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<blockquote data-quote="jeffh" data-source="post: 8634727" data-attributes="member: 2642"><p>I'd say the most important things to get in book form are any lore-heavy ones you want to use. Most of the key <em>mechanical</em> resources are electronic.</p><p></p><p>You want the Character Builder <em>with</em> the latest CBLoader patch; links can be found on the 4E subreddit, though Discord is where the real 4E action mostly is these days. You want the offline version of the Compendium, and Masterplan sure as heck doesn't hurt either.</p><p></p><p>That said, I'd get the Rules Compendium for sure, and at least one of the player option heavy books just to get a feel for what they're like. (ETA: Bear in mind that most player-oriented books have been errata-ed half to death, though! This is one reason to get the electronic tools.) Even running an online game, it's handy to have the Rules Compendium in easy reach at all times. Both DMGs and, as mentioned, any lore-heavy books you might want to use would be the next most useful things to have in print form.</p><p></p><p>Adventure-wise, most of the good things said about both Zeitgeist and Gardmore Abbey so far are true. I'm running both with different but overlapping groups. They're vastly different, with Zeitgeist being much more story-oriented (in the 4E version, nearly every combat is a custom-built set piece and most are tied into the story in some way), while Gardmore has the feel of playing a computer game in the Baldur's Gate or Pillars of Eternity mold with its focus on traditional-ish D&D action and its large number of interlocking quests that can mostly be done in nearly any order.</p></blockquote><p></p>
[QUOTE="jeffh, post: 8634727, member: 2642"] I'd say the most important things to get in book form are any lore-heavy ones you want to use. Most of the key [I]mechanical[/I] resources are electronic. You want the Character Builder [I]with[/I] the latest CBLoader patch; links can be found on the 4E subreddit, though Discord is where the real 4E action mostly is these days. You want the offline version of the Compendium, and Masterplan sure as heck doesn't hurt either. That said, I'd get the Rules Compendium for sure, and at least one of the player option heavy books just to get a feel for what they're like. (ETA: Bear in mind that most player-oriented books have been errata-ed half to death, though! This is one reason to get the electronic tools.) Even running an online game, it's handy to have the Rules Compendium in easy reach at all times. Both DMGs and, as mentioned, any lore-heavy books you might want to use would be the next most useful things to have in print form. Adventure-wise, most of the good things said about both Zeitgeist and Gardmore Abbey so far are true. I'm running both with different but overlapping groups. They're vastly different, with Zeitgeist being much more story-oriented (in the 4E version, nearly every combat is a custom-built set piece and most are tied into the story in some way), while Gardmore has the feel of playing a computer game in the Baldur's Gate or Pillars of Eternity mold with its focus on traditional-ish D&D action and its large number of interlocking quests that can mostly be done in nearly any order. [/QUOTE]
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