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<blockquote data-quote="Gothmog" data-source="post: 260730" data-attributes="member: 317"><p>My favorite WOtC books:</p><p></p><p>CoC d20- I have always been a fan of the Classic Coc- so it was cool to see how they did this</p><p></p><p>Masters of the Wild- the best of the mediocre set of class books</p><p></p><p>Manual of the Planes- even though I don't do hardly any plane-hopping in my game, its a good read. If you do use the planes frequently, it would be a nice book to have.</p><p></p><p>Non WOtC books:</p><p></p><p>The whole Quintessential series from Mongoose so far- yeah they might not have ALL of the mechanics perfect, but the ideas presented in them are top-notch. When I buy a new book, I look for new/interesting ideas, and these books have them in spades. I can changes any mechanics that don't suit my needs, so absolute adherence to the canon isn't as important to me as some maybe. I especially love the Rogue book- guilds, brewing cutsom potions, equipment, and feats were great. The cleric book was also quite good with the ideas of hymns, congregations, and divine estates- maybe not as useful to PCs, but there has to be a reason some NPC clerics minister to a flock rather than adventure.</p><p></p><p>Legions of Hell and Armies of the Abyss- especially for Legions of Hell- some great new creatures that had incredible artwork and very original concepts.</p><p></p><p>Spells and Spellcraft- good resource for any spellcasters in D&D- he some new spells that nicely fill in gaps left in the core rules, as well as interesting new ideas about familiars, labs, constructs (although the constructs part could have been a little more thorough in my opinion)</p><p></p><p>Occult Lore- although I haven't finished this one yet, the ideas present here are very interesting, and I'll probably end up inserting several of the magical traditions presented here into my world, along with the herbal remedies.</p><p></p><p>KOK Players Guide- probably the most bang for the buck of any book released in the last year IMO. Lots of new feats, spells, skill uses, fighting style suggestions, a cool new language system, and a comprehensive list of feats from all the WOC and Kalamar books!</p><p></p><p>Liber Bestarius- from Eden Studios- I got this one last week from my game store. Lots of great creatures in here that could easily be used in any style of game, but favoring a more horror/thoughtful type of game. Also, they present 2-3 scenario hooks with each creature that are solid, and the artwork is average to very good. I usually don't go out of my way for new monster books (I can make up those on my own), but this one kept me reading and gave me a list of 50(!) scenario ideas based around monsters in addition to the ones presented in the book. Very cool.</p><p></p><p>Secret College of Necromancy- Great book from Green Ronin dealing with the neglected field of necromancy. Lots of interesting ideas in here with a definite "dark and gritty" feel to them, and some very original spells from 0-9th level. Also provided are new feats for necromancers, two new core classes that go to 20th level (necromancer and death knight), and an entire secret brotherhood of necromancers detailed that are not all evil- all in all a very compelling book.</p><p></p><p>Although they have some problems mechanically, the Mongoose Encyclopedia Arcane and Divine books are a good source of ideas. I especially liked Demonology (for NPCs or really unwise PCs), Fey Magic, and Parts of the Necromancy book. Chaos Magic is interesting, but would probably be a pretty big hassle for someone to use at the table.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 260730, member: 317"] My favorite WOtC books: CoC d20- I have always been a fan of the Classic Coc- so it was cool to see how they did this Masters of the Wild- the best of the mediocre set of class books Manual of the Planes- even though I don't do hardly any plane-hopping in my game, its a good read. If you do use the planes frequently, it would be a nice book to have. Non WOtC books: The whole Quintessential series from Mongoose so far- yeah they might not have ALL of the mechanics perfect, but the ideas presented in them are top-notch. When I buy a new book, I look for new/interesting ideas, and these books have them in spades. I can changes any mechanics that don't suit my needs, so absolute adherence to the canon isn't as important to me as some maybe. I especially love the Rogue book- guilds, brewing cutsom potions, equipment, and feats were great. The cleric book was also quite good with the ideas of hymns, congregations, and divine estates- maybe not as useful to PCs, but there has to be a reason some NPC clerics minister to a flock rather than adventure. Legions of Hell and Armies of the Abyss- especially for Legions of Hell- some great new creatures that had incredible artwork and very original concepts. Spells and Spellcraft- good resource for any spellcasters in D&D- he some new spells that nicely fill in gaps left in the core rules, as well as interesting new ideas about familiars, labs, constructs (although the constructs part could have been a little more thorough in my opinion) Occult Lore- although I haven't finished this one yet, the ideas present here are very interesting, and I'll probably end up inserting several of the magical traditions presented here into my world, along with the herbal remedies. KOK Players Guide- probably the most bang for the buck of any book released in the last year IMO. Lots of new feats, spells, skill uses, fighting style suggestions, a cool new language system, and a comprehensive list of feats from all the WOC and Kalamar books! Liber Bestarius- from Eden Studios- I got this one last week from my game store. Lots of great creatures in here that could easily be used in any style of game, but favoring a more horror/thoughtful type of game. Also, they present 2-3 scenario hooks with each creature that are solid, and the artwork is average to very good. I usually don't go out of my way for new monster books (I can make up those on my own), but this one kept me reading and gave me a list of 50(!) scenario ideas based around monsters in addition to the ones presented in the book. Very cool. Secret College of Necromancy- Great book from Green Ronin dealing with the neglected field of necromancy. Lots of interesting ideas in here with a definite "dark and gritty" feel to them, and some very original spells from 0-9th level. Also provided are new feats for necromancers, two new core classes that go to 20th level (necromancer and death knight), and an entire secret brotherhood of necromancers detailed that are not all evil- all in all a very compelling book. Although they have some problems mechanically, the Mongoose Encyclopedia Arcane and Divine books are a good source of ideas. I especially liked Demonology (for NPCs or really unwise PCs), Fey Magic, and Parts of the Necromancy book. Chaos Magic is interesting, but would probably be a pretty big hassle for someone to use at the table. [/QUOTE]
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