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Not part of the d20verse, but rather cool...

Savage Worlds (A game system that tries to speed up combat, and has a nice, 'pulpy' feel to it). You can find out more about it at peginc.com
 

I don't actually bring any books to the table, but here's the list of titles that I use, over and over again, while I'm prepping for sessions:

Magical Medieval Society: Western Europe
Toolbox
Monsternomicon
Tome of Horrors
Ultimate Equipment Guide

When I'm looking for inspiration, major plot arcs, cool twists on the same old same old, these are the books I turn to:

Testament
Book of the Righteous
Relics & Rituals
Rokugan
Occult Lore
Kingdoms of Kalamar Campaign Setting
 

I really liked A Magical Medieval Society: Western Europe

It won't see much in-game use (unless you use the economic simulator), but it's probably the best "between session campaign management" thing I've seen. From designing a campaign world (demographics, power centers, legal system, etc.) to adressing social interactions of players with society (becoming a fieffed noble, buying buildings, or even looting from the King's treasure), this book contains everything you need when planning campaigns and scenarios.

The Tome of Horrors is very good too. Of course, you won't use everything that's inside -- but you're bound to make use of it. It simply contains too much for someone not to find things he don't like inside. Whether you want more fey or more outsiders to shape the world's cosmology, old critter to GM an old adventure, or merely unusual beasts to surprise the players, you'll find that here -- and more.

If you need more monsters after that, the Creature Collections are high quality work. Well, not the unrevised 1. I think it has the good balance of genericity vs. portability. The Monsternomicon is also highly praised, but I find it of reduced value if you don't use their setting. It will then spend a big portion of the book redefining things that are not the same as in D&D (like goblins, ogres, trolls, and outsiders), and you'll simply have to ignore most of the book. Of course, if you master the Iron Kingdoms, it's a no-brainer.

The AU stuff is very good, be wary, however, if you have it, you'll want to use it. And if you don't want to ditch your current D&D campaign, that'll require a bit of work. (I know this from experience.)

The Books of Eldritch Might are also very good, but I advise you to simply wait before getting them. A complete version, packaging all three in the same hardcover, is going to be released soon.

From Malhavoc still, Hallowed Might and Mindscapes (why not Mental Might ?) are good quality too, and you may want them if you take Eldritch Might, to give equal treatment to the other kinds of magic-users.

If you want to use fiends, Green Ronin's books are the best out there.

The Rokugan setting has a good quality d20 line, but it's of less value if you don't use this genre.
 

Book of the Righteous
Legions of Hell (Armies of the Abyss isn't Quite as good)
Shaman's Handbook
Hammer & Helm- Guide to Dwarves
Bow & Blade - Guide to Wood Elves
Skull & Bones
In general, Green Ronin is very strong

Unveiled Masters- Guide to Mind Flayers
FFG's Portals & Planes (discovered this gem recently)
FFG's "Lore" books (particularly Undead lore)
FFG's Monster Handbook
The path books have some gems, some crap.
Quintessential Wizard
Quintessential Monk
Quintessential Sorcerer
Tome of Horrors
Liber Bestarius
AEG's Toolbox
Spycraft
Relics & Rituals
Creature Collection II
Rokugan
Book of Eldritch Might I, III
Book of Hallowed Might I (II is on the way! Woot!)
Cry Havoc
When the Sky Falls
Requiem for a God
Mindscapes
Wild Spellcraft
Necromancer's Legacy
Dynasties & Demagouges (surprised not to see this on more lists)
Redhurst, Academy of Magic
Bastion's Spells & Magic
Bastion's Airships
Book of Templates
 


Buttercup said:
I don't actually bring any books to the table, but here's the list of titles that I use, over and over again, while I'm prepping for sessions:

Magical Medieval Society: Western Europe
Toolbox
Monsternomicon
Tome of Horrors
Ultimate Equipment Guide

When I'm looking for inspiration, major plot arcs, cool twists on the same old same old, these are the books I turn to:

Testament
Book of the Righteous
Relics & Rituals
Rokugan
Occult Lore
Kingdoms of Kalamar Campaign Setting
Well put, B-cup. I totally forgot about the Ultimate Equipment Guide. That book has a surprising amount of good info. I'd also like to add that Gary Gygax's World Builder frequently finds use both at the gaming table and during prep time. Ain't nothing like having hundreds of different ingredients to throw at the PCs just to change up the pace a bit. :)
 


I don't think any WotC products would be on my list of "best D20 System products", or even "best 'D&D' products" (understanding that most D&D-compatible products can't say that, due to trademark issues).

Anyway, the D20 System books that i think everyone should at least take a look at:

Dynasties & Demagogues
Occult Lore
Nyambe: African Adventures
Touched by the Gods
probably Crime & Punishment, based on the reviews--i haven't gotten a copy yet
Oh, heck, pretty much any Penumbra-line product from Atlas
Spycraft
Arcana Unearthed
BESM D20 (for the combat rules, if nothing else)
The Artificer's Handbook
the early Slayers' Guides (before they got so crunchy)
Ken Hood's Grim'n'Gritty rules
Traveller D20
Mutants & Masterminds
The Net Book of Feats
NPC Essentials
Midnight
whichever Book of Eldritch Might has the alternate sorcerer and bard in it

hmmm...that's all that comes immediately to mind. I'm sure there are some great monster books out there, but i don't look at monster books.
 
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