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Please suggest some D20 supplements for me
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<blockquote data-quote="Ghostwind" data-source="post: 1112993" data-attributes="member: 3060"><p>Cash to burn can be a dangerous thing concerning RPGs. Without knowing your tastes, I can only offer my opinions in general (in no particular order of preference)...</p><p> </p><p>Campaign Setting Core Books:</p><p>* Oathbound (Bastion Press) - if you liked the attitude and edginess that Dark Sun and Planescape has, this is a must.</p><p>* Midnight (Fantasy Flight Games) - a very dark and demanding setting where good doesn't necessary prevail.</p><p>* Kingdoms of Kalamar (Kenzer) - Probably the best detailed traditional fantasy world done by a third party publisher.</p><p>* Forgotten Realms (Wotc) - An old favorite.</p><p> </p><p>Rules Supplements:</p><p>* Book of the Righteous (Green Ronin) - an excellent guide to creating pantheons.</p><p>* From Stone to Steel (MonkeyGod Enterprises) - the best weapons and armor resource book on the market.</p><p>* Airships (Bastion Press) - everything you need to bring flying ships into your campaign world.</p><p>* Redhurst: Academy of Magic (Human Head) - the first fully detailed wizard's college for d20.</p><p>* Toolbox (AEG) - essential for any GM, in my opinion.</p><p>* Broadsides! (Living Imagination) - one of the better naval supplements.</p><p>* Torn Asunder: Critical Hits (Bastion Press) - breathing a new perspective into critical hits and healing.</p><p>* Pale Designs: A Poisoner's Handbook (Bastion Press) - the most comprehensive collection of d20 poisons on the market.</p><p>* Monte Cook's Arcana Unearthed (Malhavoc Press) - yes, it's that good.</p><p>* Kingdoms of Kalamar Player's Guide (Kenzer) - I call this an "unnamed core book" because it really complements the existing Player's Handbook nicely.</p><p> </p><p>Monster Supplements:</p><p>* Monsternomicon (Privateer Press) - not your typical creature book.</p><p>* Tome of Horrors (Necromancer Games) - if you want to revisit the former editions' monsters, this is it.</p><p>* Into the Green (Bastion Press) - good ecological resource for "green" environments.</p><p>* Bestiary of Loerem (Sovereign Press) - this is a hidden jewel that many overlook. More creature oriented than monster.</p><p>* Legions of Hell <em>and</em> Armies of the Abyss (Green Ronin) - there is a real reason why demons and devils are feared.</p><p> </p><p>Player/GM supplements:</p><p>* Path of ... (Fantasy Flight Games) - these four books are a cornerstone of my campaign and game design.</p><p>* Guildcraft (Bastion Press) - a good resource if you plan on incorporating guilds as a regular part of your players' world.</p><p>* Spells and Spellcraft (Fantasy Flight Games) - lots of new spells and magic options but you do have to watch game balance on a few.</p><p>* Mercenaries (AEG) - probably their best "one word" title to date. I use it regularly.</p><p> </p><p>City Supplements:</p><p>* Streets of Silver (Living Imagination) - one of the best.</p><p>* Bluffside: City on the Edge (Thunderhead Games/Mystic Eye Games) - one of the first and a true classic.</p><p>* Freeport: City of Adventure (Green Ronin) - a staple port in my world.</p><p>* Cities of Fantasy series by Mongoose - these books are great for dropping into any world, some need a bit more tweaking than others.</p><p>* Seven Cities and Seven Strongholds (Atlas Games) - another good investment.</p><p>* Sheoloth: City of the Drow (Mongoose) - some rules problems but great resource for mining ideas.</p><p> </p><p>Non-fantasy Options:</p><p>* Spycraft (AEG) - great modern rules and fantastic at capturing that "Mission: Impossible" feel.</p><p>* d20 Modern (Wotc) - works well on its own or even combining it with Spycraft.</p><p>* Urban Arcana (Wotc) - if you play d20 Modern and want to bring a bit of fantasy back into the game, this does it.</p><p>* Dark Inheritance (Mythic Justice) - very original and brings back an element of horror and goth to the modern setting.</p><p>* Babylon 5 Fact Book (Mongoose) - if you liked B5 and want to run a sci-fi campaign, this is it.</p><p> </p><p>I know I am forgetting some really good titles, but this is all that comes to mind right away.</p></blockquote><p></p>
[QUOTE="Ghostwind, post: 1112993, member: 3060"] Cash to burn can be a dangerous thing concerning RPGs. Without knowing your tastes, I can only offer my opinions in general (in no particular order of preference)... Campaign Setting Core Books: * Oathbound (Bastion Press) - if you liked the attitude and edginess that Dark Sun and Planescape has, this is a must. * Midnight (Fantasy Flight Games) - a very dark and demanding setting where good doesn't necessary prevail. * Kingdoms of Kalamar (Kenzer) - Probably the best detailed traditional fantasy world done by a third party publisher. * Forgotten Realms (Wotc) - An old favorite. Rules Supplements: * Book of the Righteous (Green Ronin) - an excellent guide to creating pantheons. * From Stone to Steel (MonkeyGod Enterprises) - the best weapons and armor resource book on the market. * Airships (Bastion Press) - everything you need to bring flying ships into your campaign world. * Redhurst: Academy of Magic (Human Head) - the first fully detailed wizard's college for d20. * Toolbox (AEG) - essential for any GM, in my opinion. * Broadsides! (Living Imagination) - one of the better naval supplements. * Torn Asunder: Critical Hits (Bastion Press) - breathing a new perspective into critical hits and healing. * Pale Designs: A Poisoner's Handbook (Bastion Press) - the most comprehensive collection of d20 poisons on the market. * Monte Cook's Arcana Unearthed (Malhavoc Press) - yes, it's that good. * Kingdoms of Kalamar Player's Guide (Kenzer) - I call this an "unnamed core book" because it really complements the existing Player's Handbook nicely. Monster Supplements: * Monsternomicon (Privateer Press) - not your typical creature book. * Tome of Horrors (Necromancer Games) - if you want to revisit the former editions' monsters, this is it. * Into the Green (Bastion Press) - good ecological resource for "green" environments. * Bestiary of Loerem (Sovereign Press) - this is a hidden jewel that many overlook. More creature oriented than monster. * Legions of Hell [i]and[/i] Armies of the Abyss (Green Ronin) - there is a real reason why demons and devils are feared. Player/GM supplements: * Path of ... (Fantasy Flight Games) - these four books are a cornerstone of my campaign and game design. * Guildcraft (Bastion Press) - a good resource if you plan on incorporating guilds as a regular part of your players' world. * Spells and Spellcraft (Fantasy Flight Games) - lots of new spells and magic options but you do have to watch game balance on a few. * Mercenaries (AEG) - probably their best "one word" title to date. I use it regularly. City Supplements: * Streets of Silver (Living Imagination) - one of the best. * Bluffside: City on the Edge (Thunderhead Games/Mystic Eye Games) - one of the first and a true classic. * Freeport: City of Adventure (Green Ronin) - a staple port in my world. * Cities of Fantasy series by Mongoose - these books are great for dropping into any world, some need a bit more tweaking than others. * Seven Cities and Seven Strongholds (Atlas Games) - another good investment. * Sheoloth: City of the Drow (Mongoose) - some rules problems but great resource for mining ideas. Non-fantasy Options: * Spycraft (AEG) - great modern rules and fantastic at capturing that "Mission: Impossible" feel. * d20 Modern (Wotc) - works well on its own or even combining it with Spycraft. * Urban Arcana (Wotc) - if you play d20 Modern and want to bring a bit of fantasy back into the game, this does it. * Dark Inheritance (Mythic Justice) - very original and brings back an element of horror and goth to the modern setting. * Babylon 5 Fact Book (Mongoose) - if you liked B5 and want to run a sci-fi campaign, this is it. I know I am forgetting some really good titles, but this is all that comes to mind right away. [/QUOTE]
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