You've got a great list, but I would change some things. The 1e DMG probably trumps WSG, but it's definitely the closest second I can think of.[*]oD&D/BECMI: Rules Cyclopedia -- Kind of a cheat as a compilation, but still a very nice repackaging of this edition.
[*]AD&D1: Wilderness Survival Guide -- For showing me how to approach sandbox-style worldbuilding.
My best book of AD&D2 would be a tie between the MM and Planescape Campaign Boxed Set.[*]AD&D2: Vikings Campaign Sourcebook -- Before I discovered GURPS, this (and AD&D1's Oriental Adventures) showed how to adapt real-world historical settings to fantasy and began opening the door to cross-genre role-playing that D20 would develop.
Totally with you on that one.[*]D&D3.x: Cityscape -- This showed the versatility of D20/OGL for more specific campaign building and complemented third-party sourcebooks, of which there are too many to mention here.
I'm actually hard pressed to think of a "must buy" book from 4e. There's good material, but not much strikes me as having the same timeless quality like, say, the 2e MM or 1e DMG.[*]D&D4e: Underdark -- More bang for the D.M.'s buck.
sanagmina1
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I'm actually hard pressed to think of a "must buy" book from 4e. There's good material, but not much strikes me as having the same timeless quality like, say, the 2e MM or 1e DMG.
That's interesting! I get the impression some of the stuff in W&M never made it into 4e.For 4e, I think the closest book to a must-have - especially if you're not actually playing the edition - is Worlds & Monsters. As far as I know it's the only D&D book ever to discuss the story elements of D&D from the point of view of their metagame function (ie what sort of themes and play experience they are meant to evoke, and how a GM can use them to that end).
Yeah DMG2 is quite good. I'll have to look it over again and see what pops out to my jaded DM eyes.4E Dungeon Master's Guide 2.
The DMG2 is worth every penny if you never play a game of 4E.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.