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[C&C, AD&D, oD&D] The best of the old stuff...
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<blockquote data-quote="thedungeondelver" data-source="post: 3478488" data-attributes="member: 34865"><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Okay.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Stuff.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Let's go down the list:</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'"><strong>DUNGEON MASTERS GUIDE</strong> - this is literally chock full of "stuff". You want magic items? This is the grandaddy of all magic item books. From mundane potions all the way up to the <strong>Apparatus of Kwalish</strong>, to the <strong>Manual of the Planes</strong> this book has <em>items</em>. And the text for them literally drips inspiration. Consider the dreaded "Tzoonk Fragment" from the abovementioned <strong>Manual</strong>, or the details on the awesome <strong>Sphere of Annihilation</strong>.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'"><strong>PLAYERS HANDBOOK</strong>. Okay, you asked about classes? Well the "PHB" is the place to start. You've got your four basics - fighters, magic-users, thieves and clerics. But underneath that there's six more variants and huge combinations thereof (not just for demi-humans; there's dual-classing for your more gifted humans). Tack on <strong>UNEARTHED ARCANA</strong> and that grows to include three new classes (DANGER WILL ROBINSON: DO NOT PUT PALADINS AS A CAVALIER SUBTYPE! LEAVE THEM AS FIGHTERS!), more combinations, oh and more spells and magic items (most of which were detailed out in earlier modules). I know my fellow 1e'ers are going to throw rotten fruit at me for saying this but if you tweak <strong>UNEARTHED ARCANA</strong> and (as a DM) are very careful with it you can ease in some of the other details without too many problems.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">The <strong>MONSTER MANUAL</strong> - the title says it all. It has a treatise on <strong>devils</strong>, <strong>demons</strong>, <strong>dragons</strong> and every major character race in <strong>ADVANCED DUNGEONS & DRAGONS</strong>. Gettitgettitgettit! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">I'm not very fond of the fan-submitted entries but the creatures created by Gary, Lew Puplisher and other well-known types make the <strong>FIEND FOLIO</strong> a handy book to keep 'round. </span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">I'll take another controversial stance and say that <strong>DEITIES AND DEMIGODS</strong> is another "must have". There's a <em>lot</em> of good information therein about how clerics should interact with their gods, about characters getting godlike abilities (and they note that high stats as possessed by a god versus a mere mortal are two wholly different things...), and so forth. Seek one out (and the ones with the Cthulhu and Elric mythoi aren't as rare as some ebayers would have you believe, either).</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">As noted above, modules are a goldmine of new critters, magic items and classes. And don't forget back issues of <strong>DRAGON</strong> and <strong>DUNGEON</strong> magazines (I heartily recommend you seek out the "250 issues of" collection CD of the former).</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Phew. That taps me out. Anybody else?</span></p><p><span style="font-family: 'century gothic'"></span></p></blockquote><p></p>
[QUOTE="thedungeondelver, post: 3478488, member: 34865"] [font=century gothic] Okay. Stuff. Let's go down the list: [b]DUNGEON MASTERS GUIDE[/B] - this is literally chock full of "stuff". You want magic items? This is the grandaddy of all magic item books. From mundane potions all the way up to the [b]Apparatus of Kwalish[/b], to the [b]Manual of the Planes[/b] this book has [i]items[/i]. And the text for them literally drips inspiration. Consider the dreaded "Tzoonk Fragment" from the abovementioned [b]Manual[/b], or the details on the awesome [b]Sphere of Annihilation[/b]. [b]PLAYERS HANDBOOK[/b]. Okay, you asked about classes? Well the "PHB" is the place to start. You've got your four basics - fighters, magic-users, thieves and clerics. But underneath that there's six more variants and huge combinations thereof (not just for demi-humans; there's dual-classing for your more gifted humans). Tack on [b]UNEARTHED ARCANA[/b] and that grows to include three new classes (DANGER WILL ROBINSON: DO NOT PUT PALADINS AS A CAVALIER SUBTYPE! LEAVE THEM AS FIGHTERS!), more combinations, oh and more spells and magic items (most of which were detailed out in earlier modules). I know my fellow 1e'ers are going to throw rotten fruit at me for saying this but if you tweak [b]UNEARTHED ARCANA[/B] and (as a DM) are very careful with it you can ease in some of the other details without too many problems. The [b]MONSTER MANUAL[/B] - the title says it all. It has a treatise on [b]devils[/b], [b]demons[/b], [b]dragons[/b] and every major character race in [b]ADVANCED DUNGEONS & DRAGONS[/B]. Gettitgettitgettit! :D I'm not very fond of the fan-submitted entries but the creatures created by Gary, Lew Puplisher and other well-known types make the [b]FIEND FOLIO[/B] a handy book to keep 'round. I'll take another controversial stance and say that [b]DEITIES AND DEMIGODS[/b] is another "must have". There's a [i]lot[/i] of good information therein about how clerics should interact with their gods, about characters getting godlike abilities (and they note that high stats as possessed by a god versus a mere mortal are two wholly different things...), and so forth. Seek one out (and the ones with the Cthulhu and Elric mythoi aren't as rare as some ebayers would have you believe, either). As noted above, modules are a goldmine of new critters, magic items and classes. And don't forget back issues of [b]DRAGON[/B] and [b]DUNGEON[/B] magazines (I heartily recommend you seek out the "250 issues of" collection CD of the former). Phew. That taps me out. Anybody else? [/font] [/QUOTE]
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