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<blockquote data-quote="Wik" data-source="post: 3182739" data-attributes="member: 40177"><p>I highly recommend Savage Tide. You'll have a ball.</p><p></p><p>PHB 2 is a book I get a *lot* of use out of. Not only does it expand the classes of the game (in many cases either "toughening up" weaker classes, or "streamlining" classes like the druid that are highly complex in play) but it includes some of the best new base classes in the game (the Dragon Shaman is the reason my current Savage Tide group is alive; the Beguiler is an excellent class that one of my players is running in a different campaign; the duskblade hasn't been tried out, yet, but it's just a matter of time...)</p><p></p><p>The *Complete* books are also nice - particularly Complete Adventurer (Spellthief is my favourite class of all time, even if everyone else thinks it sucks), and Complete Warrior. Complete Arcane is pretty good, too (most people love the warmage and warlock found in that book - I'm not big on either of 'em, personally). </p><p></p><p>I would skip the "races" books for now - they're an interesting read, but it terms of "Crunch", they don't offer a whole lot (that being said, the other reason my group is alive is because he took a race from Races of Stone, and our rogue is a catfolk from Races of The Wild). The "environmnt" books (Frostburn, Sandstorm,Stormwrack, Cityscape) are all excellent, although I wouldn't pick them up right away. Stormwrack would be helpful if you decide to run Savage Tide.</p><p></p><p>I'd also pick up one variant monster manual - MM 3 or Fiend Folio seem to be the best bets, here. It's just good to be able to throw some "non-core" critters at your players every now and then.</p></blockquote><p></p>
[QUOTE="Wik, post: 3182739, member: 40177"] I highly recommend Savage Tide. You'll have a ball. PHB 2 is a book I get a *lot* of use out of. Not only does it expand the classes of the game (in many cases either "toughening up" weaker classes, or "streamlining" classes like the druid that are highly complex in play) but it includes some of the best new base classes in the game (the Dragon Shaman is the reason my current Savage Tide group is alive; the Beguiler is an excellent class that one of my players is running in a different campaign; the duskblade hasn't been tried out, yet, but it's just a matter of time...) The *Complete* books are also nice - particularly Complete Adventurer (Spellthief is my favourite class of all time, even if everyone else thinks it sucks), and Complete Warrior. Complete Arcane is pretty good, too (most people love the warmage and warlock found in that book - I'm not big on either of 'em, personally). I would skip the "races" books for now - they're an interesting read, but it terms of "Crunch", they don't offer a whole lot (that being said, the other reason my group is alive is because he took a race from Races of Stone, and our rogue is a catfolk from Races of The Wild). The "environmnt" books (Frostburn, Sandstorm,Stormwrack, Cityscape) are all excellent, although I wouldn't pick them up right away. Stormwrack would be helpful if you decide to run Savage Tide. I'd also pick up one variant monster manual - MM 3 or Fiend Folio seem to be the best bets, here. It's just good to be able to throw some "non-core" critters at your players every now and then. [/QUOTE]
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