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After the core, what is the "must have" 3.5 book?
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<blockquote data-quote="Psion" data-source="post: 3112986" data-attributes="member: 172"><p>No, it really isn't. Do you even own the book? There are plenty of new mechanics and other non-advice sections, like mentors, businesses, and so forth.</p><p></p><p>I do prefer Green Ronin's Adanced GM's Guide, but there is some worthwhile stuff in the DMG rules. To illustrate useful bits IMO and to show how much of an advice book it isn't, I'll repost my old AGMG/DMGII comparison:</p><p></p><p>Between the AGMG and DMGII, I think I prefer the AGMG. If you are a modest to intermediate GM, the DMGII probably has more for you to "take it to the next level". The AGMG has a bit of the same style of advice, but if you have already read Robin's Laws of Good Gamemastering (which overlaps a bit with the first chapter of DMGII), you might find the perspective of AGMG's advice fresher. The AGMG is a bit more about experimenting and expanding on your gaming experience and has more pure utility material and variants that will be of more use to more advanced GMs.</p><p></p><p>Here's a recounting of the content of both books and how useful I personally consider them to be (make your own judgements, natch.):</p><p></p><p>DMG II <strong>Useful</strong> <ol> <li data-xf-list-type="ol">Play styles and player traits (though it will be old hat if you have Robin's Laws of Good Gamemastering)</li> <li data-xf-list-type="ol">Other GM advice</li> <li data-xf-list-type="ol">Archetypal Locations (love this sort of stuff)</li> <li data-xf-list-type="ol">Political plot hooks & courts (though some of this is old hat)</li> <li data-xf-list-type="ol">City and town plot hooks</li> <li data-xf-list-type="ol">100 instant NPC agendas</li> <li data-xf-list-type="ol">Magic events (but R&R's ritual system fills this niche for me pretty well)</li> <li data-xf-list-type="ol">Saltmarsh (well done and useful)</li> <li data-xf-list-type="ol">Contacts (sort of)</li> <li data-xf-list-type="ol">NPC unique abilities (sometimes the D&D system can make things a little too predictable.)</li> <li data-xf-list-type="ol">Business rules</li> <li data-xf-list-type="ol">Designing prestige classes (we've seen it before, but IMO it's essential)</li> <li data-xf-list-type="ol">Signature traits</li> <li data-xf-list-type="ol">Bonded magic items</li> <li data-xf-list-type="ol">Magic locations (iffy - not sure if I'd use it. Too dependant upon PC interest.)</li> <li data-xf-list-type="ol">Synergy abilities - just barely said to myself "I wish there was something like this." That's usually a good sign</li> <li data-xf-list-type="ol">Magic Item Templates (iffy, but used right can have interesting flavor)</li> </ol><p>DMG II <strong>Not so useful</strong> <ol> <li data-xf-list-type="ol">Extra traps (sorry, dull and I already own Song & Silence and Traps & Treachery I&II. Book of Challenges is much better IMO.)</li> <li data-xf-list-type="ol">Miniatures & Battle Grid Notes</li> <li data-xf-list-type="ol">Encounter Tables</li> <li data-xf-list-type="ol">Campaign Building (unless you are really a basic GM)</li> <li data-xf-list-type="ol">Town minor NPCs & establishments</li> <li data-xf-list-type="ol">Modeling law and justice (at one time I would have dug this; I have no time for this level of emulation before, and I certainly don't keep the last 100 years worth of transitions for every city.)</li> <li data-xf-list-type="ol">Complex NPCs (one or two might be useful. They need the DMG 3.0 ready to run stock NPCs back; Ultimate NPCs also fills this niche much better.)</li> <li data-xf-list-type="ol">Mentor/apprentice rules - interesting idea, not compelling enough.</li> <li data-xf-list-type="ol">PC Organizations - don't think I needed rules or guideance here</li> <li data-xf-list-type="ol">Guilds - likewise.</li> <li data-xf-list-type="ol">Teamwork (blah)</li> <li data-xf-list-type="ol">Artifacts (again, old hat)</li> </ol><p>AGMG <strong>Useful</strong> <ol> <li data-xf-list-type="ol">Sensitive Subjects - too many GMs are NOT sensitive to their player's, um, sensitivities.</li> <li data-xf-list-type="ol">Knowing your group / play style - similar to DMG II, but might be fresher perspective if you have read Robin's Laws before.</li> <li data-xf-list-type="ol">Combat rules variants - esp. class dodge bonus</li> <li data-xf-list-type="ol">Speeding play</li> <li data-xf-list-type="ol">Hex based movement - my preference for outdoors (iffy, though, cause it's old hat)</li> <li data-xf-list-type="ol">Magic rules - esp metamagic points and self limited spells.</li> <li data-xf-list-type="ol">Preparing adventures</li> <li data-xf-list-type="ol">40 basic plots/40 fight scenses/100 urban details / 100 wilderness details</li> <li data-xf-list-type="ol">Simplified NPCs</li> <li data-xf-list-type="ol">40 campaign themes</li> <li data-xf-list-type="ol">Cosmology choices</li> <li data-xf-list-type="ol">Tweaking campaign rules (feats/bonus points)</li> <li data-xf-list-type="ol">Designing feats & PRCs</li> <li data-xf-list-type="ol">PC power level variants</li> <li data-xf-list-type="ol">Ability score generation variants</li> <li data-xf-list-type="ol">Training variants</li> <li data-xf-list-type="ol">Innate abilities - AT LAST! Lots of great ways to reward players without magical bling.</li> <li data-xf-list-type="ol">Levin (power component rules done justice, and eschewing the permanent "butcher shop" mentality.)</li> <li data-xf-list-type="ol">Sovereign materials - appeal to the munchkin in me</li> <li data-xf-list-type="ol">New special qualities - farms out those nifty abilities formerly locked up in special weapons.</li> <li data-xf-list-type="ol">Inconveninces</li> <li data-xf-list-type="ol">Mystic Locales & Holy sites</li> <li data-xf-list-type="ol">Initiative cards (though I already use these)</li> </ol><p>AGMG <strong>Not so useful</strong> <ol> <li data-xf-list-type="ol">World Design - old hat, for the most part</li> <li data-xf-list-type="ol">Play environment - old hat</li> <li data-xf-list-type="ol">Fortune points - sorry, AFAIAC, action points are the standard</li> <li data-xf-list-type="ol">Designing antagonists and allies (might be useful for newer GMs)</li> <li data-xf-list-type="ol">APM NPCs (which I don't use any of except eldritch weaver)</li> <li data-xf-list-type="ol">Character backgrounds (would never use these)</li> <li data-xf-list-type="ol">Calendars and events (too simple, wouldn't use)</li> <li data-xf-list-type="ol">Advancement options (none struck my fancy)</li> <li data-xf-list-type="ol">Item characteristics</li> </ol></blockquote><p></p>
[QUOTE="Psion, post: 3112986, member: 172"] No, it really isn't. Do you even own the book? There are plenty of new mechanics and other non-advice sections, like mentors, businesses, and so forth. I do prefer Green Ronin's Adanced GM's Guide, but there is some worthwhile stuff in the DMG rules. To illustrate useful bits IMO and to show how much of an advice book it isn't, I'll repost my old AGMG/DMGII comparison: Between the AGMG and DMGII, I think I prefer the AGMG. If you are a modest to intermediate GM, the DMGII probably has more for you to "take it to the next level". The AGMG has a bit of the same style of advice, but if you have already read Robin's Laws of Good Gamemastering (which overlaps a bit with the first chapter of DMGII), you might find the perspective of AGMG's advice fresher. The AGMG is a bit more about experimenting and expanding on your gaming experience and has more pure utility material and variants that will be of more use to more advanced GMs. Here's a recounting of the content of both books and how useful I personally consider them to be (make your own judgements, natch.): DMG II [b]Useful[/b][list=1] [*]Play styles and player traits (though it will be old hat if you have Robin's Laws of Good Gamemastering) [*]Other GM advice [*]Archetypal Locations (love this sort of stuff) [*]Political plot hooks & courts (though some of this is old hat) [*]City and town plot hooks [*]100 instant NPC agendas [*]Magic events (but R&R's ritual system fills this niche for me pretty well) [*]Saltmarsh (well done and useful) [*]Contacts (sort of) [*]NPC unique abilities (sometimes the D&D system can make things a little too predictable.) [*]Business rules [*]Designing prestige classes (we've seen it before, but IMO it's essential) [*]Signature traits [*]Bonded magic items [*]Magic locations (iffy - not sure if I'd use it. Too dependant upon PC interest.) [*]Synergy abilities - just barely said to myself "I wish there was something like this." That's usually a good sign [*]Magic Item Templates (iffy, but used right can have interesting flavor) [/list] DMG II [b]Not so useful[/b][list=1] [*]Extra traps (sorry, dull and I already own Song & Silence and Traps & Treachery I&II. Book of Challenges is much better IMO.) [*]Miniatures & Battle Grid Notes [*]Encounter Tables [*]Campaign Building (unless you are really a basic GM) [*]Town minor NPCs & establishments [*]Modeling law and justice (at one time I would have dug this; I have no time for this level of emulation before, and I certainly don't keep the last 100 years worth of transitions for every city.) [*]Complex NPCs (one or two might be useful. They need the DMG 3.0 ready to run stock NPCs back; Ultimate NPCs also fills this niche much better.) [*]Mentor/apprentice rules - interesting idea, not compelling enough. [*]PC Organizations - don't think I needed rules or guideance here [*]Guilds - likewise. [*]Teamwork (blah) [*]Artifacts (again, old hat) [/list] AGMG [b]Useful[/b][list=1] [*]Sensitive Subjects - too many GMs are NOT sensitive to their player's, um, sensitivities. [*]Knowing your group / play style - similar to DMG II, but might be fresher perspective if you have read Robin's Laws before. [*]Combat rules variants - esp. class dodge bonus [*]Speeding play [*]Hex based movement - my preference for outdoors (iffy, though, cause it's old hat) [*]Magic rules - esp metamagic points and self limited spells. [*]Preparing adventures [*]40 basic plots/40 fight scenses/100 urban details / 100 wilderness details [*]Simplified NPCs [*]40 campaign themes [*]Cosmology choices [*]Tweaking campaign rules (feats/bonus points) [*]Designing feats & PRCs [*]PC power level variants [*]Ability score generation variants [*]Training variants [*]Innate abilities - AT LAST! Lots of great ways to reward players without magical bling. [*]Levin (power component rules done justice, and eschewing the permanent "butcher shop" mentality.) [*]Sovereign materials - appeal to the munchkin in me [*]New special qualities - farms out those nifty abilities formerly locked up in special weapons. [*]Inconveninces [*]Mystic Locales & Holy sites [*]Initiative cards (though I already use these) [/list] AGMG [b]Not so useful[/b][list=1] [*]World Design - old hat, for the most part [*]Play environment - old hat [*]Fortune points - sorry, AFAIAC, action points are the standard [*]Designing antagonists and allies (might be useful for newer GMs) [*]APM NPCs (which I don't use any of except eldritch weaver) [*]Character backgrounds (would never use these) [*]Calendars and events (too simple, wouldn't use) [*]Advancement options (none struck my fancy) [*]Item characteristics [/list] [/QUOTE]
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After the core, what is the "must have" 3.5 book?
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