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<blockquote data-quote="Jack Daniel" data-source="post: 8653884" data-attributes="member: 694"><p>OD&D1: This game is sparse enough that all of the supplements feel core, but <em>The Strategic Review</em> contains vital clarifications on combat and magic as well as three whole classes (rangers, bards, illusionists). I also consider the blue-cover Basic Set to be the indispensable introduction to this edition, since it plugs even more holes than the newsletter.</p><p></p><p>AD&D1: <em>Deities & Demigods</em> really is the fourth core rulebook; it contains at least one piece of vital information lacking in the PHB (what happens if you have an ability score of 19, which is entirely possible for a 1st level elf, dwarf, halfling, or half-orc PC?). While I hold the <em>Monster Manual II</em> and <em>Fiend Folio</em> in higher esteem than all the later hardcovers, I don't think I can call them "essential."</p><p></p><p>OD&D2: If we consider the Basic through Immortals Sets and the <em>Rules Cyclopedia</em> to all be "core," there are really only a handful of candidates for "essential" supplements — the AC (Accessory), GAZ (Gazetteer), and PC (Creature Crucible) lines. Of these, it's really only PC1–4 that have semi-core status at my table. (Although the <em>Creature Catalog</em> — AC9/DMR2 — also sees frequent use in my campaigns, it's once again just an extra monster book, not something I can call truly vital to running a game.) The Gazetteers that expand on demihumans (GAZ5, GAZ6, GAZ8, GAZ10) are useful but probably not essential.</p><p></p><p>AD&D2: So many candidates here. Books I personally wouldn't run a game without: the <em>Complete Psionics Handbook</em>, <em>Complete Ninja's Handbook</em>, and <em>Complete Barbarian's Handbook</em>, plus <em>Player's Option: Combat & Tactics</em> and <em>DM's Option: High-Level Campaigns.</em> Oh, yeah, and <em>The Scarlet Brotherhood</em> — gotta have the official 2e monk!</p><p></p><p>D&D3: Once again, so many books to choose from. If I were ever to run a 3e campaign again, I'd probably need the <em>Psionics Handbook</em> and <em>Oriental Adventures</em> at the very least. Maybe <em>Savage Species</em> and <em>Unearthed Arcana</em>. Quite possibly <em>The Book of Nine Swords</em> (or as it's sometimes affectionately called, <em>The Book of Weeaboo Fightan Magic</em>) would prove essential to combatting caster supremacy.</p></blockquote><p></p>
[QUOTE="Jack Daniel, post: 8653884, member: 694"] OD&D1: This game is sparse enough that all of the supplements feel core, but [I]The Strategic Review[/I] contains vital clarifications on combat and magic as well as three whole classes (rangers, bards, illusionists). I also consider the blue-cover Basic Set to be the indispensable introduction to this edition, since it plugs even more holes than the newsletter. AD&D1: [I]Deities & Demigods[/I] really is the fourth core rulebook; it contains at least one piece of vital information lacking in the PHB (what happens if you have an ability score of 19, which is entirely possible for a 1st level elf, dwarf, halfling, or half-orc PC?). While I hold the [I]Monster Manual II[/I] and [I]Fiend Folio[/I] in higher esteem than all the later hardcovers, I don't think I can call them "essential." OD&D2: If we consider the Basic through Immortals Sets and the [I]Rules Cyclopedia[/I] to all be "core," there are really only a handful of candidates for "essential" supplements — the AC (Accessory), GAZ (Gazetteer), and PC (Creature Crucible) lines. Of these, it's really only PC1–4 that have semi-core status at my table. (Although the [I]Creature Catalog[/I] — AC9/DMR2 — also sees frequent use in my campaigns, it's once again just an extra monster book, not something I can call truly vital to running a game.) The Gazetteers that expand on demihumans (GAZ5, GAZ6, GAZ8, GAZ10) are useful but probably not essential. AD&D2: So many candidates here. Books I personally wouldn't run a game without: the [I]Complete Psionics Handbook[/I], [I]Complete Ninja's Handbook[/I], and [I]Complete Barbarian's Handbook[/I], plus [I]Player's Option: Combat & Tactics[/I] and [I]DM's Option: High-Level Campaigns.[/I] Oh, yeah, and [I]The Scarlet Brotherhood[/I] — gotta have the official 2e monk! D&D3: Once again, so many books to choose from. If I were ever to run a 3e campaign again, I'd probably need the [I]Psionics Handbook[/I] and [I]Oriental Adventures[/I] at the very least. Maybe [I]Savage Species[/I] and [I]Unearthed Arcana[/I]. Quite possibly [I]The Book of Nine Swords[/I] (or as it's sometimes affectionately called, [I]The Book of Weeaboo Fightan Magic[/I]) would prove essential to combatting caster supremacy. [/QUOTE]
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