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D&D 4E Outstanding later 4e products +

I just finished running Madness at Gardmore Abbey in my heavily customized 4e game. It's great. It plays even better than it reads. The players enjoyed collecting the cards, they had a love/hate relationship with the rival adventurers, and they were genuinely torn over how to handle the 'secret collector'.

Also, it's not a rules supplement, but the 4e poster maps were a *great* product that I continue to use. (Laminated, naturally.) Like a nerdy Sir Mix-A-Lot, I like big maps and I cannot lie.

I own a bunch of Dungeon Tiles too, but those were technically a 3e product first (and then 4e, and now 5e).
 

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doctorbadwolf

Heretic of The Seventh Circle
Shadowfell: Gloomwraught and Beyond is an incredible source book for cr sting shadowfell character concepts, and just generally mining for ideas. I love that box set.

Heroes of The Feywild is the best book of 4e, and one of the best dnd sourcebooks of all the last decade or so, easily. I still use it to make 5e characters if they have any tie to the Fey. One of my favorite 4e campaigns was largely based on the options and ideas presented in that book. I played a (female, bc every book has flaws and satyrs shouldn’t be male-only!) satyr skald Fey Beast Tamer, my wife played a pixie Ninja Executioner, our friend played a Hamadryad Witch, and our other friend played an Elf Samurai that didn’t really use the book that much. Damn fun game. The DM built this whole Great Southern Forest area for it, bc he liked the Feywild to be part of the world. It was a deep forest that took up a land area comparable to Southern Europe, and included most of the described setting stuff of the book.

The Rules Cyclopedea, or Rules Compendium, or whatever it was called, is the best DMG/PHB in 4e, and it just does an excellent job of explaining how the game works. The essentials Heroes of The [Adjective Place] books were quite good, as well.

The online magazines were also full of really incredibly good lore and crunch, as well.

One thing I love in 4e is how steeped in lore every theme, paragon path, epic destiny, themed set of feats, new class build, race, and class, was. Not to mention the gear sets, rituals, etc.

the damn magic weapon descriptions tell stories about characters in a world!

Anyone remember the White Lotus feats?

And wild stuff like the Red Witch, or the Winning Races articles that expanded the lore of Gnolls, Minotaurs, Kenku, etc?

I would love to see a solidly curated complilation of all the 4e lore that isn’t specifically for a published setting, into a full sized campaign book.
 

Retreater

Legend
For adventures I liked Madness at Gardmore Abbey and Reavers of Harkenwold. I'm trying to use the Monster Vault as the primary monster resource in my new campaign, as it has a good representation of opponents and the math is right (unlike MM1 and MM2).

The D&D Essentials Line in general had good material. However, its lack of inclusion in my offline Character Builder means that none of my players will take any of the options. (It's just too much work to make a character, keep up with the powers, and update the powers.)
 

doctorbadwolf

Heretic of The Seventh Circle
For adventures I liked Madness at Gardmore Abbey and Reavers of Harkenwold. I'm trying to use the Monster Vault as the primary monster resource in my new campaign, as it has a good representation of opponents and the math is right (unlike MM1 and MM2).

The D&D Essentials Line in general had good material. However, its lack of inclusion in my offline Character Builder means that none of my players will take any of the options. (It's just too much work to make a character, keep up with the powers, and update the powers.)

PM me if you'd like a line on fixing that. My offline builder has everything except for the very final update to the online builder, IIRC.
 

TwoSix

"Diegetics", by L. Ron Gygax
The D&D Essentials Line in general had good material. However, its lack of inclusion in my offline Character Builder means that none of my players will take any of the options. (It's just too much work to make a character, keep up with the powers, and update the powers.)
I'm sure there are ways to fix that.
 


Imaro

Legend
I know it's not a popular opinion among hardcore 4e fans but I think the Essentials books are great and I still run games with them... The "Heroes of" books, the Rules Compendium, Monster Vault and (to a lesser extent) DM Kit... make a great compact, succinct and easily grasped iteration of a classic feel 4e. Throw Hammerfast in there and you have everything you need to start a sandbox campaign.
 


TwoSix

"Diegetics", by L. Ron Gygax
I know it's not a popular opinion among hardcore 4e fans but I think the Essentials books are great and I still run games with them... The "Heroes of" books, the Rules Compendium, Monster Vault and (to a lesser extent) DM Kit... make a great compact, succinct and easily grasped iteration of a classic feel 4e. Throw Hammerfast in there and you have everything you need to start a sandbox campaign.
I don't disagree. A lot of the essential classes don't have as much of a "little brother" feel if they don't have the "big brother" PHB classes to compare them to.
 

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