What d20 products do you think are truly the best?

The Conan RPG is the best d20 game hands down, though I like Midnight's magic system better. As for supplements, Stone to Steel, The Book of the Righteous, and Starships of the Galaxy were all great.
 

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With the benefit of hindsight, I can answer this question with the knowledge of what is still on my greatly reduced gaming shelf. The 3.0 PHB, DMG & MM are the base line; because, of course, the question has to be answered in context.

Omega World is my favorite, non-core d20 game product. It is concise & brilliant in the way it takes the system and makes it work for Gamma World. We had a lot of fun with it, and I even used it for a one-shot game just a couple of weeks ago. It still works, and I don't intend to part with my 2 paper copies. I'm glad I got it on pdf recently, too.

Judge Dredd d20 is another great one, in my opinion. Again, it takes the base game and expands it to a completely different genre with really few changes. Although I will probably never play it again, I have held onto it when many, many other books have been resold. I really liked the adventures, too; and ran two of them. The latter couple were not as compelling to me, and my group ran out of steam for the game; but I would love to finish them up one of these days.

Ancient Kingdoms: Mesopotamia and The Vault of Larin Karr are the 2 d20 D&D adventures I've kept. I ran part of the latter and would like to take it up again one of these days. The former is waiting for the right game to happen, probably my Sons of Conan idea. I may never do either, but they are there.

I also really enjoyed Dungeon magazine in the d20 era, too. In fact Omega World and many other fine mini-games were printed on the Polyhedron side for a while. I used several of the modules and even ran the first few adventures of The Shackled City path. I doubt I would ever return to those adventures, but I used several maps fro the magazine and other sources last year for a D&D minis skirmish campaign using the Miniatures Handbook, which is another great book that I wish had just a little more robust character options to make it more like the RPG (but I guess that's the point).

There are others to be sure, but those are the current stand-outs.
 

For me the book that really shined was the Star Wars Saga core book. The system wasn't perfect (What system ever is?) but it gave me a ton of inspiration for my own RPG system. I really liked the direction they took d20 (Less classes with more options). It made me see a lot of possibilities in the d20 rules.

It also made me really excited for 4e thinking they would continue in that direction. Probably half the reason *I* was disappointed in the system was that MY expectations were the opposite of what was delivered. Which really just meant there was little in 4e for me to steal for my own system... :)

Edit: Almost forgot Mutants and Masterminds. The "point buy" system was nice and gave me a good starting place when I created my own d20 RPG system. While such ability buying is not unique, they showed how easily it could be done in d20. A great inspiration for me. :)

Smoss
 
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Nyambe: In addition to being a weird African-inspired, Dreamlandsian d20 setting, it also showed how much you can change the D&D milieu with a couple of rules variants, some feats, and a few specialized classes. Suddenly, D&D is a game about lightly armed and armored wrestler-warriors who practice rituals to honor their ancestors and fight weird sorcerers.

Love and War: First of all, this is one of a proud few d20 products that can be called researched. It's a fun, light read that delivers a big load of historical, romantic, and mythological information about chivarly. But that alone would not get you into the list of the exalted few. On top of that layer, it shows how to deftly combine those tropes with the conventions of a traditional or variant D&D world, and includes some really slick game mechanics that drive a playstyle well-suited to a certain style of campaign.

Occult Lore: Any one of these variant magic systems outlcasses many entire magic supplements. This is my role model in terms of what kind of content a 3pp sourcebook should deliver.

Star Wars Revised Core Rulebook: Why, oh why, did I sell off my collection? Saga was fun, but just didn't work as well. The RCR started off merely good, but it was the Hero's Guide that moved the system into classic territory.

Dawning Star: Operation Quick Launch: I'm biased, but this was a beautiful book that delivered a lot of game. This is probably the only substantial science-fiction campaign published for the d20 Future family. This product hinted at how much the d20 Modern line was capable of... but alas, that lineage lost its development momentum at WotC and became frozen in time. WotC should probably cut Blue Devil Games a check for how many d20 Modern sourcebooks were sold so people could play this; they certainly weren't lining up around the block for Urban Arcana.

AEG's Magic: Eventually, this book would be almost completely obsolesced by other developments, and with 3.5 it became largely redundant. But this book did it first and best: minor variations on arcane spellcasting, totem magic, new feats, weird prestige classes, and so forth.

AEG's Mercenaries: Despite the title, this book was about half mercenaries, and about half a crunch resource for martial characters. Again, eventually this book would be obsolesced, but this was basically the PHBII before there was a PHBII.

Mutants and Masterminds: Looks like a third generation winning streak to me.

Pathfinde: Nuff said.

Fantasy Craft: A quirky and unique, and therefore worthwhile, variation on the old fantasy saws. Customizable, smart, and dramatic.

Adventure! d20: Preserved the wonderful backstory and seamlessly ported tropes from the old system into d20. Shockingly good, especially compared to the fiasco that was Aberrant d20. One of the best pulp games out there... the only complaint I can voice is that the original Storytelling version was better. ;) An exemplar of a good, holistic conversion that meshes well with both d20 conventions and the source material.

Testament: I had no idea Sunday school could look this much fun. I would totally play this.

Tome of Horrors: The monster book that completes my soul. Everything WotC considered too quirky, retro, objectionable, or redundant, but that was loved by some geek, somewhere. And very thoughtfully OGC'd for the good of mankind.
 


My favorites were/are the Tome of Horrors and Creature Collection 1 (not so fond of 2 & 3). I also highly enjoy the entire DCC line; they seemed to prove the adventures DO sell, and they had a very retro, good feel.
 


I am missing a few things, but here is my long list

OGL
Mutants and Masterminds
True20

For DND
Unearthed Arcana (WOTC)
Book of Experimental Might (Malhavoc)
Fewer Absolutes (web articles by Sean Reynolds)
Trailblazer (Bad Axe)
Artificer's Handbook (Mystic Eye Games)
Poisoncraft (Blue Devil)
Book of Iron Might (Malhavoc)
Hot Pursuit (Adamant)
Hot Pursuit: On Foot (Adamant)

Classes:
Shaman's Handbook (Green Ronin)
Psychic's Handbook (Green Ronin)
Witch's Handbook (Green Ronin)
Hong's Knight (a web available variant of the OA Samurai)
Cavalier's Handbook (Green Ronin)
Mercenaries (AEG)

Equipment:
From Stone to Steel (Monkey God/Highmoon)

Combat:
Torn Asunder (Bastion/Dragonwing)

Magic:
Behind the Spells

Magic variant:
Elements of Magic: Revised (EN Publishing)
Elements of Magic: Lyceian Arcana (EN Publishing)

Monsters, Animals:
Advanced Bestiary (Green Ronin)
Deluxe Book of Templates Revised (Silverthorne/Goodman Games)
Armies of the Abyss (Green Ronin)
Legions of Hell (Green Ronin)
Fiendish Codex I (WOTC)
Noble Steeds (Avalanche Press)
Predators (Betabunny) (based off of previews and what I have heard)

NPCs, World building and Misc.:
Experts 3.5 (Skirmisher Press)
Airships (Bastion Press/Dragonwing)
Alchemy and Herbalists (Bastion /Dragonwing)
Book of the Righteous (Green Ronin)
Ink and Quill (Bastion Press/Dragonwing)
Frost and Fur (Monkey God/Highmoon)
Magical Medieval Society Western Europe (Expeditious Retreat)
Medieval Players Guide (Green Ronin)

For D20Modern
Elements of Magic: Mythic Earth (EN Publishing)
Psychic's Handbook (Green Ronin)
Blood and Fists (RPGObjects)
Blood and Blades (RPGObjects)
Modern High (RPGObjects)
Foe Factory (Adamant)
Imperial Age (Adamant)
Mars (Adamant)
Sidewinder: Recoiled (Dog House rules)
Solid! (Wingnut)
Thrilling Tales (Adamant)

Edit:
Testament (Green Ronin)
 
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Is Wheel of Time 3.5, and didn't it have an insane amount of errata?

If yes to the first and no to the second, I have just found my default setting to GM :)

Wheel of Time was before 3.5 I believe so it was more a variant of 3.0. I don't remember it having a lot of errata.
 

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