Gary N. Mengle said:
I've actually got that - I kept it along with Fields of Blood because it's such a useful sourcebook on medieval societies, useful in lots and lots of different games.
Yes. Haven't got Fields of Blood, but heard good things about it.
I glanced briefly at the PHBII and DMGII at the local store the other day. Neither seemed to have anything jump out at me that would be immediately useful, but given the reccommendations in this thread, I think I'll pick those up next.
Personally, I wouldn't put tht much stock in other people's recommendations. If you browse the book and it doesn't interest you, I'd suggest it's probably not for you. Different people have different tastes and all. There are so many truly great books, I'd save my money for those that will suit me best.
After that I will probably go for a couple of variant monster books, probably MMIII and IV, as well as this Fiendish Codex I.
Again, I'd suggest you consider 3rd party books as well. In addition to the
Book of Fiends mentioned above (which I personally suspect would be much more fun than Fiendish Codex), and
Denziens of Avandu, I'd also mention
The Penumbra Fantasy Bestiary which is a huge book that seemed full of both interesting and detailed creatures (it's 3e, not 3.5e, but should still be very useful). For sheer abundance, the
Monster Geographica series by Expeditious Retreat Press compiled lots and lots of monsters from many sources into a single cheap series arranged by environment (but with no art), and their
Monster Builder provides tools to make your own monsters.
I should also have a look at the Drow War series - is the whole thing released?
Yes. The beginning seems a bit heavy-handed, but aside from that it looks like a great adventure to me. I was really conflicted over whether to start this or Shackled City. (I ended up going with Shackled City, but just barely.) Mongoose is
offering the 3-book package, a complete campaign from level 1 to 30, for 75$, and each single book for 35$. (For comparison, Shackeld City
is sold for 60$ for levels 1-20.) The trilogy is composed of
The Gathering Strom (levels 1 to 10) where the PCs are "chosen", learn of the war, and prepare the populace,
The Dying Light (levels 11-20) where the PCs save the kingdom from the drow, and
The Darkest Hour (levels 21-30) where the PCs go out to the planes to save the cosmos (which looks a bit unconnected to the previous too, frankly).
I haven't read it (it's a bit expensive for me, and not all of it was out at the time), but I've read what I could about it and it looked good.
If you do choose The Drow War, you might want to pack up on drow goodness such as Green Ronin's
Plot & Poison: A Guidebook to Drow (which I found interesting, though not truly great and with apalling fonts). Mongoose Publishing seems to have published a lot about drow, but I haven't ready any of it. Their
Encyclopedia Arcana: Drow Magic sounds very interesting, IMO, but they have lots of others too (The Quintessential Drow, Tome of Drow Lore). (Of course just the core books will suffice, you don't
need more on drow to run te campaign, I just think variety is the spice of life.)
Also, I'm especially interested in variant magic systems. So I should probably have a look at the Tome of Magic and Magic of Incarnum, as well as maybe the Expanded Psionics Handbook. Can anyone give me specifics on these?
I really liked the Expanded Psionics Handbook. I find the characters it produces are interesting and varied, and fun to play. The use of psionic feats and psychic warriors allow for dynamic character with strange powers used in battle, while the psion is more interesting than sorcerer as he has options to augment his spells or not that allow greater flexibility to the magic system compared to the rigid spells in the core books. There are a few points where you might want to tweak for balance, but it isn't really unbalanced - it plays well as is.
I don't have eperience with any of the others, which were far better described by the posters before me. (I'm surprised to hear such good things of Magic of Incarnum. I might check it out.)
I'm not sure what you want in a magic system, but I'd suggest checking out the offerings from 3rd parties again.
Elements of Magic: Revised Edition by E.N. Publishing is
very well liked (you'd probably want
Elements of Magic: Lyceian Arcana , it's companion book, with it). It provdies a magic system that is totally divorced from the standard one, a highly flexible magic system where wizards aren't limited by number of spells per day. Green Ronin's
True Sorcery provides a system along similar principles.
The Psychic's Handbook was already recommended above, for a psionics system along similar lines. I've heard good things of RPGObjects'
Legends of Sorcery too, which again removes the spells/day mechanism but maintains the use of PH spells. Atlas Games'
Occult Lore presents several alternate magical systems/classes, some of which you may like. I've personally found its classes too weak and strange, but of use for "strange NPC magic" such as gypsies. You might also want to check out the
Artificer's Handbook, which by all acounts is a superior way to handle magic item creation but more work intensive too.
Last, I would urge you to make avail of ENWorld's reviews database as well as this thread.