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Player's Handbook

Dungeon Master's Guide

Monster Manual

Second edition progressed for a good eleven years before it got bogged down by all of the additional rules. Players and DMs alike felt the need for streamlining and compiling. During that time several smaller game systems were put out, mostly for the reason of testing out new rules that could potentially be used in the third edition. The rules presented in the fourth edition of Gamma World were those very rules that would become D&D 3e. The theme behind the new iteration of D&D was "make anything." In keeping with that, the system allowed a player to not only make any race/class combination, it also allowed a player to use any creature in the monster manual with minimal adjustment as a PC race.

Races: Dwarf, Elf, Gnome, Half-Elf, Half-Orc, Halfling, Human
Classes: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard
Alignments: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil
Level Range: 1 and up

D&D Adventure Game: Just like its 2.5e counterpart, this boxed set simply presents enough rules to run a handful of adventures before needing to pick up the core rulebooks. It serves simply as a simplified rules set to make learning the system easier.

Players Handbook: This book covers everything needed for character creation including races, classes, skills, feats, equipment, and spells. It also covers all the rules that a player needs to know such as combat procedures.

Races Base Classes Prestiege Classes
Dwarf Barbarian
Elf Bard
Gnome Cleric
Half-Elf Druid
Half-Orc Fighter
Halfling Monk
Human Paladin

Dungeon Masters Guide: The DMG covers subraces, making new classes, prestige races, NPCs, special abilities, environmental hazards, ability checks, saving throws, dungeon design, experience awards, treasure, magic items and magic item creation.

Races Base Classes Prestiege Classes
Arcane Archer
Dwarven Defender

Monster Manual: This book adapts several 2nd edition monsters to the 3rd edition rules. Most of these were straight statistical conversions more than reinterpretations like would later happen with the 3.5 edition of this book.

Psionics Handbook: Like the second edition core rulebooks, the core rulebooks does not mention rules for psionics. That approach has the benefit of modularity with various settings. Unlike the previous edition, this set of rules presents players with a choice of several base and prestige classes.

Races Base Classes Prestiege Classes
Psion Metamind
Psychic Warrior Pyrokineticist

Epic Level Handbook: This book presents rules for progressing beyond level 20 much like its predicessor: DUNGEON MASTER Option: High-Level Campaigns, presenting new rules, prestiege classes, feats, spells, monsters, magic itemsand even an epic level outer planar city to adventure in.

Races Base Classes Prestiege Classes
Agent Retriever
Cosmic Descryer
Divine Emissary
Epic Infiltrator
Guardian Paramount
High Proselytizer
Legendary Dreadnaught
Perfect Wight
Union Sentinel

Settings: With the advent of the Open Game License, anyone can produce material for the game. There are now more settings than anyone could possibly count have been introduced.

Expanded Psionics Handbook

Epic Level Handbook

Forgotten Realms