Best Third Party Books

Sado

First Post
I know there was a thread sort of like this not too long ago, but I can't find it. Who do you guys and girls think has the best third-party books?

I'd like to spread my wings and branch out from the core books, but I'm not loaded, so I'd rather not buy a bunch of different companies' stuff that may not go together, or worse, may just suck. I'd like a plan before I start buying a bunch of stuff, so I'd like to concentrate on maybe just a couple different companies to keep everything consistent (for example, the Quintessential books from Mongoose or the Path books from FFG).

Who's got the best stuff and why do you think so (or if you know where the other thread went just point me there)?
 
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Sado said:
I know there was a thread sort of like this not too long ago, but I can't find it. Who do you guys and girls think has the best third-party books?

I'd like to spread my wings and branch out from the core books, but I'm not loaded, so I'd rather not buy a bunch of different companies' stuff that may not go together, or worse, may just suck. I'd like a plan before I start buying a bunch of stuff, so I'd like to concentrate on maybe just a couple different companies to keep everything consistent (for example, the Quintessential books from Mongoose or the Path books from FFG).

Who's got the best stuff and why do you think so (or if you know where the other thread went just point me there)?
Well, I'd recommend most of Green Ronin's products. I really enjoy the Psychic's Handbook. It's great for fantasy and modern campaigns.
 

- I have both WotC X-Psi 3.5 and Green Ronin Psychic's Handbook, and while I am happy to have got the X-Psi i nonetheless prefer the GR Psychic HB (it's much more different than magic than X-psi).

- Monte Cook's stuff is high quality. You can of course get a closer look on his website (Malhavoc Press). For examples: Arcana Unearthed for different classes and races, and a slightly different magic system. Beyond Countless Doorways for a different (and IMO more interesting) take on outer planes. But there is much more.

- If you are interested in a D&D sci-fi game, go to Fantasy Flight Games: their collection of 4 Dragonstar books for only 40$. Totally compatible D&D.
 

The Conan RPG by Mongoose is the finnest swords 'n socery game I have seen in a long time. It wouldn't take too much work to convert the rules to any other sns setting: farfid and the Grey Mouser, The Black Company, Elric, etc. Mongoose also publishes a line of OGL books each one tailored to a different genre.

I am in love with the magic system in Monte Cook's Arcana Unearthed for high-fantasy it is far superior to stock DnD IMHO. Matter of fact just about everything produced by Malhavoc Press is worthwhile.

And people keep telling me wonderful, stupendous, really great things about Grim Tales but I haven't gotten around to picking up a copy yet.
 

argo said:
And people keep telling me wonderful, stupendous, really great things about Grim Tales but I haven't gotten around to picking up a copy yet.

When I got grim Tales (see a link to the review I made of it, in my sig in post above), it gave me the urge to create a new setting and run a campaign with it.
 

One of the most unique books I have seen in a long time, and probably one of the best adaptions of d20 is the Everstone: Blood Legacy game from Iron Golem Games .The customizable character classes are hard to get away from. Once you start customizing your character and magic items you can't get your players to go back to anything else.

We also like the Mutants and Mastermind series from Green Ronin . Another game that allows you to customize your characters but with a little more work.

Both games are well presented and have great art.
 
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My recommendations

I recommend Fantasy Flight Games and Mongoose Publisher, I have two settings from Fantasy Flight Games (Dragonstar and Dawnforge) both are unique in their different ways and you could do alot with both systems. The rules to Dragonstar would allow you to throw all the settings you have into a huge universe, so the characters could play around in them all. Travelling could be done through portals so you don't have to have that Sci-fi feeling
As for Dawnforge your characters are the legendary characters talk about and allow races to change how others look at them if they want to.
I have the OGL Steampunk book from Mongoose and now it's my bible for creating items and is my core source for my game world since it's heavy steam tech world. The Quintessional books are also good sourcebooks for the classes and races since they specialize in that one core class/race.
Now the path series I have no idea on how good they are but I do plan in picking them up one day since I have a couple of Legend and Lore books and recommend that series of books from Fantasy Flight Games. I heavily recommend third party stuff over WOTC because of the price and there is usually more goody stuff in Third party products.
 

Absolute top:

Monte Cook's Arcana Unearthed. You can use this in place of the PH and run a game just fine. That's actually my preferred way to use it, while the AU magic system and other changes will work mechanically in a game with standard D&D magic, IMHO the two don't mesh very well.

If you don't want something quite as radical as a replacement for the PH, my top two would be:

Monte Cook's Book of Eldritch Might
Necromancer Games' Tome of Horrors

The former is a compilation of 3 PDFs, and chock full of goodness. A real example of what a supplement should have. The latter has a whole bunch of classic old first edition critters that make great "surprise!" encounters for players who've memorized the MM.
 

For monster books, I'd recommend Tome of Horrors 1 and 2 by Necromancer Games. Tome of Horrors 1 has a lot classics updated for 3.0, and ToH2 has great new monsters for 3.5. I believe that ToH2 is the better of the two... just some very cool creatures in there.

What kind of books are you looking for? Player stuff or DM-oriented material... or both?
 

Frost said:
What kind of books are you looking for? Player stuff or DM-oriented material... or both?

Mostly player stuff. I'm currently between gaming groups right now, so I don't know what my next DM will allow.

I've always liked the looks of the Mongoose Quintessential books and the FFG Legends and Lairs. Lately all this other neat stuff has been coming out, which is why I'm seeking opinions.

I like the sound of a lot of the alternate rules, classes, etc that I've heard about from the WOTC books like Complete Warrior and Unearthed Arcana. Grim Tales sounds like a good source for alternate rules as well.

Not really looking for campaign settings too much unless I get into a group that's gonna be playing in one. Having said that, if there was one with some interesting rule variations I wouldn't mind looking at that. And I'm in the low-magic camp, so settings like Midnight, Dark Lore, and Conan appeal to me.

How do the AU rules differ from the core rules? Besides different classes.

Thanks for the suggestions everyone. Keep 'em coming.
 

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