Forked from: Done buying?
Like many others, I have decided that 4e is not for me. That's not to say 4e is bad, but it isn't the game I want to play. I'm going to stick with 3.5, using Pathfinder and house rules to keep the game balanced and interesting. But, like Hobo mentions, I've got a list of things I want. This is my attempt at getting a list of what 3.x products (D&D or 3PP) people consider to be "Must Have" items. Here's a brief list for myself:
Complete Control: Splitting the classes into individual pieces that can be bought by XP is interesting, although may well not work for every campaign.
Complete Gear: Having magical equipment that is based on the character wielding it fixes a lot of problems I have with magical equipment as written - if it's stolen/sundered/disjunctioned, the character (and player) loses a lot... with this variant, those options become much more viable, since it's a masterwork item, at most. Also, DMs can give their BBEGs magic gear without worrying about it falling into PC hands. And by declaring minor equipment as minor artifacts, even those can still be used.
Tome of Battle: PHB fighters get boring... give them options.
Unearthed Arcana: All optional rules, there's a lot of interesting stuff in there, I constantly go back to it for ideas if something isn't working the way my group wants it to.
Complete Series: Lots of interesting classes, prestige classes, feats, and options for all character types.
Races of X series: Lots of interesting races, classes, PrCs, feats, optional class features, and other options for all character types.
Elements of Magic, Revised Edition: While I haven't gotten a chance to see this material in play, the possibilities are intriguing. It provides you an alternative to the spells as presented in the PHB, allowing you to build the spells you want to use, and the ability to design the spell you want at the moment if you spend a little more time casting it.
That's at least a brief list of things I currently have that I would recommend to anyone, especially those who like tinkering with the rules and having as many options as possible. What are your favorite or "Must Have" 3.x books?
Hobo said:As a guy who never made the switch over to 4e, I'm finding the fact that product for my preferred edition of the game having essentially stopped is very liberating. Recently, I made a list of books that I wanted but still hadn't got, and it wasn't all that long. And once it's done... I'm DONE! I mean, there's nothing more to buy after that, really, ever again.
Like many others, I have decided that 4e is not for me. That's not to say 4e is bad, but it isn't the game I want to play. I'm going to stick with 3.5, using Pathfinder and house rules to keep the game balanced and interesting. But, like Hobo mentions, I've got a list of things I want. This is my attempt at getting a list of what 3.x products (D&D or 3PP) people consider to be "Must Have" items. Here's a brief list for myself:
Complete Control: Splitting the classes into individual pieces that can be bought by XP is interesting, although may well not work for every campaign.
Complete Gear: Having magical equipment that is based on the character wielding it fixes a lot of problems I have with magical equipment as written - if it's stolen/sundered/disjunctioned, the character (and player) loses a lot... with this variant, those options become much more viable, since it's a masterwork item, at most. Also, DMs can give their BBEGs magic gear without worrying about it falling into PC hands. And by declaring minor equipment as minor artifacts, even those can still be used.
Tome of Battle: PHB fighters get boring... give them options.
Unearthed Arcana: All optional rules, there's a lot of interesting stuff in there, I constantly go back to it for ideas if something isn't working the way my group wants it to.
Complete Series: Lots of interesting classes, prestige classes, feats, and options for all character types.
Races of X series: Lots of interesting races, classes, PrCs, feats, optional class features, and other options for all character types.
Elements of Magic, Revised Edition: While I haven't gotten a chance to see this material in play, the possibilities are intriguing. It provides you an alternative to the spells as presented in the PHB, allowing you to build the spells you want to use, and the ability to design the spell you want at the moment if you spend a little more time casting it.
That's at least a brief list of things I currently have that I would recommend to anyone, especially those who like tinkering with the rules and having as many options as possible. What are your favorite or "Must Have" 3.x books?