action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Baldur’s Gate, Genshin Impact, and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like worldbuilding, immersion, and player-character relations, as well as explore actual play and streaming, diversity, equity, inclusion, jubensha, therapeutic uses of RPGs, and storygames, journaling games, and other forms of text-based RPGs. Each chapter includes definitions of key terms and recommended readings to help students and scholars new to RPG studies find their way into this interdisciplinary field. A comprehensive reference volume ideal for students and scholars of game studies and immersive experiences and those looking to learn more about the ever-growing, interdisciplinary field of RPG studies. |
d&d player's handbook 2nd edition: Slaying the Dragon Ben Riggs, 2022-07-19 Role-playing game historian Ben Riggs unveils the secret history of TSR— the company that unleashed imaginations with Dungeons & Dragons, was driven into ruin by disastrous management decisions, and then saved by their bitterest rival. Ben Riggs manages to walk the fine line between historical accuracy and fun about as well as anyone and SLAYING THE DRAGON is equal parts historical accuracy and entertainment. It was an essential read for me while directing and producing the Official D&D documentary but I’d recommend it to anyone regardless of the subject material. It’s a wild and fun ride through the turbulent history of one the most influential brands in our lifetime. - JOE MANGANIELLO Co-created by wargame enthusiasts Gary Gygax and Dave Arneson, the original Dungeons & Dragons role-playing game released by TSR (Tactical Studies Rules) in 1974 created a radical new medium: the role-playing game. For the next two decades, TSR rocketed to success, producing multiple editions of D&D, numerous settings for the game, magazines, video games, New York Times bestselling novels by Margaret Weis, Tracy Hickman, and R. A. Salvatore, and even a TV show! But by 1997, a series of ruinous choices and failed projects brought TSR to the edge of doom—only to be saved by their fiercest competitor, Wizards of the Coast, the company behind the collectible card game Magic: The Gathering. Unearthed from Ben Riggs’s own adventurous campaign of in-depth research, interviews with major players, and acquisitions of secret documents, Slaying the Dragon reveals the true story of the rise and fall of TSR. Go behind the scenes of their Lake Geneva headquarters where innovative artists and writers redefined the sword and sorcery genre, managers and executives sabotaged their own success by alienating their top talent, ignoring their customer fanbase, accruing a mountain of debt, and agreeing to deals which, by the end, made them into a publishing company unable to publish so much as a postcard. As epic and fantastic as the adventures TSR published, Slaying the Dragon is the legendary tale of the rise and fall of the company that created the role-playing game world. |
d&d player's handbook 2nd edition: Game Preview Nicolae Sfetcu, 2014-05-04 A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc. While many different subdivisions have been proposed, anthropologists classify games under three major headings, and have drawn some conclusions as to the social bases that each sort of game requires. They divide games broadly into, games of pure skill, such as hopscotch and target shooting; games of pure strategy, such as checkers, go, or tic-tac-toe; and games of chance, such as craps and snakes and ladders. A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc. |
d&d player's handbook 2nd edition: Baldur's Gate II Matt Bell, 2015 Bell's book explores BG2's immersive narrative and complex mechanics, unpacks how RPG systems enable our emotional investment in characters, investigates the game's non-linear story, and relates his own struggle to reconcile being a serious adult with his love of D&D and video games. |
d&d player's handbook 2nd edition: Race and Popular Fantasy Literature Helen Young, 2015-08-11 This book illuminates the racialized nature of twenty-first century Western popular culture by exploring how discourses of race circulate in the Fantasy genre. It examines not only major texts in the genre, but also the impact of franchises, industry, editorial and authorial practices, and fan engagements on race and representation. Approaching Fantasy as a significant element of popular culture, it visits the struggles over race, racism, and white privilege that are enacted within creative works across media and the communities which revolve around them. While scholars of Science Fiction have explored the genre’s racialized constructs of possible futures, this book is the first examination of Fantasy to take up the topic of race in depth. The book’s interdisciplinary approach, drawing on Literary, Cultural, Fan, and Whiteness Studies, offers a cultural history of the anxieties which haunt Western popular culture in a century eager to declare itself post-race. The beginnings of the Fantasy genre’s habits of whiteness in the twentieth century are examined, with an exploration of the continuing impact of older problematic works through franchising, adaptation, and imitation. Young also discusses the major twenty-first century sub-genres which both re-use and subvert Fantasy conventions. The final chapter explores debates and anti-racist praxis in authorial and fan communities. With its multi-pronged approach and innovative methodology, this book is an important and original contribution to studies of race, Fantasy, and twenty-first century popular culture. |
d&d player's handbook 2nd edition: Once and Future Antiquities in Science Fiction and Fantasy Brett M. Rogers, Benjamin Eldon Stevens, 2018-12-27 In 15 all-new essays, this volume explores how science fiction and fantasy draw on materials from ancient Greece and Rome, 'displacing' them from their original settings-in time and space, in points of origins and genre-and encouraging readers to consider similar 'displacements' in the modern world. Modern examples from a wide range of media and genres-including Philip Pullman's His Dark Materials and the novels of Helen Oyeyemi, the Rocky Horror Picture Show and Hayao Miyazaki's Spirited Away, and the role-playing games Dungeons and Dragons and Warhammer 40K-are brought alongside episodes from ancient myth, important moments from history, and more. All together, these multifaceted studies add to our understanding of how science fiction and fantasy form important areas of classical reception, not only transmitting but also transmuting images of antiquity. The volume concludes with an inspiring personal reflection from the New York Times-bestselling author of speculative fiction, Catherynne M. Valente, offering her perspective on the limitless potential of the classical world to resonate with experience today. |
d&d player's handbook 2nd edition: Stranger Things Psychology Travis Langley, 2023-02-21 Monsters of the Upside Down, beware! Travis Langley (author of the acclaimed Batman and Psychology) returns with a group of expert contributors to explore these and other questions to shine a light on true human nature through the Netflix series and cultural phenomenon, Stranger Things. When do feelings of grief, guilt, depression, fear, and isolation tear us down, and how do we transform them into hope, inspiration, forgiveness, acceptance, and motivation to do what's right? Growing up is hard enough without metaphors for the dangers that lurk in life's shadows springing to life in the form of monsters, villains, conspiracies, and enemy soldiers. How do we navigate friendships to unite against bullying and its many forms? What happens to missing persons' families or those once lost upon their return? Can games and fantasy help us connect with others and make sense of real life? Stranger Things Psychology: Life Upside Down descends into the dark side of adolescence to find the light on the other side of the ultimate coming-of-age story. Contributors: Travis Adams * Jenna Busch * Shelly Clevenger * Erin Currie * Victor Dandridge Jr. * Andrea Frantz * Larisa A. Garski * Wind Goodfriend * Vanessa Hintz * J. Scott Jordan * Greta Kaluzeviciute * Alex Langley * Kevin Lu * Harpreet Malla * Justine Mastin * Brittani Oliver Sillas-Navarro * Leandra Parris * Billy San Juan * Janina Scarlet * William Sharp * Benjamin A. Stover * Eric D. Wesselmann The proceeds go to help rescue and assist missing and exploited children. |
d&d player's handbook 2nd edition: The Complete Sha'Ir Handbook Steve Kurtz, 1994-03-01 |
d&d player's handbook 2nd edition: The Player's Guide to the Forgotten Realms Campaign , 1993-12-01 The perfect introduction for the beginner to the Forgotten Realms campaign setting, this product presents everything that players of all levels of expertise need to know to begin playing in the fabulous world of Toril. Illustrations, some in color. |
d&d player's handbook 2nd edition: Salt and Sea Dogs: The Pirates of Tellene Travis Stout, 2003 |
d&d player's handbook 2nd edition: Dungeons & Dragons Player's Handbook (Core Rulebook, D&D Roleplaying Game) Dungeons & Dragons, 2014-08-19 Create heroic characters for the world’s greatest roleplaying game. The Player’s Handbook is the essential reference for every Dungeons & Dragons roleplayer. It contains rules for character creation and advancement, backgrounds and skills, exploration and combat, equipment, spells, and much more. Use this book to create characters from among the most iconic D&D races and classes. Publisher’s Weekly #1 Best Seller in Hardcover Nonfiction Wall Street Journal #1 Best Seller in Hardcover Nonfiction • In Dungeons & Dragons, you and your friends coauthor your own legend. Guided by a Dungeon Master, you create characters and play their roles in a story, rolling dice and navigating maps as you unfold a tale as limitless as your imagination. • The Player’s Handbook is the first of three D&D core rulebooks, along with the Monster Manual and the Dungeon Master’s Guide. The Player’s Handbook is the cornerstone. It’s the foundational text of D&D’s fifth edition—for beginners and for veterans alike. • The Player’s Handbook walks you through how to create a Dungeons & Dragons character—the role you’ll play in the D&D world. • Dungeons & Dragons is the world’s greatest roleplaying game. Created in 1974, D&D transformed gaming culture by blending traditional fantasy with miniatures and wargaming. |
d&d player's handbook 2nd edition: The Book of Artifacts Dave Cook, 1993-10-01 Part of the core rules to the AD&D second edition game system, this book provides detailed information on magical items and how to make them. All players and game masters. Illustrations, some in color. |
d&d player's handbook 2nd edition: Player's Guide to the Dragonlance Campaign TSR Inc, 1993-08-01 Novel readers and AD&D players are always looking for a new challenge. This product provides all the information they need to begin riding dragons in the skies of Krynn. Beginners and experienced players alike will thrill at the glory and adventure of this newest guide to the Dragonlance campaign world. Leatherette cover. *****Marion, add to end of title: gn (PG1)***** |
d&d player's handbook 2nd edition: Advanced Dungeons & Dragons Monstrous Manual , 2013 This book gathers all monsters into a single volume and describes each in detail, including their behaviour, combat modes, climate they inhabit, social organization, intelligence, diet, speed and mode of movement, and more.--From p. [3]. |
dd to - 知乎
Apr 11, 2025 · 来酷 斗战者 战7000锐龙版,一线品牌性价比大杀器来了 它来了它来了,性价比炸裂的一线品牌游戏本,联想旗下来酷斗战者战7000锐龙版开启预约,r9 …
网络用词dd是什么意思? - 知乎
DD意为"无论是谁都最喜欢"(だれでもだいすき 我爱大家)的简写。取假名音 Da re de mo Da i su ki中大写的D和D。在日本一些论坛或大街上能经常看到。 DD也即“大 …
yyyy-mm-dd日期格式跟yyyy-m-d有什么区别? - 知乎
Sep 2, 2023 · 所以对于日期来说,通常会用yyyy--mm--dd这种格式来表示,一方面来说,可读性、兼容性更强;另一方面,因为yyyy-mm-dd是固定长度的,它在数据库和电子 …
请问dd水,DEPC水,去离子水,蒸馏水分别是什么,有什么区别?
dd水(double distilled water): dd水是经过了两次蒸馏得到的水,中文名双蒸水、重蒸水。 DEPC水: DEPC水是先用DEPC处理,后经高温高压灭菌得到的超纯水, DEPC …
如何迅速看懂一张核磁共振氢谱图? - 知乎
所以 H1 ---》 dd (double doublet) 再看 H2 同理,一样被H1和H3裂分成一个双双重峰。 我们再看 H3 被三个不同位置的氢裂分(H1 H2 H4) 所以你会看到 双双双重 …
dd to - 知乎
Apr 11, 2025 · 来酷 斗战者 战7000锐龙版,一线品牌性价比大杀器来了 它来了它来了,性价比炸裂的一线品牌游戏本,联想旗下来酷斗战者战7000锐龙版开启预约,r9-8940hx +5060 显卡首发到 …
网络用词dd是什么意思? - 知乎
DD意为"无论是谁都最喜欢"(だれでもだいすき 我爱大家)的简写。取假名音 Da re de mo Da i su ki中大写的D和D。在日本一些论坛或大街上能经常看到。 DD也即“大大”(Da Da)的意思,同大神。属 …
yyyy-mm-dd日期格式跟yyyy-m-d有什么区别? - 知乎
Sep 2, 2023 · 所以对于日期来说,通常会用yyyy--mm--dd这种格式来表示,一方面来说,可读性、兼容性更强;另一方面,因为yyyy-mm-dd是固定长度的,它在数据库和电子表格等应用中,往往更容 …
请问dd水,DEPC水,去离子水,蒸馏水分别是什么,有什么区 …
dd水(double distilled water): dd水是经过了两次蒸馏得到的水,中文名双蒸水、重蒸水。 DEPC水: DEPC水是先用DEPC处理,后经高温高压灭菌得到的超纯水, DEPC水基本上不含DEPC,DEPC会被 …
如何迅速看懂一张核磁共振氢谱图? - 知乎
所以 H1 ---》 dd (double doublet) 再看 H2 同理,一样被H1和H3裂分成一个双双重峰。 我们再看 H3 被三个不同位置的氢裂分(H1 H2 H4) 所以你会看到 双双双重峰(double double doublet)
怎样在 Excel 中将文本转换为日期格式? - 知乎
知乎,中文互联网高质量的问答社区和创作者聚集的原创内容平台,于 2011 年 1 月正式上线,以「让人们更好的分享知识、经验和见解,找到自己的解答」为品牌使命。知乎凭借认真、专业、友善的社区 …
如何评价ThinkBook 14+/16+ 2025款,是否值得购买? - 知乎
25款TB 14+/16+ 已上架酷睿Ultra 200H、锐龙AI 300版本,基本是常规迭代,是否值得购买?
C盘APPData目录如何清理,目前占用了几十G? - 知乎
C盘APPData目录如何清理,目前占用了几十G。C盘已经飘红了。
日期格式化(yyyy-MM-dd)中,为什么 M 多大写? - 知乎
可以看出来使用"YYYY-MM-DD"格式化时间出现了错误! 具体是什么原因哪? 这是因为Java语言中在特定的时间或者数字等数据上,平时你感觉一切都OK!但是在特定时间、特定环境就会出问题的情 …
dd/MMM/yyyy这样的日期格式怎么输入? - 知乎
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