Arnwyn
First Post
Fixed it for you.Jürgen Hubert said:Seriously, I don't think that new Monster Books add all that much to my campaign unless the book is directly tied to the setting I am using.
Fixed it for you.Jürgen Hubert said:Seriously, I don't think that new Monster Books add all that much to my campaign unless the book is directly tied to the setting I am using.
Hee.arnwyn said:Fixed it for you.
I do both really. If a monster is cool enough, I'll find a way to use it. Sometimes, when I'm planning out a session, I need to throw in some monsters and I'll search through books for the appropriate one. Really depends.Abstraction said:As a further point, I want to ask you fine people this: do you decide on the monsters first, then generate a story for them? Or do you generate a story and then try find monsters that fit it?
BiggusGeekus said:Well, in a big picture sense: no.
Check out WotCs site. There's more than enough free material to run a campaign to level 15. All you really need is a Player's Handbook, the SRD, and a set of dice. Of course. the adventures probably won't match up nicely, but that's not the point. You can get to level 15 with US$40 and a lot of free printing. There are also adventures for 16-20, so you can slide your way past those without a terrible ammount of effort.
Apart from that, I say keep your MMII, MMIII, Fiend Folio and all the others! I don't need them.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.