| Post/Author/DateTime | Post |
|---|---|
| Great Cthulhu08-17-05, 01:20 AM | I'm a DM who has recently been able to acquire a good amount of money from ebay sales. So, I want to know what D&D/d20 books are the best to get for a DM who wants to run a terrific campaign. I already have: PHB DMG MM MMII MMIII FF ELH XPH LoM Privateer Press's Monsternomicon Hero Builder's Handbook Stronghold Builder's Guide Monsters of Faerun Enemies and Allies Here are the books that have been suggested to me so far that I intend to purchase at some point: Some "Complete series" books. Libris Mortis CoC d20 DMGII Edit: Added some books that I forgot to mention to list. Edit: Added current list of books on my "want to buy" list, due to suggestions. |
| Cyra08-17-05, 01:27 AM | obviously your missing the "Complete" cycle. Excellent stuff that is. |
| SionofDarkness08-17-05, 01:42 AM | I would also check out the DMGII. See if you like it. |
| WizardlyFriend08-17-05, 01:49 AM | he seams to have a lot of the more DM oriented books though :thumbsup: id check out the complete cycle adn the races books. they are more PC oriented books, but you can use the PrC, and other stuff for NPCs |
| Tedly22408-17-05, 02:51 AM | Libris Mortis is a really well written sourcebook, giving a lot of good info and flavor for Undead. I wasn't sad at all to pick this one up. I'll add another vote for the Complete cycle, mostly for Complete warrior and Complete Adventurer as they help players with non casting characters gain a bit of a needed edge. All of them are good though. |
| Argon_Asimov08-17-05, 03:28 AM | Hero Builder's Guide just a few rolls on some d% charts and you've got yourself an NPC with some real background. I roll up some random NPC's before any session (race, background, etc. ), and I also keep a some generic stats lists around (class, lvl, abilities, etc.), and I combine these two as needed during play : ) The book also examines why particular races might choose certain classes and what thier outlook on themselves and the world might be, as well as offering up suggestions for unique chacter / play styles. To top it all off, it has a naming section in the back with long lists of random male and female names for every core race : D |
| MoogleEmpMog08-17-05, 11:08 AM | Blood and Fists (The Game Mechanics) A d20 Modern supplement, but don't let that stop you - it's almost entirely compatible. If you ever wanted more detailed (and 'realistic') martial arts, or to make unarmed Fighters not only a possibility but a strong choice, these rules are for you. Call of Cthulu d20 (WotC) The monster chapter alone is worth the price of admission, but overall it's a great book. I note you have Lords of Madness (which also would have made my list); perhaps you're interested in the unutterable spawn of the outer dark? If so, this is an invaluable resource. However, it's 3.0, so the monster stat blocks are slightly out of date. Complete Adventurer (WotC) Probably the best of the Complete series, this one offers three fun and playable, if slightly weak, base classes (ninja, scout and spellthief), and a great selection of feats, new uses for skills, spells and PrCs. Some of the equipment is also quite interesting. Conan the Roleplaying Game (Mongoose) If you're interested in Conan, or in somewhat more detailed and dangerous combat, this is a great book. If you prefer the high-magic, high-fantasy style of core D&D, not so much. Iron Heroes (Malhavoc Press) Another set of variant rules, this time calculated to be compatible with standard CRs (unlike Conan). It's a great ruleset, but very difficult to mix and match with core D&D. The stunts system is brilliant, however, and making a major enemy using these rules would certainly give him a unique flair. Iron Kingdoms Character Guide (Privateer Press) You already have Privateer's classic Monsternomicon - this is the setting from whence those horrors hail. Several great concepts underlie the Iron kingdoms, but their actual mechanics have more than a few flaws. I'd probably skip it if you don't want to run the setting. Spycraft 2.0 (AEG) Excellent fast and flexible NPC generation rules, and more advanced skill rules if you run a lot of skill-based adventures. You can save yourself literally hours of prep time using the NPC system. This is, IMO, the single most important d20 system DM's book on the market. |
| Great Cthulhu08-17-05, 01:19 PM | Of the list so far, I see a lot of books that I think would help my game. The DMGII is on my list, as is CoC d20. (I read an article that said despite its modern setting, it is a good resource for sanity rules, monsters, magic items, and spells. Thanks for the suggestions so far! |
| Great Cthulhu08-17-05, 01:19 PM | Sorry, double post. |
| Amene08-17-05, 04:48 PM | Weapons of Legacy! that's a must have, i no longer use artifacts in my campaings, this rules are well balanced to allow powerful items that are less abuseable |
| MinusInnocence08-17-05, 05:45 PM | Libris Mortis, Draconomicon, Lords of Madness... they're like the Unholy Trinity of monster lore for DMs. The only other iconic monster WotC hasn't covered yet are giants, a book I'm anxiously awaiting though I've heard nothing about. The DMGII, on the other hand, is a MUST-HAVE for DMs new and old. I've been DMing for ten years and although most of the information within is sensible and known to "veterans," it is presented in a thought-provoking and easy to read format. Just thumbing through the book gives you all sorts of ideas... it's basically all the great stuff they just didn't have room for in the first DMG. I'm with Fixx, this is Core Book 4. |
| Lord Schpungus08-17-05, 06:27 PM | Weapons of Legacy (the only magic items you'll ever need. It is the awesomest book) Races of Stone (the best of the Races books by far) Complete Adventurer (the Scout rocks harder than diamonds, and the book is good, too) Complete Warrior (the feats inside are the most useful of the four, by far. Plus the non-spellcasters need a boost, definitely) Complete Arcane (if only for the Warlock. Warlock, Warlock! It's what D&D spellcasting should be.) |
| Shaken, not Stunned08-17-05, 08:04 PM | Unearthed Arcana gives you the most rule for your dollar. It offers at least one new version of every core class, at least four new versions of every core race, some new feats, the sanity rules, psionics (in the form of "spell points"), rituals, flaws and traits, and a few other useful (but less widely applicable) varients. In my opinion, it is a lot like getting the information of four supplements for one. |
| Nick Caligo08-17-05, 08:24 PM | Get yourself some non-D&D books, man. Pick up some stuff that absolutely has no place in your collection, like the Star Wars d20 sourcebook. Spring stuff like demons with Jedi levels on your PCs. Of course, in your world it isn't really a Jedi, is it? There's a trillion ways you can explain these crazy curveballs that you can throw your PCs with outside source material. Don't be afraid to get silly. Complete Arcane provides you with some nice magic variants. I got it just so that I could have the Warlock at hand. BEAUTIFUL character class. Get Green Ronin Publishing's Advanced Beastiary. It's a book of nothing but creature templates. Unearthed Arcana is, indeed, t3h g0d. Please, please buy it. There's endless fun to be had with it. |
| DogOnWheels08-18-05, 12:29 AM | DMG 2 & Unearthed Arcana are two books I was initially very unsure about, in fact I looked over the DMG 2 a few times at the bookstore & decided out-of-hand that it was crap. I was very wrong, & I'm ashamed that I'm so quick to judge sometimes...But that's not here or there, both books are loaded, fully loaded. I see something new each time I look, & some of the variants in UA have made my games so much better. Try adding bloodlines on as a sorcerer class feature... |
| UltimateReality08-18-05, 12:49 AM | The DMGII, on the other hand, is a MUST-HAVE for DMs new and old. I've been DMing for ten years and although most of the information within is sensible and known to "veterans," it is presented in a thought-provoking DMG 2 & Unearthed Arcana are two books I was initially very unsure about, in fact I looked over the DMG 2 a few times at the bookstore & decided out-of-hand that it was crap. I was very wrong, & I'm ashamed that I'm so quick to judge sometimes...This is odd, because my reaction was the exact opposite. I was very excited to hear about it, and liked what I saw when I skimmed. However, once I read in depth I did not like it at all. It seemed mostly like a money grab, and in terms of alternate rules and mechanics provided, I personally think UA blows it out of the water. The best things I got from the DMGII were the booby traps, new stat block, and battlegrid terrain marking system. The whole chapter on gamer types is rehashed from "Robin's Laws of Good Gamesmastering", a much clearer book by Robin D. Laws. (Note that he contributed to the DMGII, which is probably why the two sets of "gamer archetypes" are so similar. Note, though, that Robin's original version didn't include two problem player archetypes, and didn't advocate bending yourself over backward to find a way to work in the powergamer's favourite new supplement he just HAS to play cuz he bought, regardless of your game balance.) I was also VERY sorely disappointed that the DMGII contained nothing on creating your own adventures. Instead, we are apparently supposed to all buy and modify pre-fab mods, and are told that "the maps in the adventure might be worth the price of the entire product." (Bull :censored: ) It's really funny because if you do as many alterations as they suggest for the pre-fabs, you'll end up with your own adventure anyway. There was a good 30 pages on fantasy medieval society...but none of our games are really run in that setting, so that was useless to me as well. (We've been steadily moving towards a more early industrial age setting over the past year or so.) This section will be more useful for other groups; I know we're in the minority here. There were little nifty tidbits in it, sure, but very few things I think I'll actually use. I expected something a little less cliche out of the "Magic Events" section, and some of the "Teamwork Benefits" for PCs were downright bizarre. I would go for UA over DMGII any day. I don't use everything in the UA, but those variants are good, solid, and I use more of them than I do of the DMG. Bloodlines, variant classes, variant massive damage, reputation, and contacts are all regulars in our games now. However, Libris mortis, Draconomicon, and Lords of Madness are really really good too! :evillaugh I'd flip through the Races and Complete series to see if there's anything in there that you really want to put in your campaign. If so, great, buy it. If not, forget the book exists. ;) |
| Meorn08-18-05, 12:51 AM | I just bought Heroes of Battle and I'm enjoying it a lot. Not because of the things that it offers you, but because of the possibilities that it creates for your gaming. |
| Rathje08-18-05, 03:19 AM | I think the biggest bonus to the Complete series is variety. If you're playing with a bunch of new players, it isn't necessary. However, anyone with experience will probably love it. Also, just looking at the names and descriptions of classes can spark inspiration. I strongly suggest it. |