just getting into 3rd edtion

Sorry to derail this thread back into the direction of it's original post, but:

My groups tend to avoid/ban Tome of Battle, Magic of Incarnum and Complete Scoundrel.
I know of groups banning Complete Mage.

The reason is not necessarily that they contain overpowered additions, but mostly because they introduce new rules.

Tome of Battle intoduced stances and maneuvres, Complete Scoundrel introduced skilltricks, Magic of Incarnum introduced Vestiges, Complete Mage introduced Reserve Feats.

For a beginning DM, I would suggest to avoid these as well. Note that these books (especially Complete Mage and Complete Scoundrel) also contain feats, classes and prestige classes that do not depend on these additional rules, and have been used by my groups as well.
 

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Sorry, should have checked.

Magic of Incarnum introduced
-Incarnum
-Soulmelds
-Chakra's

Vestiges were introduced in Tome of Magic, along with Truenames and Pacts
 

Before I converted over to Pathfinder my 1st-19th campaign was run mainly using the 3.5 core rules, PHB II, and some handpicked elements of Complete Arcane, Complete Warrior, and Complete Divine. I allowed some stuff from the Spell Compendium in, but I have since concluded I was too lenient in that regard. Live and learn.
 

Yeah, Complete Arcane also has some good stuff- not a lot, imo, but enough. I would like the Warlock, but Book of Fiends has a class that fills a similar role and I prefer it (and limit to an NPC class).

I love book of fiends but that class is just a weak wizard-like cleric with some drawbacks for his pact. I'd rather just make an evil cleric if I wanted those power mechanics for a PC or NPC. Mechanically I far prefer warlocks, unlimited but sub par at will powers with options for 1/day boosts from feats and such. Very easy to run as a player or NPC even if it is generally weaker than core caster classes.
 

I have personally found that telling each player they can use the Core 3 books plus one splat book of their choice works rather well. Letting each player chose which splat book they use cuts down on the worst of the worst cheese (which often comes from combining things from multiple sources), but also ensures you don't inadvertently nerf any specific character choice. This also helps cut down on information overload with new players, and helps ensure balance in the group (so the one guy who gets really into D+D and reads every book every published can't use his knowledge of obscure feats/spells to overpower newer players).
 

sorry for the long absence long work hours and *gasp* a vacation
the game has went realy well the players have all stepped up to help me out . we have an experienced 3.5 dm now so i get to play in the system and i now run a 1st/2nd edition hybrid game for the same group
(so the other dm can play old much loved chars) now we are rolling up core 3.5 chars with the wierdest char quirks we can come up with
so far my favorite is the jewish dwarven paladin with a yamaka was a helm
 

Letting each player chose which splat book they use cuts down on the worst of the worst cheese (which often comes from combining things from multiple sources)
Oh yes, a game without Contingency, Gate, Shapechange, Time Stop, Polymorph, Polymorph Any Object, and Planar Binding would be great.
 

I'm surprised that no one mentioned Complete Adventurer. Of course, I like it because a Scout is what I always thought a Ranger should really be.
 

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