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2e: What do I need?
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<blockquote data-quote="Drowbane" data-source="post: 4596392" data-attributes="member: 23396"><p>Some of my favorite 2e books/supplements...</p><p></p><p>~~complete series~~</p><p>Dwarves': best of the Racial books, handsdown. This book solidified the race as my personal favorite to this day (before it, I played mostly elves <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />).</p><p></p><p>Elves: Elves were the uber-race of the time. Rolled an 18 and didn't want to mess with the percentile? Be a "wood elf"! 19 Str... mwahahaha.</p><p></p><p>Halflings&Gnomes: I loved halflings, hated gnomes... so I had mixed feelings here. I still have anger that they lumped halflings in with the dwarf-kin-wanna-bes.</p><p></p><p>Fighter's: my first Complete book (first of the series, IIRC), new Weapon/Non-Weapon Profs (roughly similiar to feats and skill-tricks), and some decent kits. My group used just about everything in this book at least once.</p><p></p><p>Humanoid's: some great races to be had here.</p><p></p><p>Ninja's: awesome book, for the Shinobi-Thief kit and martial arts rules alone.</p><p></p><p>Psionicist's: Psi was rather... ahem... broken. But my groups at the time had alot of fun with this book.</p><p></p><p>Sha'ir's (Al-Qadim): This book, as I understand it, flew under the radar. I picked it up in 98 and it became part of my top 5 books that went everywhere I expected to play AD&D.</p><p>Thieves': mediocre kits, awesome fluff, good equipment.</p><p></p><p>~~other stuff~~</p><p></p><p>Council of Wyrms: An awesome campaign setting. See, you start out as Dragon hatchlings!! It was frickin' awesome. We eventually used it in our normal campaigns as well. A crystal-dragon-hatchling was roughly equal to a well made 4th lvl Fighter. Roughly.</p><p></p><p>Darksun: one of my favorite campaign settings of all time.</p><p></p><p>Jakandor: A group of three books detailing a small campaign setting. You had the Knorr on one side (kind of American Native / Norse "savages") and the Charonti (sp?) on the other (High magic race who use thier dead for labor and have advances in all 8 schools of magic). both human, total opposites. I know I'm not doing it justice here though, it was great stuff.</p><p></p><p>Masque of the Red Death (Ravenloft): Gothic Horror in the 1890s!! This was an amazing boxset. I regret that I didn't run this as much as I wanted to.</p><p></p><p>Planescape: best setting ever.</p><p></p><p>Player's Option: Spells&Magic was the best of the three. Combat&Tactics gave a glimpse of what where 3e would take us (heavy on the grid-combat).</p><p></p><p>Requiem boxset (Ravenloft): rules for Undead PCs. Another awesome edition to our 2e campaign.</p><p></p><p>Tome of Magic: great book</p><p></p><p>Volo's Guide to all things Magicial: love it or hate it... Spellfire Channeler rules were here. And they were badass.</p></blockquote><p></p>
[QUOTE="Drowbane, post: 4596392, member: 23396"] Some of my favorite 2e books/supplements... ~~complete series~~ Dwarves': best of the Racial books, handsdown. This book solidified the race as my personal favorite to this day (before it, I played mostly elves :p). Elves: Elves were the uber-race of the time. Rolled an 18 and didn't want to mess with the percentile? Be a "wood elf"! 19 Str... mwahahaha. Halflings&Gnomes: I loved halflings, hated gnomes... so I had mixed feelings here. I still have anger that they lumped halflings in with the dwarf-kin-wanna-bes. Fighter's: my first Complete book (first of the series, IIRC), new Weapon/Non-Weapon Profs (roughly similiar to feats and skill-tricks), and some decent kits. My group used just about everything in this book at least once. Humanoid's: some great races to be had here. Ninja's: awesome book, for the Shinobi-Thief kit and martial arts rules alone. Psionicist's: Psi was rather... ahem... broken. But my groups at the time had alot of fun with this book. Sha'ir's (Al-Qadim): This book, as I understand it, flew under the radar. I picked it up in 98 and it became part of my top 5 books that went everywhere I expected to play AD&D. Thieves': mediocre kits, awesome fluff, good equipment. ~~other stuff~~ Council of Wyrms: An awesome campaign setting. See, you start out as Dragon hatchlings!! It was frickin' awesome. We eventually used it in our normal campaigns as well. A crystal-dragon-hatchling was roughly equal to a well made 4th lvl Fighter. Roughly. Darksun: one of my favorite campaign settings of all time. Jakandor: A group of three books detailing a small campaign setting. You had the Knorr on one side (kind of American Native / Norse "savages") and the Charonti (sp?) on the other (High magic race who use thier dead for labor and have advances in all 8 schools of magic). both human, total opposites. I know I'm not doing it justice here though, it was great stuff. Masque of the Red Death (Ravenloft): Gothic Horror in the 1890s!! This was an amazing boxset. I regret that I didn't run this as much as I wanted to. Planescape: best setting ever. Player's Option: Spells&Magic was the best of the three. Combat&Tactics gave a glimpse of what where 3e would take us (heavy on the grid-combat). Requiem boxset (Ravenloft): rules for Undead PCs. Another awesome edition to our 2e campaign. Tome of Magic: great book Volo's Guide to all things Magicial: love it or hate it... Spellfire Channeler rules were here. And they were badass. [/QUOTE]
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