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<blockquote data-quote="Obergnom" data-source="post: 3528507" data-attributes="member: 7145"><p>Okay, here is what I find most useful in our games: (Being DM most of the times)</p><p></p><p></p><p>Character Generation/Players Stuff:</p><p></p><p>Magic Item Compendium (reinveted a whole part of character generation for my group. We used to mostly use +x items, now it is like you can give every character cool abilities)</p><p></p><p>Spell Compendium (we use only PHB and this book for spells)</p><p></p><p>PrCls and Feats: IMO there is no single good resource for these in Wotcs sortiment, and the entry into options here is pretty expansive. To me it allways felt like the Completes 1-4 (Warrior, Divine, Arcane, Adventurer) are like the first step in adding stuff (4 books = lots of money). Using only 1 or 2 of them would make certain classes heve less choices. Then there is PHB2, which complements those nicely. The Races of Series, agins is a huge investment. (Only 3 books, but still...). Then there are the new completes, use them once the old ones start boring you.</p><p>My group has all these books, but there might be much better recources using d20 stuff, which would not make you buy so many books out of which you most likely will only use the feats and PrCls chapters. (Netbook of Feats is a good free recource of feats, for example)</p><p></p><p>Campaign/DM Stuff:</p><p></p><p>You might like the 3.0 Manual of the Planes and the Planar Handbook, but why not just grab the free 3.5 planescape conversion at planewalker.com and get some 2nd ed. resources? Those are mostly fluff, anyway.</p><p></p><p>I like to use templates. Advanced Beastiary from Green Ronin and the Book of Templates Deluxe by Silverthorn Games have been invaluable resources to me.</p><p></p><p>The Monster Manuals are good, but I do not think those to be as usefull as the templates books, because my players like to at least have a clue what they are fighting. (A Vrock Possessed Hill Giants Leader works better in my group than some new and wierd monster they can't relay to at all.)</p><p></p><p>All the "Monsters" Books (Draconomicon, Lords of Madness, Drow of the Underdark, Libris Mortis, Fiendish Codex 1+2) are great if you want something to read to get ideas for a new adventure. They help fleshing out encounters and background and so on... I really like those.</p><p></p><p>In short: Get Magic Item Comp, Spell Comp, something with a lot of options for players*, Advanced Beastiary from Green Ronin (IMO the better of the 2 Templates Books) and something that will help you with your campaign. (A Monster Book or some Planar Stuff)</p><p></p><p></p><p>*(As we have the Wizards stuff, I do not know what might be good 3rd Party recources, but there should be a way to save some money. If you would like to play a Core Game, at least get "Fantasy Player’s Companion: Higher Level Feats for the Fighting Man" by Patrick Younts, this will help the martial classes a lot. It is a small pdf (7 pages, incl the ogl license))</p></blockquote><p></p>
[QUOTE="Obergnom, post: 3528507, member: 7145"] Okay, here is what I find most useful in our games: (Being DM most of the times) Character Generation/Players Stuff: Magic Item Compendium (reinveted a whole part of character generation for my group. We used to mostly use +x items, now it is like you can give every character cool abilities) Spell Compendium (we use only PHB and this book for spells) PrCls and Feats: IMO there is no single good resource for these in Wotcs sortiment, and the entry into options here is pretty expansive. To me it allways felt like the Completes 1-4 (Warrior, Divine, Arcane, Adventurer) are like the first step in adding stuff (4 books = lots of money). Using only 1 or 2 of them would make certain classes heve less choices. Then there is PHB2, which complements those nicely. The Races of Series, agins is a huge investment. (Only 3 books, but still...). Then there are the new completes, use them once the old ones start boring you. My group has all these books, but there might be much better recources using d20 stuff, which would not make you buy so many books out of which you most likely will only use the feats and PrCls chapters. (Netbook of Feats is a good free recource of feats, for example) Campaign/DM Stuff: You might like the 3.0 Manual of the Planes and the Planar Handbook, but why not just grab the free 3.5 planescape conversion at planewalker.com and get some 2nd ed. resources? Those are mostly fluff, anyway. I like to use templates. Advanced Beastiary from Green Ronin and the Book of Templates Deluxe by Silverthorn Games have been invaluable resources to me. The Monster Manuals are good, but I do not think those to be as usefull as the templates books, because my players like to at least have a clue what they are fighting. (A Vrock Possessed Hill Giants Leader works better in my group than some new and wierd monster they can't relay to at all.) All the "Monsters" Books (Draconomicon, Lords of Madness, Drow of the Underdark, Libris Mortis, Fiendish Codex 1+2) are great if you want something to read to get ideas for a new adventure. They help fleshing out encounters and background and so on... I really like those. In short: Get Magic Item Comp, Spell Comp, something with a lot of options for players*, Advanced Beastiary from Green Ronin (IMO the better of the 2 Templates Books) and something that will help you with your campaign. (A Monster Book or some Planar Stuff) *(As we have the Wizards stuff, I do not know what might be good 3rd Party recources, but there should be a way to save some money. If you would like to play a Core Game, at least get "Fantasy Player’s Companion: Higher Level Feats for the Fighting Man" by Patrick Younts, this will help the martial classes a lot. It is a small pdf (7 pages, incl the ogl license)) [/QUOTE]
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