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<blockquote data-quote="jgsugden" data-source="post: 8424974" data-attributes="member: 2629"><p>If I made a list of my top 9 most desired books/products, they'd include:</p><p></p><p>1.) Manual of the Planes - Spelljammer, Planescape, and deep discussion of the elemental planes, hells, transitive planes, etc...</p><p>2.) Dark Sun Sourcebook - With a new Adventure Path Beginning that starts where Freedom began and sets up an adventure path.</p><p>3.) Psionics Handbook</p><p>4.) Forgottn Realms - Circa 1357 DR (Time of the Grey Box as a new updated boxed set)</p><p>5.) Modern Magic (A D&D setting where magic went away, the world developed to current technology, and then magic returned and we see magic and science together)</p><p>6.) Gamma World (Seriously approached, notsilly like in 4E)</p><p>7.)War of the Lance - an updated revision of the War of the Lance adventures with Krynn Setting Rules</p><p>8.) Terrain Handbook - Rules for different situations, such as underwater, in the Astral Plane, Ships, etc...</p><p>9.) Far Realm Rulebook - Not for adventures in the Far Realm, but for handling the influence of the Far Realm on the main universe - aberrations, weirdspace, etc...</p><p></p><p>However, I liked getting something on the Feywild, although my version would be a bit less 'Alice in Wonderland' and a bit more Grimm's Fairytales. I also am looking forward to the Exandria adventure path.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8424974, member: 2629"] If I made a list of my top 9 most desired books/products, they'd include: 1.) Manual of the Planes - Spelljammer, Planescape, and deep discussion of the elemental planes, hells, transitive planes, etc... 2.) Dark Sun Sourcebook - With a new Adventure Path Beginning that starts where Freedom began and sets up an adventure path. 3.) Psionics Handbook 4.) Forgottn Realms - Circa 1357 DR (Time of the Grey Box as a new updated boxed set) 5.) Modern Magic (A D&D setting where magic went away, the world developed to current technology, and then magic returned and we see magic and science together) 6.) Gamma World (Seriously approached, notsilly like in 4E) 7.)War of the Lance - an updated revision of the War of the Lance adventures with Krynn Setting Rules 8.) Terrain Handbook - Rules for different situations, such as underwater, in the Astral Plane, Ships, etc... 9.) Far Realm Rulebook - Not for adventures in the Far Realm, but for handling the influence of the Far Realm on the main universe - aberrations, weirdspace, etc... However, I liked getting something on the Feywild, although my version would be a bit less 'Alice in Wonderland' and a bit more Grimm's Fairytales. I also am looking forward to the Exandria adventure path. [/QUOTE]
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