Book Description
Trading Day by Day is overflowing with the fundamental truths and reliable trading rules every trader needs to be competitive in any market, at any time. The three natural laws of trading, an intelligent approach and method, a sound mathematical system, the spike rule, the mistake rule, divergences, relative strength, the truth about options, businesslike money management, over a hundred "real time," day-by-day chart examples, and much more.
While specifically about futures trading, its approach and method are equally applicable to forex, stocks and any other market.
Customer Reviews:
certainly not automated.......2007-09-07
This book is basically about using moving averages. The author at times does not recommend using stop loss. Books by Elder + study guide I found to be more useful in money management area. The method is discretionary and is difficult to program into any computer for backtesting to see performance statistics.
One of the best futures books I have ever read.......2007-07-26
This book turned my trading around. It took me about 5 reads and I switched back and forth between his other book Intelligent Futures Trading, as they are two different presentations of the same subject, with this book being the more detailed.....(the way the IFT book is written appeals to the left brain-the analytical side, and TDBD is more of the in depth version the right brain would appreciate-if that makes sense). Now that everyone thinks I am sufficiently crazy, I will continue: This book will make alot of people gloss right over it without realizing the true power behind the information presented....the info seems so basic that alot of "experienced traders" will go right past it like it is some kind of cliche book....WHAT A MISTAKE THAT WOULD BE! The problem with most traders is that they want to outcomplicate other traders, or find the secret method or whatever you want to call it. Chick explains in a realistic format that we as individual traders must bring the other competitors down to our level if we wish to succeed. Many people will read this book and not appreciate the information- but that is their problem. This book, along with Chuck Dukas' book and Stan Kroll's books are the best books I have ever read.
However, If I had to pick only one book- this would be the one. Chick is a man of integrity and one would do well to listen to everything he has to say.
It took me almost two years to write this review because I wasn't sure if I even wanted anyone else to know about it! But hey, Chick deserves some recognition for outstanding and extremely generous work he has done.
P.S. I still read his book over and over again-being 375 pages and a large textbook size, there is alot to grasp.....very hard to do all at once.....I suggest to read it, read it again, and then repeat often. I learn something new every single time. But maybe I am just dense.
Beyond belief.......2006-11-10
What Chick teaches in this book has taken me from being a new trader to a profitable trader in less then one month. Check out his website and review his newsletter. This IS that one way of trading that you have been looking for.
It very well could change your life. It did mine.
Talk to Chick and tell him Steve Peters of FL says HI.
Best Book on Futures Trading.......2005-10-08
I have been trading for more than 10 years, and have read more than 200 trading books. This book is at the very top of the list for a complete approach that really works. Trading is an individual endeavor, and each trader must find his/her own way. This book will guide you with PRINCIPLES (examined, amplified, and applied) while you practice and learn.
Quality Trading Book.......2005-09-14
I have successfully traded with the method described in the book for over 10 years . Daytrading or position trading ---the three line method as described in the book will work. This a no joke type of book. This is not a get rich quick method without any work. If you want to learn trading as a craft and are willing to put in the effort this book is for you. [...]
Average customer rating:
- Calculations are only as good as your numbers
- Pants on fire?
- Accepted History & Chronology Must Be Changed.
- Very Interesting
- History as Science Fiction
|
History: Fiction or Science? (Chronology, No. 1)
Anatoly Fomenko
Manufacturer: Mithec
ProductGroup: Book
Binding: Paperback
Chinese
| Ethnic & National
| Biographies & Memoirs
| Subjects
| Books
Irish
| Ethnic & National
| Biographies & Memoirs
| Subjects
| Books
Japanese
| Ethnic & National
| Biographies & Memoirs
| Subjects
| Books
Women
| Specific Groups
| Biographies & Memoirs
| Subjects
| Books
Augustine, Saint
| ( A )
| People, A-Z
| Biographies & Memoirs
| Subjects
| Books
Doctors & Medicine
| Humor
| Entertainment
| Subjects
| Books
Lawyers & Criminals
| Humor
| Entertainment
| Subjects
| Books
Love, Sex & Marriage
| Humor
| Entertainment
| Subjects
| Books
Assyria, Babylonia & Sumer
| Ancient
| History
| Subjects
| Books
Early Civilization
| Ancient
| History
| Subjects
| Books
General
| Ancient
| History
| Subjects
| Books
Historiography
| Historical Study
| History
| Subjects
| Books
General
| World
| History
| Subjects
| Books
General
| Asian American
| United States
| World Literature
| Literature & Fiction
| Subjects
| Books
Asian American
| Poetry
| United States
| World Literature
| Literature & Fiction
| Subjects
| Books
French
| Erotica
| Literature & Fiction
| Subjects
| Books
Victorian
| Erotica
| Literature & Fiction
| Subjects
| Books
Epic
| Poetry
| Literature & Fiction
| Subjects
| Books
German
| Poetry
| Literature & Fiction
| Subjects
| Books
Russian
| Poetry
| Literature & Fiction
| Subjects
| Books
Spanish
| Poetry
| Literature & Fiction
| Subjects
| Books
Chinese
| Classics
| Literature & Fiction
| Subjects
| Books
Conspiracy Theories
| Current Events
| Nonfiction
| Subjects
| Books
War on Drugs
| Crime & Criminals
| Nonfiction
| Subjects
| Books
English (All)
| Dictionaries & Thesauruses
| Reference
| Subjects
| Books
Arabic
| Foreign Language
| Dictionaries & Thesauruses
| Reference
| Subjects
| Books
Armenian
| Foreign Language
| Dictionaries & Thesauruses
| Reference
| Subjects
| Books
Czech
| Foreign Language
| Dictionaries & Thesauruses
| Reference
| Subjects
| Books
Greek
| Foreign Language
| Dictionaries & Thesauruses
| Reference
| Subjects
| Books
Hungarian
| Foreign Language
| Dictionaries & Thesauruses
| Reference
| Subjects
| Books
Japanese
| Foreign Language
| Dictionaries & Thesauruses
| Reference
| Subjects
| Books
Korean
| Foreign Language
| Dictionaries & Thesauruses
| Reference
| Subjects
| Books
Norwegian
| Foreign Language
| Dictionaries & Thesauruses
| Reference
| Subjects
| Books
Persian & Farsi
| Foreign Language
| Dictionaries & Thesauruses
| Reference
| Subjects
| Books
Polish
| Foreign Language
| Dictionaries & Thesauruses
| Reference
| Subjects
| Books
Portuguese
| Foreign Language
| Dictionaries & Thesauruses
| Reference
| Subjects
| Books
Romanian
| Foreign Language
| Dictionaries & Thesauruses
| Reference
| Subjects
| Books
Russian
| Foreign Language
| Dictionaries & Thesauruses
| Reference
| Subjects
| Books
Swedish
| Foreign Language
| Dictionaries & Thesauruses
| Reference
| Subjects
| Books
Turkish
| Foreign Language
| Dictionaries & Thesauruses
| Reference
| Subjects
| Books
Science
| Dictionaries & Thesauruses
| Reference
| Subjects
| Books
Online Research
| Genealogy
| Reference
| Subjects
| Books
Native American
| Earth-Based Religions
| Religion & Spirituality
| Subjects
| Books
General
| Science
| Subjects
| Books
General
| History & Philosophy
| Science
| Subjects
| Books
History of Science
| History & Philosophy
| Science
| Subjects
| Books
Magic & Wizards
| Fantasy
| Science Fiction & Fantasy
| Subjects
| Books
Sailor Moon
| Popular Characters
| Children's Books
| Subjects
| Books
Pilates
| Exercise & Fitness
| Health, Mind & Body
| Subjects
| Books
History
| Fashion
| Arts & Photography
| Subjects
| Books
All Titles
| Qualifying Textbooks - Fall 2007
| Stores
| Books
Similar Items:
-
History: Fiction or Science? Chronology 2 (Chronology)
-
History: Fiction or Science? Astronomical methods as applied to chronology. Ptolemy's Almagest. Chronology III
-
Discovering the Mysteries of Ancient America: Lost History And Legends, Unearthed And Explored
-
Before the Pharaohs: Egypt's Mysterious Prehistory
-
They Cast No Shadows: A Collection of Essays on the Illuminati, Revisionist History, and Suppressed Technologies
ASIN: 2913621058 |
Book Description
Recorded history is a finely-woven magic fabric of intricate lies about events predating the sixteenth century. There is not a single piece of evidence that can be reliably and independently traced back earlier than the eleventh century. This book details events that are substantiated by hard facts and logic, and validated by new astronomical research and statistical analysis of ancient sources.
Customer Reviews:
Calculations are only as good as your numbers.......2007-08-03
Yes, we can all agree that mainstream history is nearly 100% BS due to politics, economics, ego, problems with dating techniques, and various conspiracies. Agreed. But, I've been researching the distinct possibility that human history (in terms of civilizations) are much more ancient than we've been told, so coming across this book was very interesting to me. I wondered how Fomenko could be wrong (if at all) because he is very persuasive in his presentations. Then it dawned on me. If at previous times in prehistory, due to the various catastrophies that are well documented (comets, asteroids, planetary disruptions, plasma discharge, pole reversals, etc) the Earth was in a different position in relation to the sun, different tilt on its axis, different orbit, different rotation (in terms of velocity and DIRECTION), and the continents were in different positions, then would this not cause the ancients to see the sky (constellations) differently? In other words, is Fomenko making erronious assumptions about the physics of the Earth in pre-history, which then corrupt his data with regards to dating the relevant astrology? The last event to seriously disrupt our planet occured roughly 3500 years ago, according to other good researchers, so is it possible Fomenko has been confused by this? The vastly different physics of our planet in the not so distant past may explain this confusion, which is not to say the "mainstream" version of history is correct; on the contrary. I am not an expert in these fields, but wanted to see if this idea could spark discussion.
Pants on fire?.......2007-07-19
Will people ever read before spamming? Yes, Jesuits could not rewrite world history alone, they had help. Anyway, Dr Prof Acad A.Fomenko does not point to jesuits as the driving force of world wide history manipulation in published volumes 1,2,3;, actually he barely mentions the poor devils. Check it with 'Search inside' feature, please. China is rarely mentioned either, in fact, Dr Fomenko is completely eurocentric. Right, his theory contradicts all mainstream schools of history, because in their actual state they are all built on blatantly erroneus chronology. You don't need a mysterious cabal (conspiracy) to falsify history, the falsification is its modus operandi. It is inherent to history(ians) to falsify (distort) events, as it is inherent to humans to boast as it is inherent to power (authority) to legimize itself by referrring to glorious past made to its own order. Dr Prof Fomenko and team have identified scores of instances of such manipulation in Russian, European, etc.. history, and delivered valid statistical proof thereof. His own 'reconstruction' is completely another story. Forget c14 as a valid method of dating. W.Libby has initially discovered a brilliant method of INDEPENDENT dating. Too bad, c14 method has become a joke after a forced marrige with dendrochronology with consensual chronological scale inbuilt. Radiocarbon method can't stand blind tests, but is so very productive as a rubberstamp.
Accepted History & Chronology Must Be Changed. .......2007-04-09
There is no doubt that history as most know it is a sham, & institution's version of History both University & Church is fradulent & inaccurate. Everything was established with an agenda, The real "Dark Ages" are now when we have access to incredible amounts of information past authorities & more important 'common folk' didn't have but our institutions & educators are slow to evolve because of what has ignorantly & arrogantly been taught for too long. This is on many subjects not just Chronology.
For anyone to question "Why would a Mathematician have anything credible to say of History?" The answer is from Dr. Fomenko's preface in the book: "It would be worthwhile to remind the reader that in the XVI-XVII century Chronology was considered to be a subdivision of Mathematics." These volumes could possibly be some of the most important works to date & should be read by everyone with an interest in History, especially professors & educators who have a duty to the public. I have read both books & must say that 'Chronology 1' has some very eye opening & revolutionary information. Even if these volumes are part true the implications are profound & opens the doors to further investigations & questions which must be done. I speak several different lanquages & must say the logic Dr. Fomenko uses with "inflection" of words & words being read from left to right in one region & right to left in another then written backwards, the removal of vowels & get down to basics of words, or different cities & locations having the same name etc. is correct. Vowel usage has always been optional & varied, actually complicating linquistics & study. The first thing one has to understand is that words never had a fixed spelling in history like we do now, the spelling of words was mutable & regional, as well as names & titles of people were vast, varied & changed, NOTHING WAS FIXED or understood linear. Matters of Life & Death as well as financial profiteering yesterday & today were & are made with ignorant, illogical & conspiratorial views of history & reality, it's time people get closer to the Truth & society collectively grow up.
Very Interesting.......2007-03-07
It is a good proposal and I believe it will mature into something even better in the future. I think it deserves to be read.
History as Science Fiction.......2007-01-10
Anatoly Fomenko has written a very intriguing book, full of pictures, charts, and computer 'proof' of his thesis: backwards of AD900 we don't really know what happened or when. Between AD900 and AD1600 there is more certainty, but there is still a lot of fuzzy ground, and things don't get reliable until we get past the 1600's where the printing press made it very difficult for the perpetrators of this timeline manipulation to change anything that had been committed to print. The Dark Ages did not happen. Books were burned for a reason. One organization has doubled the actual length of its existence by expanding the real chronology. Read why.
I had always wondered why Christ died about AD33 and yet men waited until the 11th century to form the Knights Templar, the Cathars, etc and go after the Holy Land by force. Why the 1000 year gap? Turns out there wasn't more than a 10-12 year gap and he proves it using astronomy. This also implies that the planet is not as old as we have been told, and current Christian and other creationist scientists are already championing that idea without being aware of Fomenko's book. The two groups, creationist scientists and the Russian mathematical analysts corroborate each other. Fascinating.
Of course, all this flies in the face of what we have been told traditionally is the 'proper' chronology of western civilization, and most readers will experience 'cognitive dissonance' in reading this book. It means that our history going backwards from AD1600 becomes progressively more incorrect and unreliable until it cannot be trusted at all... in the space of 700-800 years.
Naturally, the curious, open-minded reader will want to know WHO did this, WHY, and did any of the events we think of as really ancient ever happen?
Dr. Fomenko is a respected scientist/mathematician at Moscow State University who has already answered these questions to the satisfaction of his initially skeptical colleagues. Most of them are now believers, a few still refuse to believe (the usual diehards), and of course the western press has ignored Fomenko's work -- for obvious reasons when you read the book. The ones who perpetrated this chronology ruse have a lot to answer for. They are still with us. That's why this book is a well-kept secret.
I gave the book a 4-star rating because I was unable to check out some of his claims; those I checked were as he said. But if even 1/3 of his claims are true, this punches a big hole in what we think is our history, the meaning of western civilization, our educational process (for repeating the ruse as gospel), and the trustworthiness of the organization that perpetrated this ruse, well-intentioned or not.
This book relates to current research into a Young Earth paradigm, to John Keel's discoveries about our planet, and Fr Malachi Martin's insights (in his now out-of-print books). We are indeed sheep who are manipulated and kept ignorant -- for a reason. While knowing what these men have to say may be the "booby prize" (as in: 'what can you do with this knowledge?'), it will provide interesting reading. Didn't someone say: "...and the Truth will set you free."?? For you to judge if this book contains the truth.
Book Description
Clear, concise, and practical, The Trading Game shows you how to harness the power of money management for any trading method "The goal of most futures traders is to make a million dollars as fast and as painlessly as possible. Unfortunately, few traders achieve this goal. In The Trading Game, Ryan Jones demonstrates how the proper application of his new money management strategy, Fixed Ratio Trading, can enable an average trading system to earn spectacular profits. My advice? Don't trade until you've spent as much time and effort on money management as you've spent on developing your entry and exit rules." -Tom Bierovic, Manager System Trading & Development Education, Omega Research, Inc. "Ryan Jones is on the cutting edge of the most important element in the art of speculation-be it stocks or commodities-money management." -Larry Williams, trader and author Long-Term Secrets to Shot-Term Trading "Money management is the most overlooked part of trading but is the key to building enormous wealth. Ryan Jones first overviews classical methods and then discusses a new paradigm which, combined with a reliable trading method, can lead to financial security." -Murray Ruggiero, President Ruggiero & Associates; contributing editor, Futures magazine "At last-a money management book that is not intimidating or boring. Ryan Jones has made a complex subject easier to understand and follow. I am especially excited for all independent traders." -Glen Ring, President, Glen Ring Enterprises editor of the widely respected View on Futures newsletter "Ryan Jones has always been one of the most innovative traders and creative minds in the industry. With the writing of The Trading Game: Playing by the Numbers to Make Millions, he has taken the science of money management and risk control to another level. I wholeheartedly endorse his efforts and recommend this new work required reading to anyone either just entering the trading arena, or already participating in it." -Ted Tesser, CPA and author, The Trader's Tax Survival Guide
Customer Reviews:
One of the two books I will recommend for Money Management.......2007-07-22
This is one of the two books about money management that I would recommend to anyone who is trading, the other one is Trade Your Way To Financial Freedom by Van Tharp.
This book actually covers all issues related to position sizing and teaches a method especially beneficial to traders starting with a smaller account. I understand the numbers in the book is not properly illustrated, and the examples are somewhat intentionally designed, by the logic behind the method is very robust. Meanwhiles the author does not exclude the possibility of other position sizing strategies, he does suggest to switch from fixed ratio to fixed fractional method once you have build up your account to some point(on page 220).IMO, it is actually the best money management plan that will cover the whole life of a trading account.
I strongly recommend this book, as the best book on position sizing, and one of the best( together with Tharp's book) on money management.
Helpful but very tough to follow........2007-04-20
I liked the ideas in the book about position sizing, very helpful material. But the author will throw all kinds of numbers at you without really explaining how or where he got those numbers. The material is probably obvious to the author, so he assumes that it will obvious to the reader, as well. If you buy this book be ready to read and reread sections.
Here is an example: "After having acquired $100,000 in profits using the $5,000 as the delta for the fixed ratio method, we would be trading 20 contracts. The minimum level of profits to trade 20 contracts is $1,000,000. Therefore, what took 4 years to generate $225,000 estimated profits, generated $750,000 more in profits during the next four years"
Did he not say in the first sentence that 20 contracts would be traded for $100,000 in profits? In the second sentence it is $1,000,000? He does not explain how he got $225,000 or $750,000. I am sure Mr. Jones knows how he got these numbers but readers are left to figure it out for thmeselves.
The parts of the book that I did understand, I have begun to apply, such as position sizing. But it is a long and frustrating read.
EffectiveFX.......2006-08-06
If you really want to optimize your Forex trading returns, you need to understand the principles of money management. This book by Ryan Jones is probably one of the best books available on the topic of Money Management. If there is such a thing as a Holy Grail then Money Management is it. With proper money management you will be able to stay in the game for the long term. One of the biggest mistakes novice traders make is that they don't know how to manage their trading risks, that is why the failure rate for beginning trades is greater that 95%. Most novice traders blow out their account within the first year.
This book will be a real eye opener; it will provide some great insight into why proper money management is critical to your success. The following is a sample paragraph from the book:
"you don't need $1 million to achieve $1 million. You only need to build profits that total $100,000 based on trading a single contract. What this means is that a person who trades a single contract and makes $100,000 at the end of 5 years, instead could make $1 million by implementing proper money management"
Ryan does an excellent job at detailing the various Money Management methods along with their short comings. Parts of the book are complex; you may have to read them a couple of time to fully understand the concepts. Ryan does include a lot of tables and calculation in this book but they are easy to follow and comprehend. You don't need more that a high school math background to understand the calculations. This is another one of those "Must Have" books that you need in your trading library. We here at EffectiveFX highly recommend this book. It can make the difference between financial success and failure. Any trader serious about trading for a living must utilize proper risk management principles to be in the game for the long term.
Go to our site to see a list of highly recommended books for successful forex trading.
Complex but valuable book about money management.......2005-09-20
Explains the principles of money management; covers in detail the various aproaches (pyramiding, martingale, fixed fractional, optimal f et al) and shows why they are not optimal for traders. Finally offers his own money management approach called Fixed ratio. Loosely derives from fixed fractional, but reduces drawdowns and risk, while still allowing for improved growth.
The book is complex and somewhat dry, there are LOTS of tables of figures and you will need to re-read many sections. The method of money management seems sound enough although I haven't incorporated it into my approach yet.
Defintely worth reading as money management has been shown repetedly to be key to success in trading (alongside psychology, emotions and good exit strategies - which are not covered in this book).
compulsory book.......2005-04-02
This book contains virtually all information on money management methods. And more. And though the tables are at times tiring, overall presentation is clear, short and no-nonsense. The author presents existing methods of position sizing and then presents his, Fixed Ratio. I think that for small trading accounts this method is the most suitable in terms of the balance of risk and reward.
Other parts of the book are equally good. The chapters on consecutive wins/losses, optimisation, trading systems, portfolios are valuable and interesting. The whole book is written from probabilistic point of view. It is based on maths, even though the examples and calculations are very basic.
Even if one disagrees with author's ideas, this book is one of those few that are compulsory for serious traders.
Book Description
Provides new rules and modules for running a futuristic d20 Modern campaign.
This new supplement provides everything players and gamemasters need to participate in a futuristic adventure with d20 Modern rules. The wealth of information in this volume covers new character traits, feats, advanced classes, starting occupations, gear, vehicles, starhips, aliens, monsters, and different types of futuristic travel. Also included is extensive discussion of different types of futuristic science, including genetic engineering, nanotechnology, xenobiology, and even a section on mutations. As this title ties directly to the d20 Modern rules system, it includes new psionic magic rules which influences everything from psionic power to item creation.
Customer Reviews:
D20 Modern Core Book.......2007-05-12
The design layout is sharp, yet the functionality is unhindered. There are so many treasure troves in this supplement, and so much info, you could play for weeks straight and not get to use all of it.
Kewl Book for a new genre of gaming.......2007-01-13
Very nice addition to the D20 modern ruleset. D20 Modern was somewhat of a hard transition from D&D but definately like the ruleset and the differing type of play.
d20 Future.......2007-01-04
Got D20 Modern?
Go to the future.
This rule set lays right on top of d20 Modern to create a basic outline for all things futuristic. Aliens, Cyorgs, Feats, 'Mechs, Mutants, Nanotechnology, Occupations, Robots, Skills, Starships and more are all included in the volume.
BE WARNED!
This is a nuts-and-bolts book that requires the D20 Modern rules to be of any use. Other than that, the universe is subject to your imagination.
Ambitious but flawed..........2005-05-21
What I really like about d20 Modern, is that it covers a whole lot of ground - while it might not be the best at what it does, it can handle just about any sort of modern day game out of the box (er, book).
d20 Future largely tries to do the same thing for future games (other than being just a sourcebook for D20 Modern, not a stand alone book), actually being even more ambitious, trying to cover just about every future topic possible: Starships, Mecha, Cybernetics, Mutants, Space Monkeys, Robots, Genetic Engineering, Time and Dimensional Travel. But I think this is also it's fault. Because while it's ambitious, it's hard to cover all these subjects in just 224 pages. Heck, each of those subjects could get its own 224 page and still not fill it up. But for the most part, D20 Future does an admirable job in giving you at least the basics on each subject.
It starts off with about 25 pages on characters. You'll need D20 Modern for this, so if you don't have it, it won't make much sense. Basically, more starting occupations, feats, and expanded skill descriptions.
Possibly one of the most controversial (sort of) things in this section are a series of feats that lets a character take 2 talents from a classes talent tree. In D20 Modern, I think of talents are sort of "super-feats" so it's odd that if you take a feat, you get two talents. On the flip side, you don't get to pick any talent, the list of picks you can take is generally restricted to the more lame talents.
Also interesting is the "Nerve Pinch" feat, so you can now have your character emulate Spock from Star Trek. (No "Play Space Lute" or "Sing about Hobbits" feat, mercifully)
There are 12 new Advanced classes in the opening section, plus several more scattered throughout the book. For those not familiar with d20 Modern, they are sort of like Prestige Classes, but available at lower levels (usually 4th). d20 Modern does have Prestige Classes, but there are none in this book (they are mostly in Urban Arcana, I think).
Most of the Advanced classes are sort of just like jobs: Ambassador, Dogfighter, Engineer, Explorer, Field Officer, Space Monkey (basically, someone who works on starships), Swindler, Tracer (like a Bounty Hunter).
To a certain extent, I think most of the Advanced Classes in this book are a bit more powerful than the ones found in d20 Modern. At least, many have better base attack bonuses - several have the best progression, and none seem to have the worst.
It then tries to describe 8 different campaigns in 20 pages. Obviously, the net result is that each setting only gets glossed over. There's a combination of past TSR/WOTC games and new ones.
"Bughunters", which was originally for the Amazing Engine system. I used to own the book for it, and it was pretty neat. Basically, it's an Aliens clone, except while the PCs are basically Space Marines (or Bughunters), they were clones of people on earth.
"Star Law", which is sort of a take on Star Frontiers. Basically, it's based on the premise of the original boxed set, that the PCs are Star Law officers. Most of the modules for Star Frontiers didn't follow this premise, so it's a bit different feel than I was expecting.
"Star*Drive", which used to be an Alternity setting. Didn't like it then, don't like it now. Seems sort of in the galactic empires vein, like Traveller or Star Wars or Foundation, but with really bad art (everything has lines in it, like the art in Oathbound.)
There's "Genetech", which is about human-animal crossbreeds and their problems. Eh. "Dimension X", which is somewhat like that awful Jet Li movie, "The One", http://www.imdb.com/title/tt0267804/ someone is destroying parallel dimensions, and it's up to Li to stop it. Or the PCs, in this case.
"The Dark Heart of Space" seems to be Cthulhu in Space at first glance, but the sample Advanced Class for this is sort of a religious exorcist type, sort of odd. "Mecha Crusade" appears to be something of a Jovian Chronicles clone - basically, mecha in space, but confined to the solar system.
Lastly, "The Wasteland", which is suspiciously similar to the computer game "Wasteland". Basically, a post nuclear war game.
Some of these seem interesting, but the trouble is, at 2-3 pages each, it's simply not enough to really do anything with. If you want to run a game based on these, you'll either need the original book for additional backgroun material, or do all the work yourself. The latter is the only option for the settings new to this book.
"I wanna introduce you to a personal friend of mine. This is an M41A pulse rifle. Ten millimeter with over-and-under thirty millimeter pump action grenade launcher" http://www.imdb.com/title/tt0090605/quotes
D20 Future uses "Progress Levels" (PL), which are essentially Technology Levels with a different name. 0 is Stone Age, we're 5 (Information Age), 6 is Fusion Age, 7 Gravity Age, 8 is Energy Age, and 9 is "And Higher" (Stoned Age? Heh).
The gear section is kinda sparse. Each progress level only has a handful of weapons and maybe 1 or 2 pieces of armor.
For our PL, 5, there are stats for the new fangled OICW that is coming out. But in D20 terms, it's pretty much exactly like any other assault rifle, though the description says how deadly and great it is. Sort of a dichotomy there, but not really unexpected given the way d20 Modern handles guns. This is about as high tech as projectile weapons (at least firearms) get in d20 Future, unfortunately.
For Progress Level 6, you get the Laser pistol and Laser rifle, which do 2d8 and 3d8 damage, and have 50 shots. For PL7, there's the "Concussion Rifle", which does 2d10+knockdown, a Plasma Pistol that does 2d10, and a Plasma Rifle that does 3d10. Ooh, and a "Rail Gun" that does 3d12.
PL8 has a Cryonic Rifle, a Distingrator, a Lightning Gun, a Pulse Rifle (basically a laser rifle), and Sonic Beam.
Actually, other than the "Rail Gun" (Gauss Rifle!) the list is mostly energy weapons. No needlers and no gyrojets, which were Star Frontiers mainstays.
Generally speaking, the pistols are all "S", while the rifles are all "A".
While the weapons seem to improve from PL to PL, the armor seems to pretty much stay the same. Even at the highest level, it's no better than modern day armor. For instance, PL6 Light Combat Armor has the same stats as a modern day "Undercover Vest". Only until you hit "Powered Armor" does it actually get any better than the PL5 Modern Day "Land Warrior" armor, and even then, it's still on par as some of the armor in the D20 Modern book. Though the powered armor types give boosts to strength (thus the name).
http://www.defenselink.mil/news/Jul2004/n07272004_2004072705.html
Though there are personal force fields and such at high levels that provide damage reduction.
On interesting thing introduced is a "Gadget" system. There's a similar one in spycraft, but basically, you can add gizmos or improve weapons and armor and other things. This ranges from the implausible (like being able to build in a whole other weapon) to the silly (LCD spray paint).
There is a feat required for the use of Powered Armor, but futuristic weapons (except ones by aliens) don't need any feat besides the regular firearms proficiency.
"I'm a mog: half man, half dog. I'm my own best friend!"
There's a section on genetic engineering and such. It mostly works as templates added to a character. There's one for low and high gravity worlds, for aquatic adaption, for low light. Nothing too weird.
And through the miracle of gene therapy, templates can be added to a character after they've been made/born. Basically, this works mechanically by a series of fortitude saves. If you make say, 20 to 30 of them, it finally works. Miss one, and you suffer some side effects.
There is a brief note on real world stem cell research. Unfortunately, the note is somewhat misleading. I don't want to drag politics into this review (much like they shouldn't have dragged it into this book), but Bush didn't "ban" embryonic stem cell reasearch, in fact, he relaxed certain restrictions. Maybe not relaxed them enough for some (presumably the authors of book, for instance), but the ban spin is awfully misleading. Still, judge for yourself.
"Oh my god, it's Mega Maid. She's gone from suck to blow."
"Prepare ship for ludicrous speed! Fasten all seatbelts, seal all entrances and exits, close all shops in the mall, cancel the three ring circus, secure all animals in the zoo!"
http://www.imdb.com/title/tt0094012/quotes
Starships are essentially broken up into two different chapters. One on "Traveler Science", ie, basically on the how of futuristic travel (mostly spaceships but also time and dimensional) and a length chapter on Spaceships themselves.
This is probably the most confusing part of the book. Not so much the way it was written, but the way it was structured. It starts to describe some starship systems (engines) before starships are actually discussed.
The starship chapter starts off with starship combat, then when that is finished, we finally get into the basics of ships, almost like a Monster Manual for ships.
Starship combat essentially works like regular d20/D&D combat, complete with Attacks of Opportunity. Ships have hit points, etc. Weapons tend to do a lot of damage, so it helpfully suggests that you just take the average of the dice rolls. On the one hand, this method is actually pretty easy, because it's like the combat you normally use. But on the other hand, it really doesn't feel like starship combat.
It presents a fairly long catalog of ships, but it handles them in a manner that can only be described as odd. Or maybe bizzare. Essentially there is a long list of pre-made ships, sort of a catalog, complete with stats. (One oddity - ships have "weight". Not mass, not displacement, but "weight". Okay. Even though there is an explanation of the difference between mass and weight in the book, the book itself seems to ignore this. Though that is perhaps unavoidable, since this book uses Imperial units, and almost no one is familiar with the units of mass in that system - slugs - just like few people know the units of weight in the metric system - Newtons.)
It works fine, until you want to know the price of one, or you want to make one yourself. The price is tricky because no final price is given. You get a "Base Price", which is basically the ship's hull (and crew?), but without anything on it - no weapons/armor, no engines, no sensors, nothing. In order to get the final price, you have to convert the Base Price from a Wealth Check DC to an actual value, and do the the same for all the equipment. Then add it all up, and convert it back to a Wealth Check DC. It does helpfully say that in most cases, the Wealth Check DC only goes up by 1. But really, doesn't this whole thing defeat the whole purpose of pre-made ships? Would it have been that hard to include a price themselves? (Well, yes, as I mentioned it's not an easy process, but they are just passing the chore to the buyer of the book).
Now, as to designing a starship yourself, well, you are somewhat limited. Essentially, you have to pick one of the premade ships and add the various equipment options to it. There's often not a whole lot of choice in ship systems. For instance, at just about every PL level, the only difference in engines is not performance, but cost.
From what I can glean from various message boards, the designers simply used the starship building system someone wrote for Alternity, then converted the stats to D20. Unfortunately, they didn't include this system, or how to convert the stats. So, even if you track down that Alternity supplement (which I'm not going to do, as I loathe Alternity), you would have to figure out how they converted it.
There's also just one sort of faster than light travel suitable for interstellar distances. Basically, Babylon 5 style jump-gates. Some of the ship engines are capable of FTL speeds, but the fastest caps out at 25 times the speed of light, which while pretty fast compared to my car (which is fairly fast for a car, BTW, 330hp), would still take 2 months to get to the closest star system. At the highest progress level, PL9, there is a so called "Jump Drive", but again, it's like the Babylon 5 ability to open an entrance into Jumpspace. PL9 is also out of range of most of the equipment in the book. So, unless you plan on coming up with your own material, you can't really run much of a space game with this section. Maybe an Aliens style game, like Bughunters, where 2 months between close stars isn't out of line. But for things like say, Star Frontiers, or something like Traveller, it's not suitable.
Also, while the selection of ships is fairly large, it does seem lacking some types that I like. For instance, if I were a future space guy, I would really like to have a small-ish space liner. A lot of people like the idea of a Free Trader game, but I always found the idea of a smallish space liner (that is, carrying people) to be more interesting. (I probably watched too much Love Boat as a child.) But there isn't one. There are medium and huge space liners, but no small ones. So I would be out of luck. Definitely a thumbs down on the starship section. It's almost really unusable.
"Oh Mecha you're so fine..."
Mecha are handled fairly simply, but for the most part, I like how they handled them. Basically, Mecha are rated mostly on size - Large, Huge, Gargantuan and Colossal. Each size has a fixed amount of hit points (100, then double the previous size) and a fixed number of "slots". You build a mecha by adding various items to the slots. (Doom Striders, a fantasy d20 mecha supplement, uses a similar method of slots). There's a lot of choices, too.
One thing that some might find odd is that Mecha don't have their own built in strength score, but add a certain amount of strength to the pilot's own.
"I may be synthetic, but I'm not stupid" http://www.imdb.com/title/tt0090605/quotes
Robots are handled simply, too. They are mostly based on two things - size and frame. Size is the standard d20 size system, and frame is a choice between "Armature", like a walking TV Tray; "Biomorph", vaguely animal shaped; "Biodroid", somewhat human like, like C3PO or Ted Koppel; "Bioreplica", virtually identical to human (the asian schoolgirl with the katana on the cover is one of these - Yorikobot); and "Liquid Metal", which is sort of like Robert Patrick from Terminator 2, except it cannot have any sort of color except metal color, so it would be like a silver Robert Patrick.
Basically, to make a robot, you cross reference the size with the sort of robot frame you want to get the basic stats, then spend money on improving it with various gizmos. Again, it's a bit of a pain, because of d20 Modern's Wealth System - you have to convert the base price to a monetary value from a Wealth Check DC, and all the equipment as well, then add up the money values, and convert back. I don't know why they couldn't put the monetary value in parantheses (there's room, and it would make things much easier. I'll probably end up writing them in myself)
Cybernetics gets a scant 8 pages. Basically, characters can have a number of implants/gizmos equal to 1 plus their constitution bonus. They can also improve this by 1 if they take a special feat. So, it's unlikely that characters will end up too cybered, since the average person will only have 1 or 2, and at most, 5-6.
There are about 30 enhancements (that is, gizmos) and about 10 replacement (that is, standard prosthetics, no improvements).
They are handled the way D20 Modern handles stuff - wealth checks. The better something is, the higher the check. For instance, a fortified skeleton, which gives a 4/- damage resistance, is a DC of 32. OTOH, Luminous skin has a DC of 4. The selection is pretty standard, the luminous skin is about the only really unusual thing.
The section on Mutants is pretty short, about 10 pages. Basically it uses a very simple point buy system. A character takes so many points of negative mutations, and they can take an equal amount of points of good mutations. There are also many "cosmetic" mutations, like oddly colored hair or fins, which basically don't do anything, and cost no points. Good if you want to make a character that looks like a 50s Chevy, though.
There's not a huge amount of mutations, maybe 50 positive ones and 20 negative ones, but you can make some interesting mutants, like pseudo-vampires, who have fangs and drink blood. But I like how this section was done.
Lastly, there's a section on aliens.
I am mostly familiar with the aliens from Star Frontiers. 3 of them get statted up - Vrusk (a giant bug), Dralasite (sort of a blog thingie), and Yazirian (basically a gliding monkey). The stats for the Vrusk and Yazirians don't really match up with the original descriptions or stat modifiers in Star Frontiers. For instance, the Yazirians were a race of fairly smart, but touchy flying monkeys (their gliding ability largely implied they evolved on a low-g world, and this was also reflected in their low strength in Star Frontiers). In this, they are like stereotypical monkeys, strong but stupid.
There's a handful of other aliens, some (most?) apparently from Star Drive and other Alternity settings. Honestly, the non-Star Frontiers aliens are pretty lame. There's the Fraal, which are a really uninspired version of the "Grey" sort of alien from UFO lore (but no other aliens from UFO lore show up); T'Sa, which looks like something a cat coughed up (okay, actually they look more like a cartoon cat without any skin, like Scratchy on the Simpsons); Sesheyan, sort of an imp like race, but with 8 little eyes; Aleerin, sort of a non-evil cybernetic people who humans supposedly nickname "Mechalus", but in reality wouldn't, since that's an incredibly awkward name; and Weren, which seem to be a cross between a Bigfoot/Sasquatch and a walrus. What, no Loch Ness monster/penquin hybrid as a counterpart?
It's a pretty nice looking book. The art is excellent. I wasn't crazy about some of the art in d20 Modern, especially how many people didn't seem to have noses, but the art in this is much better and nose-filled. I especially like the pictures of the starships. They look like starships, they're big, blocky things, as opposed to the overly stylistic stuff you often find.
Still, some of the outfits for the women are pretty silly. Basically, just about every female in this has a bare midriff, apparently Britney Spears has a big influence on future style. In most cases, I don't mind, but in some cases, like for the iconic "Dreadnaught", it's silly to see basically a powered armor bikini.
The layout is generally pretty good, but on the down side, there is no index. A nice table of contents helps a bit, but the background used on the table of contents page makes it very ahrd to use.
All in all, though, kind of a disappointing book. I generally like the way they did things, but they just didn't cover each subject well enough. I think I would have liked to have seen the ground in this book covered by 2 or more similarly sized books. Say, "d20 Space", with rules for starships, planets, space, aliens, etc. Then something like "d20 Cyber" or "d20 Near Future", with cybernetics, mutants, mecha, etc.
The starships chapter is also just maddening. It's hard to figure out and somewhat incomplete. Plus, for just about everything you can design, you have to convert from the d20 Wealth Check system to a cash value, then add them up, then convert back. Why couldn't they simply also give you the cash value of items? Would have taken almost no extra space (since following the Wealth Check DC is a large blank area, enough room to put a price in) and not that much effort, but it would save the user a lot of time.
Also, while the price to page ratio isn't that unreasonable (considering there are $30 144 page books and $25 96 page books), it's not a bargain either.
So, call it a C-. I don't feel ripped off, but I don't feel satisfied, either. Like say, eating chinese food.
From what I've read, many of the problems I had with the book were not the authors fault, but cropped up when the book was edited, presumably to bring the size down to 224 pages and possibly to make it more politically correct. On the plus side, for those of us with internet connections (which is probably everyone reading this), some of the authors might post the stuff that didn't make it into the book. Not an ideal solution, but something. They've also left a lot of room for 3rd party companies to fill the void, in expanding the various sections.
Okay material, but not worth the money.......2005-04-22
Although some of the information is good, a good two-thirds of it is filler. Much of it is redundant, and the layout is confusing. It would have been nice if they had all of one type of item in the same section. And although I appreciated the tribute to Gundam Wing, Transformers, and various manga TV shows, they have little place in a role-playing supplement. And instead of adding new monsters, WOTC added an in-book ad for the Dungeons and Dragons Monster Manual in the form of a list of monsters that could be adapted to a futuristic campaign. As with many WOTC supplementals, the artwork is poorly done and unimaginative, and many of the adventure ideas are sort of out ther (i.e. interdimensional travel via wands). The starship combat rules are confusing, but salvageable. I was extremely disappointed with this book. This is just another book WOTC slapped together to make a fast buck. Still, it's worth a look. My advice: get it used or on pdf, then adapt the Star Wars RPG rules to fit your setting.
Book Description
New Gear and technology for any
d20 Modern or
d20 Future campaign.
d20 Future Tech is an extensive collection of high-tech items for use by players and Gamemasters. Building on subsystems first presented in d20 Future, d20 Future Tech presents new gear and options for characters, vehicles, starships, and mecha. Covering technology levels from the current era to the far future, this supplement can be used in any style of modern or future compaign.
Customer Reviews:
d20 Future - Future Tech.......2007-01-04
D20 Future outlined things and presented a good sample of what is to be, but was a little on the thin side. This book complements d20 Future nicely and fills in many of the gaps the general rules leave open. You get extra almost everything (occupations, feats, classes, starships, mecha and a lot more, but, surprisingly, no cybernetics).
This supplement is great, but lacks for cybernetics and now you got to buy Cyberscape as well. This and Cyberscape should have been one hard-bound book for like $5 more. I would have bought it.
I was a sucker and bought them both. You may wish to do the same.
LOOK AT ALL OF THE WONDERFUL TOYS!.......2006-03-16
As the name implies d20 Future Tech is a new supplement for the d20 Modern RPG and the d20 Future Supplement. This book has all the goodies that sci-fi and high tech players will love...the gadgets, weapons, mecha, robots, and ships that you're just dying to get your hands on to outfit your characters. The book is broken down into six chapters dedicated to Personal Gear, Starships, Systems, Mecha, Robotics, and combat. The items in each chapter are presented in chronological eras of progress levels. For example, progress level 1 would be the Bronze/Iron Age, while our current age is progress level 5, the Information Age. These go all the way up to progress level 9.
Personal gear covers such things as weapons, ammunition and armor and includes things like gauss rifles and laser weapons, and at progress level 9, the deadly anti-matter launcher. The Starship section delves into the designing of starships and even space stations and the various weapons, armor, and engines that can be used. Various types and sizes of ships are included as well as all of the options that they can be outfitted with such as warp drives. The chapter on systems provides various types of gadgetry not associated with combat. These include systems such as retinal and genetic ID systems, Health and medical care, communications systems, and even gadgets for the home and kitchen.
The Chapter on Mecha will thrill players not only with the variety of Mecha types, armor and weaponry, but also with it's concise rules for combat, crew actions, training, damage effects, and more. There are even transforming mecha! The chapter on robots isn't just about robots but rather robots as heroes and PC's. Build the robot of your dreams with more options than the latest Mercedes. Seven sample bots are included to help get you started.
At 96 pages, d20 Future Tech can't quite be considered expansive, but everything in here is well written and well thought out and there's definitely enough to keep players busy in this new game system from Wizards of the Coast. Excellent art as always!
Reviewed by Tim Janson
Toys from the Future.......2006-03-12
First D20 Modern product of the year and it's actually one of the better supplements of the whole series. A good portion of the weapons and such are revamped from Alternity's Star Drive setting. It also dovetails nicely with Cyberspace. And while there is very little for most players to improve themselves other than more choices for guns and rides as well as general gear there is also a chapter for those of us who want to play robots as well as for those that like smashing robots. Still no mecha like the Knight Sabers but some good stuff none the less. In essence this is a toybox. Nothing more and certianly nothing less. But oh, such wonderful toys they are!
Average customer rating:
- Fuzzy Math
- Disappointed! Too simple, sometimes naive
- So simple, so good...
- Compleat Guide to Day Trading Stocks
- ANSWERS, ANSWERS AND MORE ANSWERS
|
The Compleat Guide to Day Trading Stocks
Jake Bernstein
Manufacturer: McGraw-Hill
ProductGroup: Book
Binding: Hardcover
General
| Popular Economics
| Business & Investing
| Subjects
| Books
General
| Business & Investing
| Subjects
| Books
General
| Accounting
| Industries & Professions
| Business & Investing
| Subjects
| Books
Futures
| Investing
| Business & Investing
| Subjects
| Books
General
| Investing
| Business & Investing
| Subjects
| Books
Introduction
| Investing
| Business & Investing
| Subjects
| Books
Stocks
| Investing
| Business & Investing
| Subjects
| Books
General
| Personal Finance
| Business & Investing
| Subjects
| Books
General
| Strategy Guides
| Games & Strategy Guides
| Computers & Internet
| Subjects
| Books
Internet Games
| Games & Strategy Guides
| Computers & Internet
| Subjects
| Books
Technical Support
| Business & Culture
| Computers & Internet
| Subjects
| Books
Network Security
| Networking
| Computers & Internet
| Subjects
| Books
Investing
| Personal Finance
| Software
| Computers & Internet
| Subjects
| Books
General
| Accounting
| Business
| Software
| Computers & Internet
| Subjects
| Books
General
| Computers & Internet
| Subjects
| Books
General
| Accounting
| Accounting & Finance
| Professional & Technical
| Subjects
| Books
All Amazon Upgrade
| Amazon Upgrade
| Stores
| Books
Business & Investing
| Amazon Upgrade
| Stores
| Books
Computers & Internet
| Amazon Upgrade
| Stores
| Books
Professional & Technical
| Amazon Upgrade
| Stores
| Books
Similar Items:
-
The Compleat Day Trader II (Compleat Day Trader)
-
The Compleat Day Trader: Trading Systems, Strategies, Timing Indicators and Analytical Methods
-
Stock Patterns for Day Trading
-
A Beginner's Guide to Day Trading Online
-
Hot Stock Market Strategies: 5 Secret Investment Tools That Work in a Bull or Bear Market
ASIN: 0071361251 |
Book Description
Day trading is Wall Street’s hottest trend and, in The Compleat Guide to Day Trading Stocks, famed futures trader and author Jake Bernstein turns his attention, knowledge, and experience to the exciting world of stock trading. Bernstein covers timing systems, trend following systems, breakout systems, and more—all illustrated with chart examples based on intra-day time frames, and supported by results from his meticulous, historically accurate back testing.
Basic enough for novice traders—yet with enough detail for the most demanding market veterans—Bernstein’s book gives day traders the tools they need to succeed in this fast-paced, relentless market. Special attention is given to:
• Day trading the technology sector
• Risk management and diversification
• Little-known nuances of order placement Jake Bernstein (Northbrook, IL) publishes MBH Weekly, a newsletter covering the commodities and futures markets. Author of The Compleat Day Trader and Strategies for the Electronic Futures Trader, Bernstein is a popular speaker at trading seminars and regularly appears on radio and television.
Customer Reviews:
Fuzzy Math.......2004-06-06
Although there is much informative basic material in this book, I cannot stand the fuzzy math this author uses. The percentage gains he reports in some of his examples are blatantly deceptive. An example is Fig. 5-10, where he shows the possible gains achievable using the "gap" method. He quotes a profit potential of $21062, which I dont dispute. However, there is no mention of the actual money necessary to make the trades shown, which is probably somewhere around $30,000 (minimum). This would yield a profit of around 67%. The figure, however, quotes a profit return of almost 700%!! Whether or not these figures are his, or if he borrowed them from another source does not matter. He should know better! This sort of misleading "fluff" does nothing but confuse the amatuer and leads to the expectation of gains much better than realistically possible with a small account balance. Throughout the book, math like this is used to over exagerate possible gains from day trading.
Disappointed! Too simple, sometimes naive.......2002-09-16
This is the second Jake book I had read up till now. The first one is "Investment Quotient" which I gave my highest rating. That does not lead to my negative comment on this one because of over expectation. It's just that the content and quality of this so named guide just cannot be described as compleat.
In one single book of only 200 pages, Jake tried to discuss many important elements of day trading, including history, mechanism, player characteristics, market structure and even sophisticated technical tools like Stochastics, MACD, Momentum, various forms of Moving Average and even AI. The problem is: he tried to cover so many things that the whole book becomes very shallow and far from what is needed for this highly risky game.
I dont understand why many reviewers gave this book such high ratings. I am afraid that many amateurs had already been lured to enter the game under the false illusion that they became better, if not well equipped, after reading this book, and had already fallen prey to the market crocs.
So simple, so good..........2002-04-03
Jake has writed no news about trading world, but all that the traders need is into this book. Sometimes we read a bit of trading system, a bit of psicological approach, etc. Jake said that the book is dedicated to day traders and aspiring day traders the world over. Doing day trading is arduous: the challenge immense. The promise of victory and lure of wealth inspire you daily to confront the odds of success. Jake give us this book in the hope that his efforts, research, suggestions, systems, and methods will help us achieve our goals.
Great buy!
Compleat Guide to Day Trading Stocks.......2002-03-18
The Compleat Guide to Day Trading Stocks is just that: one of the most complete and very best books ever written on the subject of day trading. Its highly regarded author, Jake Bernstein takes the reader from the very basics such as realistic risk/reward considerations, the essential mechanics of trend-following systems, fundamental vs. technical analysis, timing indicators, stochastics and charts, all the way to clear and precise systems and methods as well as the Psychology of Day Trading. He goes out of his way to make sure that the reader is absolutely aware of all aspects of day trading before making a commitment - including the long and painful learning curve that is inevitable - and clearly states who should not undertake day trading. Having said that, if the reader understands this, and is still firmly committed to making day trading a success, Mr. Bernstein gives his utmost support by going deeply into the nuts and bolts of the art by providing a solid foundation with proven strategies that can be thoroughly back-tested. This is really the most beneficial part of the book for the experienced investor, and is that which sets it apart from the many more general works on the subject. The reader is encouraged to learn and test these methods and systems and to incorporate the ones that are best suited to his/her own investment style. Pitfalls are clearly stated and the writing is extremely fluid and easy to understand. Best of all, the reader subconsciously develops the proper attitude that is so essential to succeed - that day trading should be treated as a serious business which can and will only be successful if done with the proper frame of mind, diligence, hard work, and risk management as well as a dedication to discipline. I highly recommend it!
ANSWERS, ANSWERS AND MORE ANSWERS.......2002-02-17
THIS IS A GREAT BOOK TO GET ANSWERS TO QUESTIONS ABOUT SHORT-TERM AND DAY TRADING. THIS BOOK TELLS YOU WHAT YOU NEED TO KNOW AND IT EXPLAINS HOW TO GET WHERE YOU WANT TO GO. THE AUTHOR DOES NOT TELL YOU ONE METHOD OF TRADING. HE LAYS THEM ALL OUT FOR YOU TO DECIDE WHICH METHOD BEST SUITS YOU; WHICH IS THE KEY TO SUCCESS IN ANY ENDEAVOR. MR BERSTEIN IS A VETERAN AND HE TELLS YOU WHAT HE THINKS. TO ME THAT MEANS A LOT.
THE WEALTH OF INFORMATION IS ASTOUNDING.
A MUST READ.
Book Description
Whether you are a trader, a broker, or an interested student, this second edition of the best selling classic-now in paperback-will satisfy your needs better than any comparable work in print. Written in an easy-to-grasp, nonmathematical style, it remains the only work to cover every facet of the futures game-from fundamental market theory to market-tested real-life applications-and gives you straight-from-the-shoulder counsel about the difficulties and potential rewards you may encounter. Scientifically researched, clearly presented, and chock-full of practical applications you can consult with confidence every working day, this essential work will form the cornerstone of your successful futures game plan.
Customer Reviews:
Of all my books..........2007-04-30
... this come comes out "tops". I use the information I learned from this book daily as I trade not only futures but also forex. If you are a trader, this one needs to be one of your "top" resources.
Futures Game.......2006-10-30
I am a long time futures investor and I have several books on the subject. This book: "The Futures Game" is superb. It is complete and the only one to consult.
A textbook for beginners.......2001-08-04
This book is an essential a textbook for college students. It provides all the basic materials about the futures market. But I feel it doesn't cover too much about the problems of real world trading. After trading for sometimes, I know that there are many tricks using by the professional traders. They are really important. They can give you edges over other traders. But they are seldom covered in college textbooks. So you still need to read other books or learn from other people before you put the money into this risky game.
Belongs On Every Serious Market Participant's Bookshelf.......1999-05-21
This is clearly one of the best investment books written. The title belies the breadth of valuable market knowledge the book offers students of the markets.
No kidding.......1999-02-07
If you are going to trades futures, read this book, make a few trades, then read this book again. It is a cold, hard look at the reality of trading. While just about every other book on futures trading assumes you are a gullible idiot, this one exposes the difficulty of the pursuit. Its depth and breadth are incomparable.
Book Description
Design simple Flash applications, business applications, and games for pocket PCs; use eVB and eVC to deliver these applications on the PPC without the limitations of Pocket Internet Explorer; create Flash content for playback on DVD; and use Flash to construct interfaces for interactive TV. The CD- ROM includes code and examples from the book plus bonus developer tools for Pocket PC.
Customer Reviews:
In favor of truth in advertising.......2004-04-16
Mr. Torrone, in his 11/15/02 review of this book (below), presents himself as if in error, complicitous (with Amazon), or simply self-serving, as his assertion that "Amazon has a special ..." is 100% FALSE. NO "special"; rather, merely two books bundled together with no savings over separate purchasing. In addition, Mr. Torrone conveniently fails to mention the fact that *Flash Enabled* is authored by Mr. Torrone himself. In error? Complicitous? Self-serving? You be the judge.
Excellent book.......2003-04-05
After reading this book, I was VERY happy to have spent the money to pick this one up!
What struck me most, just from reading the table of contents, was the breadth of the content that is found in Flash: the Future. Not only is there information on creating Flash content for PocketPC 2002, but the book also covers Flash for Broadcast (DVD, iTV, and consoles), as well as the Nokia 9200 series. This book covers all of these topics extremely well. Just over half of the book devoted to developing content for the Pocket PC.
There are several different authors who contribute chapters in this section, and each authors' respective expertise in each different topic is evident throughout the section. For example, in each chapter you will find valuable tips and tricks that only come from such experience.
Flash: the Future is a well written and well edited title, and I strongly recommend picking it up if you are serious about Flash development.
Dare I give this book less than 5 stars?!!.......2003-02-25
This book is well written, and the author knows what he's talking about. However, I found he repeats things and often complicates simple things. After reading the chapter about PocketPC Flash technology I found it offered no more information than the Macromedia SDK (free on their website). He does offer some additional advice on PPC game development such as color and art optimization; common sense to most Flash developers. The book attemps to explain how to program a complete game in ActionScript, but does not elaborate on the details of ActionScript (ie: mentions the use of arrays, but doesn't explain their complex charictaristics). If your looking to learn ActionScript, this is not the book. Overall, this book has the advantage of being one of the first in it's catagory.
A no-nonsense, highly accessible, step-by-step guide.......2003-01-06
Collaboratively written by computer program and gaming experts Jon Warren Lentz, Bill Turner, and Ian Chia, Flash: The Future is a no-nonsense, highly accessible, step-by-step guide to creating content and applications for platforms such as handhelds, wireless devices, video/DVD, Pocket PCS, and more. Flash applications, Pocket Internet Explorer, Flash animations, ActionScript techniques, eMbedded Visual Basic, Microsoft eMbedded Visual C++, and much, much more are all deftly covered with illustrative examples and walk-through explanations. An accompanying CD-ROM contains code and examples drawn from the text, as well as bonus developer tools for the Pocket PC. Flash: The Future is a highly recommended addition to any personal or professional Computer Graphics/Design reference collection.
excellent companion to flashenabled!!.......2002-12-02
the book starts off listing various ppcs in comparison and then by goes through (in very good detail) the layout considerations to take when creating flash apps for pocket pcs. many aspects are covered in a way that's very easy to follow along with. a lot of this information will save you plenty of headaches down the road. softkeys (mapping of the device's cursor input) is covered in extreme detail and the source files for all of this is covered very well. c++ (etc.) wrappers are explained in detail so as to hide the ppc's menus, going fullscreen, and more. source code for these techniques are supplied as well on the cd. very valuable stuff. the code is explained in nice detail. classes in c++ and AS are covered in an appendix and are very worthwhile inclusions. transfering flash to television and dvd is covered in depth (and is a first in a book like this.) using flash animations in your dvd menu systems is shown in a step-by-step walkthrough. many of the perils of transfering flash to video/television is covered and workaround techniques are explained. the future of flash on devices is a running theme throughout the book and offers many great insights. the use of XML Socket, loadvars versus XML, etc. is covered. there is a wealth of knowledge to be gained in this well-paced book on the subject of flash on things other than the desktop. it's a bit more technical than flashenabled. the collection of the two books together == a 5 out of 5. these should be your flash device bibles when you want to get involved in creating apps and experiments to run on devices. WONDERFUL stuff. a defacto standard for mobile and other-than desktop Flash deployments. The CD alone is worth price of admission. And that chris pelsor is such a viking!
Book Description
The Travellers' Handbook - High Adventure in the Far Future!
Traveller20 (T20) combines the popular d20 game mechanics with the most fully-realized science-fiction game setting ever - Marc Miller's award-winning Traveller!
Presented in a single volume, these rules allow you to go anywhere, do anything
Be who you want to be: T20 presents 16 character classes, from brash Ace Pilots to studious Academics; from tough Mercenaries to streetwise Merchants. Characters can develop a wide range of skills and feats, from Combat Engineering to Astrogation. They can even study the powers of the mind as a psionic adept!
Go where you like: Design worlds and whole star systems with the system generation rules; populate them with human and alien societies, animal life and natural hazards. The rules cover technology levels, social organization and the unpleasant consequences of hazards like vacuum exposure or radiation burns.
Meet Interesting People: Strange aliens and stranger humans are detailed as player and NPC races. Racial stats are presented, along with typical motivations and psychology for the various alien species. Aliens include the Vargr, Hivers, Wanderers and K'Kree, while the many human cultures include the Solomani, Vilani, Zhodani and Luriani people.
Fight deadly foes: The T20 combat system scales between starships, vehicles and personnel. Blast ships or ground targets with lasers and meson guns; battle it out with guns, grenades and hand weapons. Don powered armor or activate a nuclear damper for defense. T20 covers weapons ranging from crude clubs to gauss rifles and laser carbines, and even vehicle-mounted fusion guns.
Travel in style: Design, buy and operate a range of vehicles from steam locomotives to attack speeders. Trade among the stars aboard a Subsidized Merchant or captain a million-ton dreadnaught.
And there's more: The T20 system allows any style of science-fiction adventure to be created. The whole range of human (and alien) activities are covered: speculative trade, starship combat, carousing in starport taverns
if adventurers do it, it's in here. The Traveller's handbook also contains guidance on setting up and running a T20 game, awarding experience, and tailoring the campaign to the needs of the players. It also presents an introduction to the Official Traveller Universe, which will be detailed in forthcoming releases from QuikLink Interactive!
Customer Reviews:
A good Traveller adaption and some nice general enhancements to D20.......2005-08-03
This is a comprehensive and well executed adaption of D20 to Traveller. Traveller is a game I've held in high esteem since I was a young teen in 1983. The other reviewers do a great job of describing what's appealing about Traveller, so for the sake of brevity: ditto.
But not only that. It's a better D20. Here are the areas where I think T20 does better than D20:
1. Armour exists not only to deflect weapons, but to reduce damage.
2. Being more experienced doesn't make weapons less damaging. A sword or pistol is always a dangerous thing to have pointed at you.
3. People who work together have different backgrounds, different levels of experience, and different ages.
4. Magic Powers (in this case, psionics) are built on the existing skill system and bought with skill points.
5. In many cases, you can compensate for poor education by having high IQ, poor charisma by higher social standing, etc.
6. Experience points for completing objectives, rather than winning fights.
If you like lots of combats where your character takes a half-dozen 10-point sword wounds in a row and comes out fighting, and you get masses of XP for this, then this game isn't for you.
If you like a lot of variety with exploration, role-playing, a few *very* dangerous fights, space ships, high-tech, low-tech, utopias, hell-worlds, commerce, aliens, etc, then try this game.
Headache inducing and flawed conversion to d20.......2005-05-21
I'm a big Traveller fan. It was one of the first RPGs I ever played and the first I GMed. I've owned products from every incarnation of it, even the dreaded Gurps Traveller, and own almost all original (or Classic as it's now called these days) Traveller products.
Physically, this is an impressive book. It's heavy, and it's huge. That's the first thing you notice. The next thing you notice is the price tag (...). Though after a quick mental "D'oh!", you realize it's priced reasonably, given it's size. (...)
Traveller 20, or T20, takes the tack that Fading Suns d20 took - ditching all the regular d20 classes and introducing several new ones. Herein lies much of the problems I have with T20. Although realistic, several of the classes are simply terrible at combat. They have a Base Attack Bonus progression which ends up at +5 when they are 20th level. Again, this is somewhat realistic, especially for classes like the "Academic". But I think it's bad game design. You're going to end up with many characters simply worthless in combat. No one likes playing the far future version of Richard Simmons. By using the weakest normal Base Attack Bonus progression (where it ends up at +10 at 20th level), you're giving the character a much better chance of being useful, yet aren't stretching reality too much.
I also found it odd that the Army class has a fairly weak base attack bonus progression - the average one in d20 terms, that ends up at +15 at 20th level. The Navy is even worse. Not quite as bad as the Academic, but weak (the weakest normal progression, like that of a wizard). Should military classes be worse at combat than a Mercenary? Maybe the Navy, but not the Army. And should Mercenaries be on par with Marines? Marines are considered to be the toughest regular fighting forces around (and this is especially true in the Traveller universe). So I'd definitely say no.
While presumably not everyone will run a combat heavy game, Traveller always had a strong criminal and mercenary slant since the begining (early on, it was more or less "Thugs in Space", where the PCs were criminals or toughs.) So this great imbalance between the classes is perhaps a bigger problem in a game like Traveller than other SF games.
I also have problems with the concepts of some of the core classes. The "Traveller" class for instance. Does that really need a class? No. And why is "Mercenary" a core class? I don't really get how you can become a mercenary from the get go, once you're 18. It seems like it's something that you can't start out in, but can become on after a tour in the military or somesuch. I.e., essentially a prestige class. In fact, this is likely why in the original Traveller, which didn't have classes but had careers, there was no mercenary or "Traveller" career. Though they did follow the classic Traveller careers fairly closely (which is good, as early reports about the game had them doing something complete different and very wacky), I think they should have followed them much closer.
In a way, all core classes are somewhat similar in that all their special abilities are bonus feats. Some of the feats are exclusive to that class, but they all get the same number of bonus feats (about one every other level).
There are 3 prestige classes - the Big Game Hunter, the TAS reporter, and the "Ace Pilot". By contrast, these do have some special class abilities which aren't feats. But the Ace Pilot is a really dorky name. I can't help but think of Red Dwarf - Ace Rimmer. I think the first two should have been regular, core classes (well, maybe a generic reporter or media class). I also think some more prestige classes were needed. Special Forces, for army characters. Assassin. Lots more.
I also think Psionics should have been handled as a prestige class. Not only does it makes sense (that's one thing prestige classes are for - secret societies and such), there are balance reasons for it. As it is, Psionics are largely handled by feats and by random luck. If you have psionics, you might have powers in one of 5 different areas, or spheres. Each different power requires a feat to be taken, and each sphere is also a skill which needs to be built up. Okay, except that all spheres are not equal. Telepathy has 7 different powers or feats. Telekinesis has one. Teleportation has one. The latter two are potentially very powerful, depending on the character's PSI ability.
So, while I think most new classes are okay, some are flawed pretty badly, either in execution or concept. Even as NPCs classes, they wouldn't work. And as there are no NPC classes, the workload on the DM or Referee is going to be increased a lot. For some reason, many don't realize that part of the reason for the NPC class was to make things easy on the DM - the original ones are all very simple, with no special abilities or powers (other than the adept and it's spells). This is somewhat mitigated by the large appendix of stats for NPCs. But still annoying, IMHO.
Another interesting idea, but flawed (or so I think) is how characters gain past experience, called Prior History. This is similar to past versions of Traveller, and is almost a game of it's own. But in essence, the problem is it ends up producing characters that have a wide variety of character levels (each year of prior history, they get 1000 xp, plus possible bonuses). One PC might have a 3rd level character. Another might have a 10th. While this is perhaps realistic (though honestly, older is not always better), it largely defeats the whole purpose of having character levels (which is to make combat ability easier to gauge, as well as general competence).
While Prior History has balance problems, it also is quite confusing. I can't quite figure out how college works. Characters in it get XP, but what class are they? Academic? Any class they want? It doesn't say. And multiclassing is confusing. On the one hand, it says anyone can apply to a service class until they are 33, but in the multiclass rules, it says those classes can't be multiclassed into unless you have prior experience in that class. So how do you multiclass into it? And the Mercenary career - the text mentions an Academic might want to multiclass into that, but Mercenary is restricted to those who were in the Army, Navy or Marines. And why can't Scouts be a Mercenary? They were in a military service, and are as good in combat (in T20 terms) as the Army and better than the Navy. Or Rogues? While not in the military, they are good at combat as well.
It doesn't help that the only example of prior history is as simple as you can get: a character that starts off a rogue and stays a rogue his entire career (he's also immensely fat, perhaps this was meant to be a Marlon Brando/Godfather reference). Gee, thanks for the help. So in making up characters, we just ignored the multiclass restrictions in the prior career, and no one took university.
Speaking of combat, T20 introduces several new combat rules, most pretty major. For one, there are no more hit points. Instead, there are stamina points, which are more or less identical to hit points (and go up every level). There is also "Lifeblood" points, which are based on a characters constitution and are fixed. The explanation of this is actually hard to find in the book. It's in the combat chapter, but rather being the first thing explained, it's buried after a long section on starship sensors. WTF?
Anyway, since there are two types of hit points,armor is handled a bit differently. Armor increases armor class, but also has a damage reduction value. This reduces the number of dice a weapon does, to a mininum of one. The remaining value is then subtracted from that remaining die (which was the high roll). It's confusing to explain, but is actually fairly clever.
Example:
Alec is wearing cloth armor, which has a rating of 6. Homer comes along and shoots him with a Laser Rifle, which does 3d10 damage. Homer rolls for damage and gets a 7, 10, and 4. Alec thus takes 21 stamina poinst of damage, which is easy enough to figure, but the lifeblood damage would be 6. The cloth armor has a rating of 6, so that means 6 dice would be removed from the total. But there's only 3. So 2 of the 3 are removed, leaving the roll of 10 (the highest). From that roll of 10, 4 is subracted, leaving 6. (4 because the armor rating of cloth armor is 6, but 2 of that was used to remove dice).
I find this pretty clever, and it seems to work well enough, though it has some quirks. They've also managed to keep weapon damages and armor value consistent with other d20 stuff. Another change is that strength no longer helps in melee combat, it's dexterity, like in missile.
About 110 pages of the book is on design sequences for vehicles and examples of vehicles. While many Traveller fans are in fact people who love to design stuff, I think this really would have been better suited for another book. It's also really only suited for Traveller games, as Traveller tends to make certain assumptions about it's starships that don't really apply to other universes. (For one, their expense. Ships in Traveller are insanely expensive. Contrast that to say, Star Wars, where starships are priced like cars. Or most SF games where they are more like ocean ships. This is one of those things I never liked about Traveller. There's no real reason for starships to be that expensive, given the technology levels - robot construction, contra grav, computer design, all would drastically reduce the cost of starships. But they still cost 200 million credits+, even for a small ship. I also don't understand how it can take years to build relatively small ships either. But I digress).
Basically, by comparison, in 35 pages or so, the Imperial Encyclopedia fro
A great game comes to the d20 system.......2004-04-23
T20 is a really great game. It may look a little pricey, but you get a lot of bang for the buck (unlke many expensive White Wolf books, this one is packed with info).
I highly recommend this if you like the d20 system. I doubt that Wizard's d20 Future will even hold a candle to it.
Returning to Real SiFi........2003-01-14
The long wait to a modern vision. The best game produced with out being backed by a movie. Mark Miller wrote the forward and you can tell he is happy about the product that was his baby, and now all grown up, setting another standered in RPG's. Thank God for this book, saved me from giving up gaming.
Traveller works brilliantly as a D20 game.......2002-11-27
This is easily the best d20 old-game-to-new-game adaption I've seen in the last couple years. It is fully developed - tons of skills, classes, feats, and equipment. The combat rules are logical and lethal. Starship combat, psionics, and planetary generation are well-designed and incorporated, drawing on twenty years of game development. The "Imperium" background is vague enough to allow plenty of flexibility when designing the setting while still providing enough of an inspiration framework to avoid doing it from scratch.
The game is a hard-science sci-fi roleplaying game - more Star Trek or Foundation than Star Wars. Belongs on every gamer's shelf.
Book Description
With his take-no-prisoners 1994 book Winner Takes All, Bill Gallacher first carved out a reputation as a no-nonsense authority on the futures trading game. Now, with The Options Edge, he focuses on the world of options on futures, exposing the shortcomings of current theoretical pricing formulae and offering a simple, understandable, and widely applicable option pricing model without invoking any complicated mathematics whatsoever. Gallacher¿s watershed book represents nothing less than a new mindset for trading options on futures, a revolutionary approach that depends less on esoteric, theoretical abstractions and more on empirical evidence gathered from the real world of options trading.
Customer Reviews:
Fast and enjoyable read.......2002-05-17
This book contains some very useful information for people who write options and wonder if their profitability is sustainable over the long run (hence the title "options edge"). Although Gallacher states that the edge between writers and buyers is zero (based on his empirical evidence); he illustrates that writers still can make consistent positive return on their trading, as long as they sell implied volatility which exceeds historic volatility and as long as they cover their short positions in options with futures at strike. Unfortunately, Gallacher doesn't compare LEAPS to futures as a way to cover short positions in options. An easy and enjoyable read!
Interesting book for option writers.......2002-05-13
This book contains some useful information for option writers who wonder if their profitability is sustainable over the long run (hence the title "options edge"). Although Gallacher states that the edge between writers and buyers is zero (based on empirical evidence); he illustrates that writers still can make consistent returns if they sell implied volatility which exceeds historic volatility and if they cover their short positions with futures at strike. The book is easy to read and I finished it in half a day.
yes, but the risk.......2000-08-23
The research work is better than most available and the writing very good (See his other book as well). However if somebody can answer the following: Isn't there a risk of blowing up the strategy with a string of limit days? They may be rare, but their effects are extreme (see Nassim Taleb's site and/or book). At one point limit days are mentioned; they are handled by using the price at the limit. This assumes that one can trade futures at the limit price, which is not a guaranteed thing. Otherwise, the new and refreshing look at option pricing is excellent. Clearly accuracy is more important than precision in markets with bid/ask spreads and Mr. Gallacher is able to cut to the core of the issue. Lots to consider, but that one problem remains.
Highly readable and full of wisdom.......1999-05-01
This book is a very enjoyable read. The author uses real world data from options on futures to demonstrate where the edge really lies, allowing the trader to improve his chances. It is written in a very practical manner, showing the many weaknesses of highly theoretical option pricing models and why they rely on needless mathematics. The reader will see how options work in the real world. This book has been written by a real trader not a theorist. As a options trader myself, I would highly recommend this book.
Finally a no-nonsense book on options!.......1999-04-26
William Gallacher managed to write a thorough analysis of options tradings and its probabilitiy. This is the best book on this subject since Natenberg and McMillan. "The Options Edge" illustrates the real mechanisms of market behavior with in an easy to understand approach to come up with an appropriate strategy in various market conditions.. The book was definetely written by a practitioner. Buy it! It is enjoyable for both the novice and the experienced market player!
Books:
- Why Geography Matters: Three Challenges Facing America: Climate Change, the Rise of China, and Global Terrorism
- Wilfrid Gordon McDonald Partridge (Public Television Storytime Books)
- Wing Nut
- Wingshooter's Guide to Idaho: Upland Birds and Waterfowl (Wingshooter's Guides)
- Wizardology: The Book of the Secrets of Merlin (Ologies)
- Woodcock-Johnson III: Reports, Recommendations, and Strategies (Book/CD)
- Zoom (Picture Puffin)
- A Crazy Little Thing Called Death: A Blackbird Sisters Mystery
- A Feast for Crows (A Song of Ice and Fire)
- A Field Guide to the Birds of Eastern and Central North America
Books Index
Books Home
Recommended Books
- Turkey's Modernization: Refugees from Nazism and Ataturk's Vision
- The Raw Gourmet
- The Family Vault
- The Atlas Of The Civil War
- The DV Rebel's Guide: An All-Digital Approach to Making Killer Action Movies on the Cheap
- Self-consistent Quantum-Field Theory and Bosonization for Strongly Correlated Electron Systems
- The Food Revolution: How Your Diet Can Help Save Your Life and Our World
- Ginger: The Life and Death of Albert Goodwin
- Russia's Oil Barons and Metal Magnates: Oligarchs and the State in Transition
- Born in Brooklyn. . . . Raised in the CAV!