Books, Books, Books! [Archive] - Wizards Community

Post/Author/DateTimePost
nickcan

03-16-07, 09:17 AM
We are currently playing with the three core books only. We also have the PHB2. I was thinking about getting another book, but I'm not sure which one to get. One of the "complete" series? Any ideas? Which books are used most regularly (aside from the core of course).
Romtos

03-16-07, 09:20 AM
Any of the first four completes, depends on what most of the group will use. Magic Item Compendium is a nice one, gives lots of options for items. Tome of Battle makes melee characters far more interesting. :)
MasonMurdoc

03-16-07, 09:22 AM
We are currently playing with the three core books only. We also have the PHB2. I was thinking about getting another book, but I'm not sure which one to get. One of the "complete" series? Any ideas? Which books are used most regularly (aside from the core of course).

Complete Arcane has feats, spells and Prestige class's that can make spelcasters awesome
nickcan

03-16-07, 09:24 AM
What I'm worried about is getting something that makes spellcasters awesome, or melee fighters more interesting. The problem there is that I will have to get more books. I need a decent book that will have features useful to everyone. I don't want to get in an arms race with books.
Genetic

03-16-07, 09:26 AM
Useful to everyone?

Magic Item Compendium.

Maybe Dungeonscape (don't know much about it).
Nevynxxx

03-16-07, 09:31 AM
What I'm worried about is getting something that makes spellcasters awesome, or melee fighters more interesting. The problem there is that I will have to get more books. I need a decent book that will have features useful to everyone. I don't want to get in an arms race with books.

DMGII
Ryusage

03-16-07, 09:34 AM
DMGII

Really? I haven't seen the book but is it really useful for all classes?
Sereno

03-16-07, 09:45 AM
What I'm worried about is getting something that makes spellcasters awesome, or melee fighters more interesting. The problem there is that I will have to get more books. I need a decent book that will have features useful to everyone. I don't want to get in an arms race with books.

Sad fact, but DnD *is* an arms race ... it always has been.

Every new supplement that comes out has to add something, power-wise, or people are going to see it as "more of the same".

Each of the Complete books is geared to give more options and more power to the individual classes; I can't see adding one and not the others as you'll be giving new power options to only one class of PCs.

If you don't want to get into the arms race, there's always the Heroes of Horror/Lords of Madness (take your game in a different direction), the Cityscape and Dungeonscape books, too.

Also, you might consider getting into a published setting; the basic campaign settings for Eberron or FR are full of new things that don't really ramp up power too much (although Eberron's artificer IS a powerful class).
Sunic_Flames

03-16-07, 09:47 AM
Highly recommended, by a guy who has read quite a few books:

Dungeonscape.
Cityscape.
Tome of Battle.
Draconomicon.

Best written non core books I've seen so far. Dungeonscape contains content for all classes of characters pertaining to dungeons such as alternate class features, feats... Also contains a lot of traps, including "encounter traps" that without spoiling much, get the whole party involved in trap disarming.

Cityscape is like dungeonscape, but pertains to urban adventures, much the same general type of content, although I personally prefer dungeonscape as it is more extensive and has the right mix of flavor and crunch. However I'm only 2/3rds done with it so I can't form a complete opinion on it just yet.

Tome of Battle contains alternate melee classes, ones that are not marginalized by casters by mid level like core melees are, and with some of the variants available in it they can be played like casters as well. This doesn't improve existing content so much as offer an alternative though, and the system used in it is different from the core system.

Draconomicon contains an extremely large amount of info pertaining to dragons such as dragon lairs, dragon behavior and tactics, dragon based prestige classes... Very well made book, though not much use to you if you aren't making a fair bit of use out of draconic things.

Complete series isn't bad or anything, just that the way it's set up you need several if you are to get one, as they're split up by archetype: divine, arcane, martial type and skilled (aka skillmonkey) type. So unless you end up with an unusually biased party, not gonna do you much good.
Witch

03-16-07, 09:49 AM
I think it depends on the type of campaign. Personally, I'd suggest two books: Tome of Battle and Spell Compendium.
Demarest

03-16-07, 11:38 AM
What would I suggest?

Stormwrack. Why? It's just plain cool. There's a lot of options in here, and it can add a lot of flavor to your campaign. You don't have to buy it and use it immediately, but it's something that you can use later to change up the style of play. Not only does it have underwater adventuring/combat rules, but this also has new monsters, feats, prcs, races, and basically everything in a D&D book that makes people smile.

Dungeonscape. I have this book. I plan on using it. A lot. My dungeons needed some tweaking and I wanted to make them more memorable (like my cities). This book is providing the inspiration for that.

I offer you the same warning about the Complete Series. If you get just one of the books, you're going to be tailoring to (probably) just one PC who can use it the most. Of all the series, Complete Adventurer can probably be used by almost every character, but still, if you're only getting one book, I wouldn't start this series. Not to say that these books aren't great, anyway.

I don't have the compendiums, but they're probably also a good idea from the previous posts. At least these are books with options that many players could use. Magic Item Compendium especially because it doesn't restrict itself to casters only.
mcnoo

03-16-07, 12:22 PM
I'm quite a fan of complete scoundrel. It might be made with rogues in mind, but there's plenty of handy bits and bobs for anyone to pick up.
Rian Lightblade

03-16-07, 12:28 PM
What I'm worried about is getting something that makes spellcasters awesome, or melee fighters more interesting. The problem there is that I will have to get more books. I need a decent book that will have features useful to everyone. I don't want to get in an arms race with books.


If you're set on getting a complete book, then get the Complete Adventurer it's a good all-around book. Although I'd recommend at least getting a MM2 or MM3 or the Fiend Folio as well.
Ongorth

03-16-07, 12:41 PM
Here are my favorite resources by category:

Worldbuilding: Book of the Righteous (Green Ronin)
Campaign Options: Unearthed Arcana (WotC)
Monsters: Tome of Horrors III (Necromancer)
New Mechanics: Tome of Battle (WotC) or Witch's/Psychics's Handbook (Green Ronin)
Splatbook: Well, these almost always come in series and the quality in the series can vary grosly. I like Complete (WotC), Path of . . . (Fantasy Flight), Encyclopedia Arcane (Moongoose) and Races of Renown (Green Ronin), but some aren't that good. I can't think of one I could just pick.
A_Wizard_for_Breakfast

03-19-07, 03:08 PM
Spell Compendium is nice if you allow creation of custom magic items. It is, however, a definite boost to casters over others. If your party works well together (casters buff fighters before blasting and the like) then it could do you some good.

I haven't seen Magic Item Compendium, but I hear good things. It's, probably, more of a bonus for non-casters than others because casters can be relatively item independent. But, that would be my bet for a good all-around book than can add some flavor and crunch to every person in the party.

You could also look into incorporating psionics if you feel like your game is getting a bit stale. It has variant casters and warriors and it's available for free in the srd. Make sure your familiar with the rules, though.
Hydryh

03-19-07, 03:22 PM
We are currently playing with the three core books only. We also have the PHB2. I was thinking about getting another book, but I'm not sure which one to get. One of the "complete" series? Any ideas? Which books are used most regularly (aside from the core of course).

From what I hear, Complete Adventurer seems to be the go-to book when people are starting a D&D library.

I myself love the MMs, and the special monster books like Lords of Madness and Tyrants of the Nine Hells, but that's more because I love to read about the habits and habitats of all these freaky creatures than because they come in handy in-game.
Greg K

03-19-07, 03:24 PM
double post
Greg K

03-19-07, 03:24 PM
Unearthed Arcana (WOTC)
Shaman's Handbook (Green Ronin)
Witch's Handbook (Green Ronin)
Book of Iron Might (Malhavoc) by Mike Mearls. Combat Maneuvers (not Bot9S style maneuvers), Combat Tricks, etc. to make combat more interesting

If you are a DM looking for monsters:
Advanced Bestiary (Green Ronin): all monster templates
Fiend Folio (WOTC): bunch of monsters
Monster Manual 2 (WOTC): bunch of monsters
Dragononmicon: If dragons play a large part in your game (WOTC)
Fiendish Codex I: If demons play a large part in your game (WOTC)
Lords of Madness: If aberrations play a large part in your game (WOTC)

If you are a DM looking for Worldbuilding or Environmental Design help:
Stormwrack (WOTC): if you are a DM running any aquatic/seafaring adventures
City Works (Fantasy Flight Games): City building book
Wildscape (Fantasy Flight Games): book about several environments and some variant class material
Traps and Treachery (Fantasy Flight Games)
Gottwick

03-19-07, 03:28 PM
Spell Compendium
Unearthed Arcana
Kilsek of Sheverash

03-19-07, 03:35 PM
For upping the options for spell and magic item selection, the Spell and Magic Item Compendiums both are awesome.

As for class or styles of play... there really are so many, with lots of their own unique flavor... so hard to pick just one or a few!

I do like how the "Heroes of..." are broader character styles by theme, while there's also more focused class-oriented books like "Complete..." to choose from.

Not to much the cool environmental-theme books, the Fantastic Locations (combination minis maps and mini-adventure hooks)...

Simply gotta 'Play more,' like they say, right? hehe