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2e: What do I need?
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<blockquote data-quote="Orius" data-source="post: 4595464" data-attributes="member: 8863"><p>The Time Machine from the 1960 movie. </p><p></p><p>All your really need for 2e is core, just like all the other editions. If you want some extra material though, the Tome of Magic and Arms and Equipment Guide are a good start. After that, the splats aren't really necessary, but the Fighter's Handbook has some decent combat options, and the Thief's Handbook has a bunch of extra NWPs (some of which carried over to 3e) as well as thieves' guild creation guidelines for the DM. The Priest's Handbook does a decent job of trying to flesh out specialty priests, but they tend to be very underpowered. Wizard's Handbook has a bunch of spells, and some other good material, but you could live without it. Psionics Handbook is necessary if you want to use psionics in the campaign.</p><p></p><p>The compilations (Encyclopedia Magica and Spell Compendiums) can add a lot of extra stuff to a campaign, but you can skip them, especially if they feel overwhelming. The MC annuals have a decent selection of additional monsters which can be easily used in most campagins (MCA 3 though just copies and pastes stuff from their sources, so they are loaded down with a lot of setting-specific fluff), and often have some of the most useful and probably easily ported monsters from the campaign settings.</p><p></p><p>The Player's Option books (including High-Level Campaigns) introduced a lot of ideas that later got added to 3e, so you might want to work some of that in if your group likes 3e. Go with some of the combat rules from C&T, the NWP system (optionally the easier psionics if you want them) from S&P, and the extra spells (particularly the spells added to 3e) from S&M. Don't use the subabilities from S&P (horribly broken!), though. It's up to you whether or not you want to tinker with buying class and race abilities (IMO, there's good ideas, but needs the DM to do some work balancing it out). Even if you don't want to customize PC abilities, you can still use CPs like action points.</p><p></p><p>For world building, the World Builder's Guidebook is invaluable. Other good DM tools are the Villain's Handbook and the Dungeon Builder's Guidebook.</p></blockquote><p></p>
[QUOTE="Orius, post: 4595464, member: 8863"] The Time Machine from the 1960 movie. All your really need for 2e is core, just like all the other editions. If you want some extra material though, the Tome of Magic and Arms and Equipment Guide are a good start. After that, the splats aren't really necessary, but the Fighter's Handbook has some decent combat options, and the Thief's Handbook has a bunch of extra NWPs (some of which carried over to 3e) as well as thieves' guild creation guidelines for the DM. The Priest's Handbook does a decent job of trying to flesh out specialty priests, but they tend to be very underpowered. Wizard's Handbook has a bunch of spells, and some other good material, but you could live without it. Psionics Handbook is necessary if you want to use psionics in the campaign. The compilations (Encyclopedia Magica and Spell Compendiums) can add a lot of extra stuff to a campaign, but you can skip them, especially if they feel overwhelming. The MC annuals have a decent selection of additional monsters which can be easily used in most campagins (MCA 3 though just copies and pastes stuff from their sources, so they are loaded down with a lot of setting-specific fluff), and often have some of the most useful and probably easily ported monsters from the campaign settings. The Player's Option books (including High-Level Campaigns) introduced a lot of ideas that later got added to 3e, so you might want to work some of that in if your group likes 3e. Go with some of the combat rules from C&T, the NWP system (optionally the easier psionics if you want them) from S&P, and the extra spells (particularly the spells added to 3e) from S&M. Don't use the subabilities from S&P (horribly broken!), though. It's up to you whether or not you want to tinker with buying class and race abilities (IMO, there's good ideas, but needs the DM to do some work balancing it out). Even if you don't want to customize PC abilities, you can still use CPs like action points. For world building, the World Builder's Guidebook is invaluable. Other good DM tools are the Villain's Handbook and the Dungeon Builder's Guidebook. [/QUOTE]
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