3.X essential books

As a DM, Complete stuff gave me a lot of tools to play with for my NPCs, so I benefited from it far more than the players did. Sure, some of the stuff was poorly balanced, and some was just way too difficult to implement but, for the most part, I was pretty OK with allowing it as long as the players told me in advance what they intended to take so I could eyeball it and adjust as I saw fit. Allowing stuff indiscriminately is out of the question, of course.

Vanilla 3.5 (core only) gets really boring for the non-magical classes really fast. Casters are better off, that's for sure, but I feel that Barbarian, Fighter, Monk, Rogue, and Ranger are way too bland unless you mix in some PHB2 and Complete books in.

However, I still found that the best 3.x books were the so-called "DM books" which provided ideas, flavor, and tools that improved my games:

  • Manual of the Planes
  • Forgotten Realms Campaign Setting (best written campaign setting of all times)
  • Silver Marches
  • Unapproachable East
  • Draconomicon
  • Lords of Madness
  • Fiendish Codex I & II (though I was slightly better)
  • Serpent Kingdoms
  • Lost Empires of Faerun
  • Power of Faerun
  • Magic of Faerun

The books that had potential but failed to deliver were Underdark, Book of Vile Darkness, Book of Exalted Deeds, and Libris Mortis. I never bought Drow of the Underdark, so I can't comment on it.
 

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Magic Item Compendium was probably the biggest one for me.

Other than that as a DM I really loved the MMIII, had some of my favorite monsters in it.
 

I really don't know why people aren't really mentioning it, but the Eberron Campaign Setting and also Sharn: City of Towers were two of the best roleplaying game books ever published, for any system. The only thing I like better than the ECS is the 4E Eberron Campaign Guide...
But for 3.5 it gives you an amazing world to play in, and 4 amazing extra races (and one really cool class) even if you decide not to use the world.

Other than that, the only books I bought (on purpose... I've read them all, played with most) are all the Eberron books, XPH, MM3 and Spell Compendium. I was planning on grabbing a PHB2 and The Book of Nine Swords at some point, but 4E was announced, so I never bothered. The first 4 complete books are also useful. Beyond that, I would ignore most books.
When you start using extra books like that though you do need to be careful, and have explicit agreements that you can have nerf or ban-hammer discussions on any expanded rules elements if they are becoming a problem.
 

I really don't know why people aren't really mentioning it, but the Eberron Campaign Setting and also Sharn: City of Towers were two of the best roleplaying game books ever published, for any system. The only thing I like better than the ECS is the 4E Eberron Campaign Guide....

I'd imagine it is different tastes. Personally, I did not like the Eberron setting.
 

To me, the Eberron Campaign Setting felt... forced. It was more like a giant plot hook dressed up as a campaign setting than an actual campaign setting. Additionally, Eberron tried too hard to incorporate almost every D&D trope in a meaningful way; unlike FR, which was designed as a world first and then adjusted to accommodate the rules, Eberron (to me) looked like it was designed to fit the rules and then turned into a campaign world.
 


Books I would definitely recommend:

Unearthed Arcana: Very many good variant rules in here, and through it all the only possible broken parts are Flaws (because some aren't well designed to be always punitive for all players, not the basic concept) and LA buyoff (I like the idea, but it is a little unbalanced for LA +1 to effectively change from "-1 character level" to "you lose 3000 xp, only to slowly regain it because of how the xp system gives lower level characters more xp everytime the party hits next level before you").

Complete Warrior, Adventurer, Arcane, and Mage: The first three were all around awesome books with tons of new features and rules. Not just new classes and feats, also little things like new uses for skills (Perform: Weapon Drill, kipping up from prone with a Tumble check, sensing the relative power level of a foe compared to you with Sense Motive, and so on...). Complete Mage introduced cool variant class features and the Reserve feat subsystem.

Tome of Battle: Either love the whole thing to get more interesting or even anime-like fighting classes; or use bits and pieces otherwise. The book has excellent flavor text for everything, and even without the adept base classes, maneuvers are something you might be willing to let PCs gain in small amounts via items or feats for per encounter abilities, a lot of the feats are cool even without maneuvers in existence (Snap Kick to make unarmed combat more viable; Stone Power for people who like to be tanks; the feat to do +1d6 in the first round for those who want a hit hard and early Iajutsu-like character; Evasive Reflexes to use the AoO system to gain more maneuverability in combat, etc...). The Duel of Wills is also an interesting addition to the Intimidate skill.

Magic Item Compendium: MUCH more sensible magic item pricing and body slot rules generally, and gives more fun one use or x times/day items than you may ever get to use -- but you'll want to try. If you have a problem with PCs spending most of their money on static bonuses like ability scores, AC, etc..., this book is definitely for you. It gives noncasters way more stuff to do with their swift/immediate actions, too. For casters, Eternal Wands and Runestaves are interesting new options, especially for not-wizards (Rune Staff most benefits a sorcerer; Eternal Wands let you use any arcane spell that's on them just by being an arcanist, even if it's not on your spell list, which helps classes with limited lists). As an added bonus, it compiles everything from itself and the DMG in treasure tables in the back, and assigns suggested levels for about when it's reasonable to expect a PC to obtain that particular item, for ease of DMing.

Spell Compendium: Lots of interesting new spells in here, and whiel a small % are overpowered, it's no higher a % than are overpowered in the PHB, and generally to a lesser magnitude than say...Shapechange. If you think casters don't need help, you can skip this, but it is a very good book, and a lot of the spells are updated (and in many cases more balanced/nerfed versions) from spells that already appeared in the Complete books.

PHB2: Interesting tactical feats, feats to make a Fighter 20 more viable, good new base classes (I still squirm at the Duskblade's stupidly high spell slots/day and Beguiler's overall toestepping of Rogues despite also being full casters, but overall the classes are solid), a mixed bag of variant class features -- most add to the game, but immediate magic specialist wizard variants range from completely worthless (Evocation's) to compeltely broken and ban-on-sight (Abrupt Jaunt for Conjurors, cause lord knows they needed help!); Decisive Strike is generally worthless, but can be cheesed to be near game-breaking, with generally no happy middle ground between the two in its usages. It also has retraining rules, if you're too dumb to figure out the basic idea of "the player doesn't like his choice, why not let him change it instead of be stuck with it forever" or too stubborn to let him (in the latter case, though, the rules won't matter anyway).

Dungeonscape: Great variant class features, fun new class (Factotum), and pulls double duty as also being a good DM book for designing dungeons and traps.

Eberron Campaign Setting: It's a good setting. Even if you don't want to use the setting, you probably will want to yoink the player races, many of the feats (most aren't campaign-related), and other ideas for your game.

The enivronmental books (Sandstorm, Stormwrack, and Frostburn): Good sources for their respective environments, and has a mix of DM and player material.

Races of the Wild/Destiny/Stone: Overall gives a good amount of flavor text on the PC races, introduces a bunch of great new ones (I love Raptorans, Illumians, and Goliaths), has generally balanced racial feats and variant class levels, and some of my favorite prestige classes.


Books to take pieces from:

Complete Scoundrel: I like skill tricks, the luck feats don't seem well thought out, but do add something new to the game (and definitely aren't broken, at least; weak, quite possibly), and some of the new spells are just fun. I like the one that summons a 5 ft cube of wood. Great to ready to block a charging foe, or to lay out for your own Dungeoncrasher Fighter to slam enemies into if the wall spells are too high level for you!

DMG 2: I like the teamwork benefits concept. A lot.

Book of Exalted Deeds and Book of Vile Darkness: These books simply offer rules and ideas for stuff not covered elsewhere. Vow of Poverty makes choosing to do without sort-of viable. The execution and torture rules in vile darkness are interesting. Just make sure not to let in the broken stuff, like the exalted spells that have great effects at the cost of easily mitigated ability damage, or the Dark Speech feat, which actually allows you to win at D&D. It's in the fine print somewhere.

Dragon Magic: Seems like all the dragon books are chock-full of brokeness (see below). But at least these books have some redeeming portions that might justify gettign them to use.

Books not worth your time / to avoid:

Savage Species: Too much broken garbage in here. I like the racial level progressions idea, but for many races later Races of books covered this anyway, and it's somethnig you as DM could figure out if needed to accomodate a player. Not to mention the progressions they do give are often laughably unbalanced in actual play. Astral Deva gains the ability to Fly ay low levels, but doesn't gain size large until level 19, for example. I must ask you, if you were in a low level game, which do YOU think would be more powerful to have? Mind you, level progressions are the only good thing about the book, and i'm saying even they're broken. Don't even look at the feats and items. The horror, the horror!

Complete Divine and Complete Champion: The former was just a rather "meh" book without much to offer aside from Divine feats (C.Warrior has some, anyway). The latter was just totally never playtested. 1 level dip in Barbarian gives you pounce? Who the hell thought that was ok? Paladin's feat Battle Blessing that makes all their standard action spells swift actions? 1.) Why'd you have to leave the Ranger in the cold like that? 2.) I'd rather just make the Paladin's spell list more useful. Shame to cheat the divine classes out of both of their books, but...Clerics and Druids will probably do just fine without them.

Races of the Dragon: I've never read the whole book, but every single thing I've encountered from it has been broken -- the Wings of Cover and Wings of Flurry Sorcerer spells, the Mighty Wallop and greater version spell; Dragonwrought Kobolds; and more!

Serpent Kingdoms: Also known as "the book that spawned Pun Pun." It also has the Tren, which is a totally broken Alter Self form, a if the spell wasn't strong enough already. But really, that they'd let something so monumentally, utterly wrong as that Sarruhk (spelling) monster is enough to warrant never giving this book a glance.

Monster Manuals 3 and higher: Balance? Who needs balance?
 
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I'll add a second (or third, fourth, etc.... this thread got caught me in a tl;dr mood ;) ) for the Rules Compendium. Best book I'd picked up in a long time, and it got a lot of use at the table for looking stuff up quickly.

The 3e FR Campaign Book is extremely well done. I continue to use it with 4e, as I can't get myself to enjoy the 4e Realms.

I think the OP mentioned he liked 4e, so I'll toss another recommendation for the 4e DMG II, simply because the first few chapters offer fantastic system-neutral advice for GMs, and if the OP likes 4e anyway, it's a win-win purchase.

edit: The setting books for a certain flavored campaign were pretty good--e.g. Cityscape, Sandstorm. Had plenty of ideas for campaigns using those sorts of settings, plus some interesting rules variants for the settings.
 
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The good stuff:

  • Dungeon Master's Guide II
  • Player's Handbook II
  • Manual of the Planes
  • Draconomicon
  • Frostburn
  • Fiendish Codex I and II
  • Lords of Madness
  • Eberron Campaign Setting (and selected Eberron-specific books)
  • Forgotten Realms Campaign Setting (and selected FR-specific books)
  • Rules Compendium
  • Book of the Nine Swords

There's some other goodies out there, and the books on this list include some problems, but overall this is a solid shopping list to round out your library.

Be warned! You already own one of the most broken books published in 3E: the Player's Handbook. Seriously, a Druid or Cleric whose player has more than a couple of brain-cells to rub together can make some of the most overpowered characters possible with just this book. Because of this, I consider PH2 to be invaluable for its replacement feature for Druids, which is dramatically more balanced.
 

Complete Divine and Complete Champion: The former was just a rather "meh" book without much to offer aside from Divine feats (C.Warrior has some, anyway). The latter was just totally never playtested.
I rather like Complete Champion and use a lot from it in my games. Highlights include the church organizations and domain feats.

Of all the Complete Books the only ones I didn't like were Complete Scoundrel (I didn't care about skill tricks) and *shiver* Complete Psion.

The only books I consider essential: PHB, PHB2, XPH, MM1, RC, MC, Elder Evils.

Weapons of Legacy is another one of my favorite 3e books, but it's neither essential nor is it generally thought of as a good book, because frankly the WoL mechanics, as written, suck.
 

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