Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
2e: What do I need?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Orius" data-source="post: 4596682" data-attributes="member: 8863"><p>Only have Country Sites, but there's some fun material in there, and it's all plug-and-play.</p><p></p><p></p><p></p><p>Necromancers is a very excellent book. Has lots of new spells, magic items, and kits for both necromancers and priests how serve dark gods. The mini necromancer campaign (set in Al-Qadim) is very well done and contributes to the whole overall flavor of the book. Some great NPCs for the setting that use stuff from the book, with two other NPCs for a Realms campaign. Has the best necromancer spell list outside the Wizard's Spell Compendium itself, with spells from the PHB, ToM, Wizard's Handbook, the original FR hardback, the Al-Qadim setting book, and Sha'ir's Handbook. However, I understand the book is hard to find, plus it's intended as DM only. I'd say good for campaign building and developing villains, but not as much for general use.</p><p></p><p>Monster Mythology is ok, but I suspect Demihuman Deitites covers the gods most likely to be used by PCs more thoroughly (but with the massive overpower of the series). The DM can probably skip it unless he really wants to use the standard non-human gods. </p><p></p><p>My take on the splats:</p><p></p><p>Fighter's Handbook: Best used if you're not using Combat and Tactics. Both books cover similar combat options, but do things a bit differently. The weapon list in Fighter's Handbook is unnecessary with C&T's list. Kits are mostly the generic early 2e stuff.</p><p></p><p>Thief's: Add a bunch of useful NWPs, and has good rules for thief guild generation. Some additional useful thief gear. Once again, kits are a tad bland, but overall a splat worth using.</p><p></p><p>Priest's: Way underpowered specialty priests. I found this book more useful as a DM than a player. </p><p></p><p>Wizard's: Best part are the spells. Some good breakdowns on the different schools. More generic kits You can probably live without this one too if you use the Spell Compendium.</p><p></p><p>Psionics: Needed if you want to use Psionics, but completely optional. Not a bad approach to psionics as a whole, but psionicist build can be very powerful compared to caster if min-maxed.</p><p></p><p>Bard: Great stuff for the bard player, and the first book that goes beyond the generic bland early kits. Also allows bards for races that can't take the class under the PHB rules, but with specific kit restrictions.</p><p></p><p>Dwarves: Best race splat. That's really all that needs to be said. Also useful for the DM with the stronghold creation rules.</p><p></p><p>Elves: This should have been called the Complete Book of Power Creep. Well, Elves really isn't all that bad unless you hate the whole "elves are better than j00" attitude. Even the Bladesinger isn't a bad idea, but the DM should probably tone it down a notch. Best for the subrace character creation rules.</p><p></p><p>Gnome and Halflings: Bland. That's about all, this book really doesn't help convince players that these two races aren't boring. </p><p></p><p>Humanoids: Good if you want the common humanoid races as PCs in the game, also helpful for the DM when creating NPCs. </p><p></p><p>Paladin's: Doesn't seem too bad, but then I didn't get much use out of this one. This book requires a DM and player who are willing to work together in the game; otherwise, a rule-stomping DM who wants paladins on a tight alignment leash is not good for the book.</p><p></p><p>Druid's: Great for the terrain variations. Some good material for fleshing out campaign and characters.</p><p></p><p>Ranger's: A lot like the Druid's book, once again has terrain variations, and sometimes the two books feel a lot alike.</p></blockquote><p></p>
[QUOTE="Orius, post: 4596682, member: 8863"] Only have Country Sites, but there's some fun material in there, and it's all plug-and-play. Necromancers is a very excellent book. Has lots of new spells, magic items, and kits for both necromancers and priests how serve dark gods. The mini necromancer campaign (set in Al-Qadim) is very well done and contributes to the whole overall flavor of the book. Some great NPCs for the setting that use stuff from the book, with two other NPCs for a Realms campaign. Has the best necromancer spell list outside the Wizard's Spell Compendium itself, with spells from the PHB, ToM, Wizard's Handbook, the original FR hardback, the Al-Qadim setting book, and Sha'ir's Handbook. However, I understand the book is hard to find, plus it's intended as DM only. I'd say good for campaign building and developing villains, but not as much for general use. Monster Mythology is ok, but I suspect Demihuman Deitites covers the gods most likely to be used by PCs more thoroughly (but with the massive overpower of the series). The DM can probably skip it unless he really wants to use the standard non-human gods. My take on the splats: Fighter's Handbook: Best used if you're not using Combat and Tactics. Both books cover similar combat options, but do things a bit differently. The weapon list in Fighter's Handbook is unnecessary with C&T's list. Kits are mostly the generic early 2e stuff. Thief's: Add a bunch of useful NWPs, and has good rules for thief guild generation. Some additional useful thief gear. Once again, kits are a tad bland, but overall a splat worth using. Priest's: Way underpowered specialty priests. I found this book more useful as a DM than a player. Wizard's: Best part are the spells. Some good breakdowns on the different schools. More generic kits You can probably live without this one too if you use the Spell Compendium. Psionics: Needed if you want to use Psionics, but completely optional. Not a bad approach to psionics as a whole, but psionicist build can be very powerful compared to caster if min-maxed. Bard: Great stuff for the bard player, and the first book that goes beyond the generic bland early kits. Also allows bards for races that can't take the class under the PHB rules, but with specific kit restrictions. Dwarves: Best race splat. That's really all that needs to be said. Also useful for the DM with the stronghold creation rules. Elves: This should have been called the Complete Book of Power Creep. Well, Elves really isn't all that bad unless you hate the whole "elves are better than j00" attitude. Even the Bladesinger isn't a bad idea, but the DM should probably tone it down a notch. Best for the subrace character creation rules. Gnome and Halflings: Bland. That's about all, this book really doesn't help convince players that these two races aren't boring. Humanoids: Good if you want the common humanoid races as PCs in the game, also helpful for the DM when creating NPCs. Paladin's: Doesn't seem too bad, but then I didn't get much use out of this one. This book requires a DM and player who are willing to work together in the game; otherwise, a rule-stomping DM who wants paladins on a tight alignment leash is not good for the book. Druid's: Great for the terrain variations. Some good material for fleshing out campaign and characters. Ranger's: A lot like the Druid's book, once again has terrain variations, and sometimes the two books feel a lot alike. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
2e: What do I need?
Top