What are the "must have" 4E supplements thus far?

What are the "must have" 4E supplements to date?

  • Adventurer's Vault

    Votes: 111 74.5%
  • Draconomicon

    Votes: 8 5.4%
  • DM Screen

    Votes: 42 28.2%
  • Forgotten Realms Campaign Setting

    Votes: 9 6.0%
  • Forgotten Realms Player's Guide

    Votes: 29 19.5%
  • Player Character Record Sheets

    Votes: 1 0.7%
  • Manual of the Planes

    Votes: 40 26.8%
  • Martial Power

    Votes: 101 67.8%
  • Open Grave

    Votes: 7 4.7%
  • GSL Product (please explain)

    Votes: 7 4.7%
  • Other (please explain)

    Votes: 17 11.4%


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Adventurer's Vault and Martial Power are both good'uns in my book. They give a ton of new options out there. Interestingly, I'm the dm in our group (at least for 4e), but I noticed that the two books I voted for are player-oriented. Hmmm.
 

As a DM, I would say Dungeon Tiles. However, keeping in mind everything else on here is a book, I voted Adventurer's Vault.

I have great hopes for Dungeon Delve, when it is released.
 

keep in mind that you generally have more "players" than "DMs" so results on this poll will probably be skewed towards player importance rather than DM importance since the players don't use it themselves (i.e. the DM screen or a book like Draconomicon that is geared for DM use).

But, yeah, Martial Power if you have martial classes being used - more options is always good.

Forgotten Realms Players guide if you want Swordmages or Genasi (or play in a hardcore FR game) but otherwise not worth it.

Adventurer's Vault is good -- more variety in choices is a good thing -- but for my own play style I don't know if it classifies as a 'must have' but rather a helpful to have...
 


Personally, I don't think that WotC has released a bad 4e supplement yet, but I would also say that the Adventurer's Vault and Martial Power are the must have supplements for 4e. I would also vote the DDI subscription.
 

Joining the overwhelming stampede towards AV an MP. The game would be a lot less without them.
I'll add the PHB2 - just from the previews I expect bards, invokers and druids to make frequent appearances. I will give the PCs the option of changing out 2 powers/FEATS with the arrival of the new book, in addition to level retraining.

I own the advanced players guild, but it has seen use so far only for a few NPCs, and the PCs even avoid fighting the Nature Priests and the Spellbinder.
the Savage Warrior fight was blast - but it was more from the RP as powers used.
 



Wow... Martial Power is really that high? My problem with the book is that if your group only has one character that's martial, only 1/4 of the book is of use to you, roughly. We have a Ranger (multiclass with Rogue) and a Wizard (multiclass with Ranger), a purebred Fighter, a purebred Warlord, and a purebred Rogue. So yeah, Martial Power is great for my particular group (except for the Paladin and Cleric). But when Arcane Power comes out? Only the Wizard will benefit. Divine? Only the Paladin and Cleric. I'm sure the group dynamics will change as characters come and go, but I guess I just don't see it as "must have".



Chris
 

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