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2e: What do I need?
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<blockquote data-quote="Remathilis" data-source="post: 4595407" data-attributes="member: 7635"><p>Obviously, the core rules (PHB, DMG, MM)</p><p></p><p>Beyond that...</p><p></p><p>Tome of Magic: Adds a bunch of new domains for clerics and the much awesome elementalists. Oh, and a bunch of new spells.</p><p></p><p>Scarlet Brotherhood: Want 1e-like monks and assassins done 2e style?</p><p></p><p>Complete Book of Humanoids: Add a wealth of good humanoid races (including half-orcs) into the game.</p><p></p><p>Player's Option: Combat and Tactics: Avoid the clunky new initiative system and go straight for the improved unarmed combat, weapon mastery and other proficiencies. </p><p></p><p>Player's Option: Spells & Magic: No matter what, GET THIS BOOK! Even if you avoid the character-point wizards and priests, you get the crusader, priest-monk, and shaman priest classes, more wizard specializations than you shake a stick at, the best detailed material component rules, new proficiencies, a bunch of "new" spells that seem strikingly familiar to 3e players, (Cure Moderate Wounds) and, most important, the re-balanced cleric domains that improve the druid, tone down the cleric, and make much better sense. Bonus for the most complete spell-lists short of the WSC.</p><p></p><p>Core Rules 2.0 + Expansion: Good luck with this one, but this THE definitive 2e product. 20 books in RFT/HTML/TXT format, one of the most robust char-gens, plenty of custom-editing material, monster DB, 2 mapper programs (one a stripped down campaign cartographer), and general awesomeness. Oh, and the Necromancer's Handbook if you hunt down the patch on the internet.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 4595407, member: 7635"] Obviously, the core rules (PHB, DMG, MM) Beyond that... Tome of Magic: Adds a bunch of new domains for clerics and the much awesome elementalists. Oh, and a bunch of new spells. Scarlet Brotherhood: Want 1e-like monks and assassins done 2e style? Complete Book of Humanoids: Add a wealth of good humanoid races (including half-orcs) into the game. Player's Option: Combat and Tactics: Avoid the clunky new initiative system and go straight for the improved unarmed combat, weapon mastery and other proficiencies. Player's Option: Spells & Magic: No matter what, GET THIS BOOK! Even if you avoid the character-point wizards and priests, you get the crusader, priest-monk, and shaman priest classes, more wizard specializations than you shake a stick at, the best detailed material component rules, new proficiencies, a bunch of "new" spells that seem strikingly familiar to 3e players, (Cure Moderate Wounds) and, most important, the re-balanced cleric domains that improve the druid, tone down the cleric, and make much better sense. Bonus for the most complete spell-lists short of the WSC. Core Rules 2.0 + Expansion: Good luck with this one, but this THE definitive 2e product. 20 books in RFT/HTML/TXT format, one of the most robust char-gens, plenty of custom-editing material, monster DB, 2 mapper programs (one a stripped down campaign cartographer), and general awesomeness. Oh, and the Necromancer's Handbook if you hunt down the patch on the internet. [/QUOTE]
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