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<blockquote data-quote="cjosephs1s" data-source="post: 5709895" data-attributes="member: 6683450"><p><strong>Best non core classes: </strong>Fighter types are probably from the book of 9 swords, The Warmage is a great offensive caster and so is the warlock. And even though I've never played one the Spellthief seems to have a lot of potential. </p><p> </p><p><strong>Best non core Races: </strong> No clue. sorry!</p><p> </p><p><strong>Best feats: </strong>Will vary on class and play style but I'd say there's a lot of good ones and a lot of "flavor" feats that don't do much but add to character development. They have good feats for almost all classes now that help out in combat. Just takes a long time to look through them and find the ones that you want to develop a character the way the player wants to play. Some people say Bull Rush and Trip are useful. I never use them as I see them as wasted attacks (i'm giving up 3 attacks to push a monster out of melee range or to get a +4 on my attack of opportunity when the monster stands back up on his turn to whack me). I will say feats make your character good at what they want to do and not just average (who wants an average hero???)</p><p> </p><p><strong>Best Spells: </strong>see feats above as there are about as many spells as feats. </p><p> </p><p><strong>Best Magic Items: </strong>Useful ones! No point in handing out +4 full plate to a group made of a wizard, rogue, barbarian, and druid. As much as the players want to be rewarded you the DM are doing the rewarding on big loot so when the earn it, take some pride and custom choose items that will excite and reward your PCs hard work. They will appreciate your thoughtfulness. </p><p> </p><p><strong>Best Monsters: </strong>I always like core monsters such as beholders, dragons, orcs, trolls, ogres, zombies, ect. Its just fun. </p><p> </p><p><strong>Best Setting: </strong>While its not a WotC setting I love the Sword and Sorcery setting of Ghelspad and there are tons of resources for it out there. Second to that Forgotten Realms is a good choice. </p><p> </p><p><strong>Best Adventure: </strong>Tomb of Horrors 1 or 2. Many of the classic adventures have been revamped for 3.5 so a new generation can enjoy the cult classics (and they were really good).</p><p> </p><p><strong>Best Variant Rules: </strong>Mongoose publishing Quintessential series. Has all kinds of variant rules for all core classes (2 books on each) and core races along with magic. Of if your looking for a complete variant I agree with Gestalt. It is our DMs main way to game and allows for players to really get creative when building characters. Just be ready for very very powerful characters. </p><p> </p><p><strong>Non WotC stuff: </strong>I think Sword and Sorcery did a fairly good job developing a lot of content. I really like all the stuff they incorporate. Like I said before Mongoose Publishing has tons of content. AEG also has a lot of content that is good stuff too.</p></blockquote><p></p>
[QUOTE="cjosephs1s, post: 5709895, member: 6683450"] [B]Best non core classes: [/B]Fighter types are probably from the book of 9 swords, The Warmage is a great offensive caster and so is the warlock. And even though I've never played one the Spellthief seems to have a lot of potential. [B]Best non core Races: [/B] No clue. sorry! [B]Best feats: [/B]Will vary on class and play style but I'd say there's a lot of good ones and a lot of "flavor" feats that don't do much but add to character development. They have good feats for almost all classes now that help out in combat. Just takes a long time to look through them and find the ones that you want to develop a character the way the player wants to play. Some people say Bull Rush and Trip are useful. I never use them as I see them as wasted attacks (i'm giving up 3 attacks to push a monster out of melee range or to get a +4 on my attack of opportunity when the monster stands back up on his turn to whack me). I will say feats make your character good at what they want to do and not just average (who wants an average hero???) [B]Best Spells: [/B]see feats above as there are about as many spells as feats. [B]Best Magic Items: [/B]Useful ones! No point in handing out +4 full plate to a group made of a wizard, rogue, barbarian, and druid. As much as the players want to be rewarded you the DM are doing the rewarding on big loot so when the earn it, take some pride and custom choose items that will excite and reward your PCs hard work. They will appreciate your thoughtfulness. [B]Best Monsters: [/B]I always like core monsters such as beholders, dragons, orcs, trolls, ogres, zombies, ect. Its just fun. [B]Best Setting: [/B]While its not a WotC setting I love the Sword and Sorcery setting of Ghelspad and there are tons of resources for it out there. Second to that Forgotten Realms is a good choice. [B]Best Adventure: [/B]Tomb of Horrors 1 or 2. Many of the classic adventures have been revamped for 3.5 so a new generation can enjoy the cult classics (and they were really good). [B]Best Variant Rules: [/B]Mongoose publishing Quintessential series. Has all kinds of variant rules for all core classes (2 books on each) and core races along with magic. Of if your looking for a complete variant I agree with Gestalt. It is our DMs main way to game and allows for players to really get creative when building characters. Just be ready for very very powerful characters. [B]Non WotC stuff: [/B]I think Sword and Sorcery did a fairly good job developing a lot of content. I really like all the stuff they incorporate. Like I said before Mongoose Publishing has tons of content. AEG also has a lot of content that is good stuff too. [/QUOTE]
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