Which books?

Post/Author/DateTimePost
#1

larslarsen

Jul 07, 2010 2:52:33
Hi Everyone -- I haven't kept up with D&D since 4E first came out, and own the 4E core books.  The impending release of Dark Sun has drawn me back in, though, and I'm really excited to start up a new campaign.  So to begin studying up before the Dark Sun releases, I wanted to get caught up on the current 4E releases.  

My question is, out of current 4E material, which books would be most recommended/applicable to a Dark Sun Campaign?  Or, if the answer is 'most of them', which ones aren't going to be that useful?
#2

Palladinae

Jul 07, 2010 3:14:31
This quite possible list:
1. Player's Handbook
2. Dungeon Master's Guide 
3. Monstrous Manual 
4. Dark Sun Campaign Setting 
5. Dark Sun Creature Collection 
6. Player's Handbook 3 (for psionics)
7. Player's Handbook (golaiths, unless the will be described in DS)
8. Martial Powers (from what I saw, some gladiator powers  are taken from that book) 
#3

Duke5150

Jul 07, 2010 3:53:34

I assume by core, you mean phb1, dmg 1 and the mm1. My suggestions are as follows.


If you're only going to be a player.
Phb2 - Contains the primal power source, classes like the shaman (leader), druid (controller), warden (defender) and the barbarian (striker). It also contains some arcane classes, like the bard (leader) and the sorcerer (striker). If you plan to stick with the official word and ban divine power, divine classes are not needed, but the book contains the avenger (striker) and the invoker ( controller) both of which are divine classes, like the cleric.

Phb2 also has the following races. Goliath (athasian halfgiant) and at this time, is the only known phb2 race in darksun. Although you can allow anything as the DM. The other races are the gnome, half orc, shifter and deva. It's also got new magic items, mostly primal focused, new rituals and feats.


Phb3 - Contains the psionic power source, with classes like the ardent (leader), battlemind (defender), psion (controller), and the psionic monk (striker). It also has the runepriest (divine leader) and the seeker (primal controller).

Races include the githzerai, minotaur, shardmind and the wilden. The phb3 introduces "skill powers" which are utility powers that play off of skills. Superior implements which are neat and new feats and a few new magic items. There are no new rituals in the phb3.

Those are the only two books I consider "required" although, you can run 4e DS without either for awhile before you will begin to miss them.

All the other player option books are optional. But I'd look into primal power, martial power 1&2 and arcane power. You do not need the adventurers vault books. Using the phb1, you can make athasian magic items yourself.

If you plan to be a DM.
DMG2 - This book contains the alternate rewards section, so if you run games that don't have as many magical items, you use inherant bonuses that you gain at certain levels. This keeps the characters balanced while allowing a DM to flavor the world towards a more "magic is rare" theme.
It also has updated creation rules for solo monsters and minions.

Monster Manual 3 - 4e Darksun uses the new stat block format and the increased damage output. The mm3 also has the thrikreen and some other monsters you could use with darksun.

All the other DM books are optional and most don't have much to offer a darksun game in my opinion. But you could look into the plane below (elemental chaos) and the underdark, as they can give you some useful tools for darksun.

I think the best suggestion is getting a 1 month DDI subscription for the updated character builder and monster builder, which has everything you need to play from all the books and magazines. Excluding the story fluff and tips on how to do certain things. (dmg2 is very helpful)

Beyond that, I'd suggest looking at the newest errata, found on the front page of the wotc site, in the rules update section. Download the June pdf update and check out the "setting damage" section. It explains the new damage outlook for future monster, as some folks believed monsters didn't do enough damage before.

Hope that helps.

#4

larslarsen

Jul 07, 2010 11:44:20
Incredibly helpful!  Thank you so much helping me get caught up, this is exactly what I needed.
#5

RalofTyr

Jul 08, 2010 1:38:20
This quite possible list:
1. Player's Handbook
2. Dungeon Master's Guide 
3. Monstrous Manual 
4. Dark Sun Campaign Setting 
5. Dark Sun Creature Collection 
6. Player's Handbook 3 (for psionics)
7. Player's Handbook (golaiths, unless the will be described in DS)
8. Martial Powers (from what I saw, some gladiator powers  are taken from that book) 



And I thought White Wolf was bad...

#6

ascottbay

Jul 08, 2010 2:06:35
Monster Manual 3 - 4e Darksun uses the new stat block format and the increased damage output. The mm3 also has the thrikreen and some other monsters you could use with darksun.

For more specific commentary on the usefulness of MM3 in Dark Sun there is [this] thread.
#7

Akriel

Jul 08, 2010 6:50:54
For me, i will use go more Digital ( i got every books, but they are dusty on the shelves):

The character Builder (for PCs) and Aventures Tools (for Monster)

Essential Rules Compendium (coming in september)
DMG1 & 2.
Dark Sun Creature Catalog
Dark Sun Campaign Setting
#8

Palladinae

Jul 09, 2010 2:34:51
I'm still fresh with 4E, basically played it for a first time two weeks ago. Certainly I'll buy Dark Sun stuff and consider: go for 4e, essentials or import cool things back to AD&D 2E.
#9

RalofTyr

Jul 09, 2010 16:27:14
I don't think you need a Monster Manual or Creastures of Dark Sun unless you plan on fighting Monsters.  You can have a perfectly good Dark Sun game if you focus on intrigue and plots within a City-State. 

You should only get the MM if you plan on fighting monsters!!!