Best Third Party Books

I also forgot to metion Big Eyes Small Mouth d20 from Guardians of Order Even if you aren't into anime roleplaying it is still worth a look for how they manage to make a point based (advantages and disadvantages) character creation system work with the d20 rules. If you are one of those people who feel that classes and levels are too restrictive then this book is worth a look.

As to the question "how are the AU rules different from stock DnD?" Well many of them aren't, espically a lot of the combat rules. AU introduces a few new ideas including "traits" which are feats that can only be taken at first level and "ceremonial feats" which are slightly more powerful than regular feats but have some more restrictive requirements and also the idea of True Names: a character who has a true name has access to certain powrfull feats (usually ceremonial feats) and abilities and can benefit from some special spells but is also vulneurable to magical attack from enemies who know his truename, characters without a truename don't share those advantages or disadvantages but gain a bonus feat at first level instead. AU also introduces "racial levels"; races other than humans can take levels in a "racial class" which is sort of like a prestige class except the only requirement is that you be of that race and as you gain levels you gain abilities that make you more a paragon of your species, for example the giant racial class eventually makes you size large, most racial classes are only about 3 levels in total. And don't undersell the variant classes either, many of them are among the best designed I've seen in a long time. I espically like how flexible they are, many include notes by Monte himself about how to tweak the class for different flavors. For example, the Champion class is a warrior with a cause, the book includes rules on how to make a champion of light or justice or darkness and severall others as well but also suggestions for making a champion of any given cause (such as champion of a particular kingdom).

But the real attraction, for me at least, is the magic system. Spellcasters still use a number of spell-slots per day but they do not memorize spells. Instead they have their spell slots per day like a sorcerer and then they have another table of spells they can have known per day, this is similar to a sorcerer's spells known table in that he fills it with spells he knows and he can spontaneously cast those spells using his daily slots. However, like a wizard, he can change which spells are in his spells known each day (and he doesnt' even need a spellbook to do it either). This gives spellcasters an enermous ammount of flexibility and prevents them from becomming booring casters who always use the same spells over and over. Fruthermore the spell-list is broken up into simple, complex and exotic spells. Think of this like simple, martial and exotic weapon proficiencies. Most spellcasters only know simple spells and have to buy the rest with feats, the dedicated spellcasters (such as the magister) know simple and complex spells. The spells themselves are also more finely balanced than stock DnD. In DnD spells tend to increas in power exponentially with level (3rd level: fireball, 9th level: meteor swarm) but in AU the curve is much closer to a linear curve. This helps offset some of the power casters gain from flexibility and keeps magic from dominating the game at high levels. Also direct effect magic and "blast magic" has been toned down in general; a spell the equivalent of Mage Armor is an exotic spell and there is no spell equivalent to Magic Misile (that's on purpose). But there is more as well! You can also "weave" spell slots: break a spell slot up into multiple lower level slots or combine lower level slots into one higher level slot. You can "laden" a spell, use two slots of the appropriate level to cast it, which will often give you extra benefits. Lastly each spell has a diminished and heightened version: a diminished spell uses a slot one lower and has reduced effects, highten a spell by using a slot one higher and get an extra effect, all with knowing the same spell. Oh and there is no difference between arcane and divine magic either, every spellcaster can potentially case healing spells and blast spells (though some classes are better at one than the other). Like I said, if you are looking for a magic system for a high-fantasy high-magic game there is none better than AU.

Hope that helps.
 

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You can pick up a lot of good stuff at RPGNow.com. PDF titles are great ways to get new stuff for your game without costing a great deal. There are a number of companies producing stuff that is easily of publishable quality. Here's some recommendations (although please be aware that I am myself a PDF publisher, so have my own biases).

The Games Mechanics (ex-WotC staff, so quality ensured, but mainly D20 Modern supplements)

Ronin Arts (a top quality publisher, producing lots of small cheap pdfs on a narrow subject matter)

RPG Objects (teh EN Boards' ever present and helpful Chuck Vigilance does most of the writing for these. Mainly D20M supplements)

EN Publishing (EN World's own publishing house - a good range of books that definately wouldn't look out of place in yoru FLGS)

ST Cooley Publishing (some great books, including probably the best Bard and Ranger books available).

Throwing Dice Games (Joe's Book of enchantment is a classic, despite the name, Character customisation is another great resource for adapting character classes)

Bloodstone Press (can't testify about all their products, but their WWII supplement, Hell on Earth, is fantastic)

Malladin's Gate Press (my own company. I'd say we were largely class-book specialists, with class books for Abjurers, paladins and sorcerers, as well as D20M strong and fast heroes. We also have a highly respected fantasy setting, DarkLore. I don't feel right just saying my own work is good, so check us out on the reviews page instead).

cheerio,

Ben, Malladin's Gate Press
 

I'm interested in DarkLore, but I probably am not going to invest too much in pdf books. I know they are cheaper, but I would have to either read them on-screen (which gives me a headache and eyestrain, plus it means I couldn't just pick up the book and browse through it any ol' time, like when I'm watching tv or bored at work. I'd have to fire up the PC), or else I would have toprint them out, which would end up costing almost as much as print copies and wouldn't look as neat.

DarkLore will probably be the only pdf I get, and I will probably end up printing it out.
 

I'm really not a huge fan of WotC stuff (especially after those dreadful class splatbooks a few years back), but I did think d20-Unearthed Arcana was actually pretty cool. Gives lots of options and alternatives. I preferred it over the Advanced Player's Guide (Sword and Sorcery Studios).

The Game Mechanics also put out some great stuff, but it's usually more for d20 Modern.

.................But that's just my opinion.
 

Some of my faves:

  • Necromancer Games's Tome of Horrors and Tome of Horrors II
  • Green Ronin's Book of Fiends
  • Fantasy Flight Games's Monster's Handbook
  • Mystic Eye Games's Necromancer's Legacy
 

Here are some of my Faves:

Green Ronin: Bastards and Bloodlines, Monsters of the Mind, Book of Fiends, Aasimars and Tieflings, Mutants and Masterminds, Crooks!

Privateer Press: Monsternomicon, Iron Kingdoms Full-Metal Fantasy Campaign Setting (huff, huff)

Malhavoc Press: Arcana Unearthed, Legacy of the Dragons, Beyond the Countless Doorways

Sword and Sorcery Studios: Tome of Horrors 2, Everquest RPG (PHB and GMG), Monsters of Norrath, Monsters of Luclin, Al'Kabor's Arcana

Kenzer and Co.: Dangerous Denizens

RPGObjects: Darwin's World 2

And a couple that I don't remember who put them out: Monster (AEG?), Denizens of Avadnu, Liber Bestarius, Penumbra Fantasy Bestiary

Kane
 

I've pretty much decided to get the new WOTC "Complete ---" books and Unearthed Arcana. Also plan on getting a couple of campaign settings (at least the core books)-Midnight, Conan, DarkLore, and Arcana Unearthed.

I've narrowed down the supplements to one of three companies (I'd like to get all or most from the same company for consistency)-AEG, Fantasy Flight, or Mongoose. The first two seem to have good all-around selections that cover a wide range of topics, while Mongoose doesn't cover as much stuff, but what they do cover they go into great detail about (all the Quintessential and Encyclopaedia Arcane books).

So those are the finalists.
 

Sado said:
Also plan on getting a couple of campaign settings (at least the core books)-Midnight, Conan, DarkLore, and Arcana Unearthed.
I should point out that Arcana Unearthed is not really a campaign setting book. It is much like the PHB in that it has an "implied setting" (in this case the lands of the Diamond Throne, which is a campaign setting published by Malhavoc Press) but very little information that a DM would need to run a game in that setting. In fact the book is billed as a "alternate PHB".

Not that I'm trying to discourage you from getting it or anything. It is an awsome book and you should definaetly buy it.... right after you get Conan: Atlentean Edition ;)

Good list of "finalists" BTW
 

Well, Sado, I'm proud that DarkLore made it onto your list, particularly considering the company we're included with!

I'm also a big fan of Midnight (we almost stopped working on DarkLore after that came out because we thought it might be too similar, but in the end realised that DarkLore had a lot more to offer ans is quite different in many ways)

I also really like the new Complete books from WotC, particularly after the shambles of the original class-plat books they produced (song & silence, etc). Having said that, the poor quality of those books provided that gap in the marketplace that enabled us to produce Forgotten Heroes: Paladin, so in a way they made us :).

I couldn't comment of Arcana Unearthed or Conan, but my fllow Malladin's Gater, Nigel is an avid devotee of Conan. Also (to push PDFs again) The Diamond Throne setting was available quite cheaply as a PDF when Monte was available on RPGNow (so I presume is so on DTRPG). One thing I'm really proud of as a publisher is that DarkLore knocked it off the no 1 spot in the category (you always liek to test yourselves against the best around, and for a PDF publisher, that's Monte!)

Cheerio,

Ben
 

argo said:
I should point out that Arcana Unearthed is not really a campaign setting book. It is much like the PHB in that it has an "implied setting" (in this case the lands of the Diamond Throne, which is a campaign setting published by Malhavoc Press) but very little information that a DM would need to run a game in that setting. In fact the book is billed as a "alternate PHB".

Good list of "finalists" BTW

Absolutely right, doesn't exactly fit in as a "setting". I was trying more to differentiate between it and the supplement books I mentioned (AEG, FFG. etc). Didn't really know where to stick it, but definitely interested.

Not that I'm trying to discourage you from getting it or anything. It is an awsome book and you should definaetly buy it.... right after you get Conan: Atlentean Edition ;)

Is the editing/proofreading really that bad in the first print of Conan? And is that the only difference or are there rules changes as well (asking because I saw a 1st edition copy on ebay that's at $1 right now).

Malladin said:
Well, Sado, I'm proud that DarkLore made it onto your list, particularly considering the company we're included with!

Wow! Just saw that it's only $2.50 now (not that it was expensive before). A great deal just got even better. I think this will be my next purchase, in about 30 seconds!
 
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