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<blockquote data-quote="Viktyr Gehrig" data-source="post: 5506935" data-attributes="member: 9249"><p>Everything I'd recommend is highly conditional. I can't see the database from the link provided, but here's what I consider essential to 2e. If there's anything you already have in your collection, I apologize.</p><p></p><p>The <em>Player's Option</em> series, including <em>Skills & Powers</em>, <em>Combat & Tactics</em>, and <em>Spells & Magic</em>. Whether you allow players access to these books or not, they're an invaluable tool for customizing your campaign world. You can use the standard point-buy rules to design your own subraces of all of the standard AD&D races and the Priest rules in <em>Spells & Magic</em> provide more robust guidelines for building specialty priests than even the <em>Complete Priest's Handbook</em>. I consider the proficiency systems to be better than the standard proficiency rules and use the weapon mastery and martial arts rules in <em>Combat & Tactics</em>.</p><p></p><p>The <em>Complete Book of Humanoids</em> contains rules for all of the major humanoid races to be used as PCs and contains a good amount of material for dealing with them other than as PC races are disposable enemies.</p><p></p><p>The <em>Complete Ninja's Handbook</em> contains mystical martial arts rules that can be converted to the <em>Combat & Tactics</em> system with little trouble.</p><p></p><p>If you'd like to expand the cultural diversity of your D&D source material, the <em>Kara Tur</em>, <em>Al Qadim</em> and <em>Maztica</em> boxed sets provide a wealth of material for cultures derived from East Asia, the Middle East, and Mesoamerica respectively. With the exception of <em>Al Qadim</em> they are, in my opinion, too fixated upon real-world history and not enough on the folklore of the regions they're based on, but they're a good start.</p><p></p><p>On that note, the basic boxed sets for each campaign setting are good. </p><p></p><p>If you like <em>Planescape</em>, the <em>Planeswalker's Handbook</em> is essential and the the <em>Dead Gods</em>, <em>Well of Worlds</em>, and <em>The Great Modron March</em> are some of the best adventure modules available.</p><p></p><p>For <em>Spelljammer</em>, the <em>Complete Spacefarer's Handbook</em> is an essential resource, and the three Known Space sourcebooks-- <em>Greyspace, Krynnspace</em>, and <em>Realmspace</em>-- provide enough material to keep you going for awhile, especially if you have a lot of stuff for the settings individually.</p><p></p><p> If you like psionics, regardless of whether or not you like <em>Dark Sun</em>, <em>The Will and the Way</em> is an excellent sourcebook. <em>Thri-Kreen of Athas</em> is one of my favorite AD&D books of all time, but it's kinda niche outside of <em>Dark Sun</em>.</p></blockquote><p></p>
[QUOTE="Viktyr Gehrig, post: 5506935, member: 9249"] Everything I'd recommend is highly conditional. I can't see the database from the link provided, but here's what I consider essential to 2e. If there's anything you already have in your collection, I apologize. The [i]Player's Option[/i] series, including [i]Skills & Powers[/i], [i]Combat & Tactics[/i], and [i]Spells & Magic[/i]. Whether you allow players access to these books or not, they're an invaluable tool for customizing your campaign world. You can use the standard point-buy rules to design your own subraces of all of the standard AD&D races and the Priest rules in [i]Spells & Magic[/i] provide more robust guidelines for building specialty priests than even the [i]Complete Priest's Handbook[/i]. I consider the proficiency systems to be better than the standard proficiency rules and use the weapon mastery and martial arts rules in [i]Combat & Tactics[/i]. The [i]Complete Book of Humanoids[/i] contains rules for all of the major humanoid races to be used as PCs and contains a good amount of material for dealing with them other than as PC races are disposable enemies. The [i]Complete Ninja's Handbook[/i] contains mystical martial arts rules that can be converted to the [i]Combat & Tactics[/i] system with little trouble. If you'd like to expand the cultural diversity of your D&D source material, the [i]Kara Tur[/i], [i]Al Qadim[/i] and [i]Maztica[/i] boxed sets provide a wealth of material for cultures derived from East Asia, the Middle East, and Mesoamerica respectively. With the exception of [i]Al Qadim[/i] they are, in my opinion, too fixated upon real-world history and not enough on the folklore of the regions they're based on, but they're a good start. On that note, the basic boxed sets for each campaign setting are good. If you like [i]Planescape[/i], the [i]Planeswalker's Handbook[/i] is essential and the the [i]Dead Gods[/i], [i]Well of Worlds[/i], and [i]The Great Modron March[/i] are some of the best adventure modules available. For [i]Spelljammer[/i], the [i]Complete Spacefarer's Handbook[/i] is an essential resource, and the three Known Space sourcebooks-- [i]Greyspace, Krynnspace[/i], and [i]Realmspace[/i]-- provide enough material to keep you going for awhile, especially if you have a lot of stuff for the settings individually. If you like psionics, regardless of whether or not you like [i]Dark Sun[/i], [i]The Will and the Way[/i] is an excellent sourcebook. [i]Thri-Kreen of Athas[/i] is one of my favorite AD&D books of all time, but it's kinda niche outside of [i]Dark Sun[/i]. [/QUOTE]
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