Recommended D&D Products

Monsternomicon
Eberron
DragonMech
WarCraft
Sorcery & Steam
Iron Kingdom setting
From Stone to Steel

These are just off of the top of my head.
 

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Other than the three core books (PH, DMG, MM) in no particular order:

1) Fiend Folio (WotC)
2) Book of Vile Darkness (WotC)
3) Draconomicon (WotC)
4) Counter Collection Gold (Fiery Dragon - As sir_ollibolli said, this is awesome if you are not into miniatures)
5) Unearthed Arcana (WotC)
6) Complete Book of Eldritch Might (Malhavoc press)
7) Book of Fiends (Green Ronin)
8) Monster Manual II (WotC - be sure to also download the free 3.5 conversion guide at WotC's site, as this was designed for 3.0)
9) Manual of the Planes (WotC)
10) Expanded Psionics Handbook (WotC)

If you are looking to purchase a campaign setting then I'd recommend:

1) Forgotten Realms (WotC)
2) Oathbound: Domains of the Forge Campaign Setting (Bastion Press)

Happy shopping! :)
 

I recommend the following:

Draconomicon.
Manual of the Planes.
Tome of Horrors 1 & 2.

And if you like Psionics, pick up the Expanded Psionics Book - which is a vast improvement over prior editions psionic rules.
 

Doomed Battalions said:
So, what top ten products would the denizens of en world recommend?

10. 2edD&D Holmes Basic boxed set not the oldest one but the one with B1 In Search of the Unknown

9. 1edADnD MM, PHB, and DMG revised

8. Supplement IV Gods, Demigods & Heroes

7. Supplement III Eldritch Wizardry

6. Supplement II Blackmoor

5. Supplement I Greyhawk

4. The Strategic Review issues 1 thru 4

3. Outdoor Survival from Avalon Hill

2. Chainmail by Perren & Gygax

1. Original D&D (1974) boxed set
 
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Well, I guess that really depends on your taste, but I can tell you what I like a lot. I don't expect that necessarily anyone else would agree with me, though:

  1. Unearthed Arcana: Tons of optional rules, many of them quite clever. As it turns out, a lot of the ones I am using were already in print somewhere else first, but it's still been a great purchase. When I first got it, I can remember flipping through it thinking of how the various options could impact my campaign(s).
  2. Book of Fiends: I really like the themed aspect of this book, and despite it's narrow focus (as a monster book of fiends) I can think of a fairly wide variety of campaigns in which this book would get a lot of use.
  3. Monsternomicon: My favorite monster book. Great art, great ideas, great text and great story hooks. Between this and the Book of Fiends mentioned above, I get 90% of my encounters these days.
  4. Iron Kingdoms Character Guide: Full Metal Fantasy Volume I: The first massive half of the Iron Kingdoms campaign setting; the second is due in a few months (it was originally intended to be one book, but when it approached 800 pages they decided to split it!) It's relatively new, but the campaign has been around in the form of some modules and a few other publications for a few years now, and it's been hotly anticipated. I've been reading it all weekend, and I'm thoroughly enjoying it; it's one of the best put-together campaign settings I've seen.
  5. Forgotten Realms Campaign Setting: If you're taste is more towards very traditional D&D, then you really can't beat this campaign setting. It's been very well put together this time around, and the book is crawling with potential play hooks. Although it's not really my taste, I don't hesitate to recommend it.
  6. Manual of the Planes: For someone looking to play a really wild and woolly game with out there locations and stuff like that, you really can't beat this book. I really like the a la carte approach it takes; it's a very modular "do it yourself, but we'll show you how" approach.
  7. Oriental Adventures: This book is also quite modular and is brimming with cool ideas. It doesn't stray too far from standard D&D, but it does add some neat options.
  8. Call of Cthulhu: Although it wasn't necessarily the intention, this game was the "make or break" game for d20; if it worked well, then I was going to be convinced that d20 was the last roleplaying system I'd ever need. Somewhat to my surprise, and certainly to my delight, the book is absolutely freakin' brilliant. For those of you who claim it's not D&D, that is true. However, I've used this book plenty in my D&D games, for that matter, especially the creature section. And the feel and tone of the game makes for a very nice break from D&D from time to time.
  9. Fiend Folio: Probably the best monster book from Wizards of the Coast themselves. Especially used in conjunction with the Manual of the Planes, I can see how this might be an essential book to some campaigns.
  10. Monte Cook's Arcana Unearthed: This one's also technically not D&D, or even d20, but plenty of D&D players (myself included, at one point) have testified about how this book reinvigorated their interest in fantasy campaigns and fantasy gaming.
 

Belegbeth said:
For example, people earlier in this thread have recommended "Book of Exalted Deeds", but I think it's a pile of exalted garbage. Other people have recommended various "Forgotten Realms" products, but IMO the Forgotten Realms were best left fogotten.
Different strokes for different folks. ;)
 

Outside of the three core books that you will want/need (Player's Handbook, Dungeon Master's Guide, Monster Manual), I recommend the following:

Rules Supplements:
1. Torn Asunder: Critical Hits (Bastion Press) - Expands upon the existing critical hits rules system and adds an additional layer of potential wounding that puts a little more 'grit' back into combat. It also revises the healing skills and gives more meat to this skill to help counter the effects of critical wounds from the first part of the book.

2. Grim Tales (Bad Axe Games) - This is as close to a generic d20 player's handbook as you will find. It is essentially GURPS d20.

3. Monsternomicon (Privateer Press) - One of the best monster books on the market today. I use this book and the Warcraft: Manual of Monsters (another recommended buy) as much if not more than the Monster Manual itself.

4. Dweomercraft: Familiars (Dark Quest Games) - More familiars, more choices, more flavor. What else can be said?

5. Planes and Portals (Fantasy Flight Games) - Part of their very well written Legends & Lairs line, this book gives DMs the tools they need to add planar adventuring to a campaign. It makes an excellent companion to Wotc's Manual of the Planes.

6. Wildscape (Fantasy Flight Games) - Another book in the same line that gives DMs the tools for generating environmentally based encounters.

7. Spellbound (Living Imagination) - This is the best ritual magic system I have found that I really like. It makes ritual magic the rare thing it should be by requiring the presence of a hard to find substance (which can be the basis for many adventures).

8. Complete Book of Eldritch Might (Malhavoc Press) - In my opinion, the best arcane magic supplement book thus far. I like the variant sorcerer and new prestige classes because of the original flavor they posses.

9. Bastards & Bloodlines (Green Ronin) - The best book on creating half-breeds done so far. The rules are extensive and the options well thought out and designed.

10. Airships (Bastion Press) - A comprehensive book on creating and using flying ships in your campaign world.

Adventures:
1. Song of Storms (MonkeyGod Enterprises) - Well-written story with good notes concerning how the NPCS should act in a given situation. It focuses more on roleplay than hack/slash.

2. City of the Spider Queen (Wotc) - This can be a campaign/party killer, but it's still an excellent module.

3. Rappan Athuk trilogy (Necromancer Games) - A dungeon crawl at its finest. Don't question why the monster is there, only know that it is evil and must be destroyed. You can make a campaign out of this trilogy quite easily.

Campaign Settings:
1. Oathbound: Domains of the Forge Bastion Press) - Take the attitude of Dark Sun, the weirdness of Planescape, and the high fantasy of Forgotten Realms, roll them together and you get a feel for what Oathbound is. A capstone setting that will work with any other existing campaign world complete with a huge metaplot story.

2. Forgotten Realms (Wotc) - This still remains of the richest and most flavorful settings to date.

3. Warcraft (Sword and Sorcery) - No, it's not an exact copy of the computer game but rather a well thought out and designed world that incorporates the same elements that have made other fantasy worlds popular but with the Warcraft flavor.

Non-traditional fantasy d20/OGL books:
1. Spycraft (AEG) - Espionage, James Bond style spy thrilling play. It's a great diversion from typical D&D fantasy.

2. Mutants & Masterminds (Green Ronin) - The best and easiest superhero RPG to play. Loads of fun.

3. Call of Cthulhu d20 (Wotc) - Nothing like a good dose of horror and insanity for a thunderstorm-filled night.
 

Hi-

I do have the 3.5 D&D rules, and a ton of stuff I have purchased several months back. But a good 75% D&D products you guys named off/ recommended is new to me.
I do have City of the Spider queen, which I thought was an excellent adventure, a great companoin to CotSQ is Monty Cooks The Harrowed, I think thats the name, an adventure that came in Dungeon Magazine a few years back.
Oathbound: Domains of the Forge Campaign Setting, this one I am very intrested in, kinda of a throw back to Planscape right?

Eberron, man I just cant wrap my mind around this worlds name, all I think about when I see this world is Eb from green Acres. IE Eb's world?

Book of Exalted Deeds- Another product I am intrested in buying, I have the Book Of Vile Darkness, which is excellent, so another product I will pick up soon. My local game shop in mount propect is gonna make a mint off me when I go there on my two hour lunch break from Drill. My reserve unit is only a few miles away.

My biggest problem is that I work Law Enforcement, so finding a group is tough, and one that does not indulge in contriband of the illegal sort is even tougher. But if there are people who live in Chicago proper and are not miscrents, perhaps they can use another player.


Scott
Lord High Sheriff of Chicago
 

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