After the core, what is the "must have" 3.5 book?

Flexor, I'd probably recommend AGAINST the Spell Compendium, given that you are just starting back up in 3.5. Your spellcasters would have a field day, but this one single book may have been most responsible for me getting "mechanics-tired" in our last Eberron game.

I do recommend the PHB2, as others have, because the four classes are IMO well-balanced with the PHB classes, the spells are flavorful without any really tricky mechanics, the feats give high-level fighters a well needed extra punch above 11th level, and the affiliations and retraining rules in the back are very good for getting players more involved with the campaign setting itself. I don't know if you'd need the retraining rules if you use something similar on the fly, but they're a good set of rules for players who regret a choice made earlier, and want to change up without dumping their existing character.

Past that, if you're starting slow "core only", I can't think of any that your game would really suffer without.
 

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Smart-alecky answer: the D&D Rule FAQ. Add in the errata docs, too. If you're just getting your feet wet with the game, I wouldn't go any futher than the core three plus the FAQ and errata for at least 10 levels of play. Seriosuly.
 

As Henry said, if you're just starting out on Core + 1 book, some of the options books are going to be a bit overwhelming.

I'd say pick one of the monster or environment books that fits the theme of your campaign. Undead (Libris Mortis), aberrations (Lords of Madness), demons (Fiend Folio or Fiendish Compendium), cold environments (Frostburn), horror campaigning (Heroes of Horror) or a setting specific book like Eberron.

Beyond that, if you want campaign options, go for Unearthed Arcana or PHB2. Spell Compendium is great, but does nothing for the non-magic users of your group. And Expanded Psionics Handbook is a great system, but only if someone wants to play with psionics.
 


I'd really recommend against Unearthed Arcana. Not that it isn't a great book, but it's basically a big collection of variant rules, many of which have tremendous impact on the system as a whole. IMO, it's more a book for when you've acquired basic mastery of D&D, have played it as-written for a while, and now want to mix it up. If you just want to play D&D, it's pretty much the last book you want to get.

I mean, it's like telling a guy who's interested in paintball to join some live fire exercises with the US Army. :) Baby steps, people.
 

buzz said:
I'd really recommend against Unearthed Arcana. Not that it isn't a great book, but it's basically a big collection of variant rules, many of which have tremendous impact on the system as a whole. IMO, it's more a book for when you've acquired basic mastery of D&D, have played it as-written for a while, and now want to mix it up. If you just want to play D&D, it's pretty much the last book you want to get.

I mean, it's like telling a guy who's interested in paintball to join some live fire exercises with the US Army. :) Baby steps, people.

Flexor isn't a novice to 3e, based on what he's posted in the past. If he was a novice, then my recommendation would have been different.
 

Unearthed Arcana is the next book I'd recommend to almost anyone.

Maybe psionics. PHB2 is very good but far from a must have -- I think there's more neat stuff to put and use in your games in UA than PHB2.
 

ColonelHardisson said:
Flexor isn't a novice to 3e, based on what he's posted in the past. If he was a novice, then my recommendation would have been different.
That's what I thougth at first, too, but then Henry made a comment about "just getting back into 3.5". I also seem to remember that Flexor usually plays 1e.

That said, I still think that UA is an extremely useless book... unless you're specifically looking to "mod" your game. If you play pretty much straight D&D, there's little reason to get UA.

I mean, I love it, but I don't see it as a "must-have".
 

The first non-core book I bought was Tome of Horrors, because I wanted many of the old 1E monsters that were in it but not the MM. I just can't imagine D&D without piercers, lurker aboves, rot grubs, green slime, and the like.

Best enhancement to the game otherwise would be PHB II, IMHO. If you can afford several books, then maybe the Complete series which will give lots of classes, feats, spells, and equipment.

Another choice might be for Savage Species for monster characters and their feats.

If your campain is going to deal with a strong subject matter like dragons, mindflayers, feinds, or psionics, then check out one of the genre books WotC has put out. If you're not leaning towards using it for almost everything, then I really don't think any of those books will really help your game very much.

Unearthed Arcana is a bunch of variant rules, but if you don't want to use any of those rules, it's really of no use. Check it out before buying.

I'd recomend against Arms & Equipment Guide. Lots of silly stuff and stupid prices (especially in the food stuffs section) that don't make any sort of sense even in D&D. The only part that I've really found of use is on vehicles and transportation but the rest of the book is so bad, that I find it hard to put any trust in it.
 

buzz said:
I'd really recommend against Unearthed Arcana. Not that it isn't a great book, but it's basically a big collection of variant rules, many of which have tremendous impact on the system as a whole. IMO, it's more a book for when you've acquired basic mastery of D&D, have played it as-written for a while, and now want to mix it up. If you just want to play D&D, it's pretty much the last book you want to get.

I mean, it's like telling a guy who's interested in paintball to join some live fire exercises with the US Army. :) Baby steps, people.

I Dm'ed 3.0 for 2 years. I sold my stuff and went back to 1e and C&C for a couple years. Now I'm giving 3.5 a shot.
 

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