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<blockquote data-quote="Ghostwind" data-source="post: 1686965" data-attributes="member: 3060"><p>Outside of the three core books that you will want/need (Player's Handbook, Dungeon Master's Guide, Monster Manual), I recommend the following:</p><p></p><p><strong>Rules Supplements:</strong></p><p>1. <em>Torn Asunder: Critical Hits</em> (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.</p><p> </p><p>2. <em>Grim Tales</em> (Bad Axe Games) - This is as close to a generic d20 player's handbook as you will find. It is essentially GURPS d20.</p><p> </p><p>3. <em>Monsternomicon</em> (Privateer Press) - One of the best monster books on the market today. I use this book and the <em>Warcraft: Manual of Monsters</em> (another recommended buy) as much if not more than the Monster Manual itself.</p><p> </p><p>4. <em>Dweomercraft: Familiars</em> (Dark Quest Games) - More familiars, more choices, more flavor. What else can be said?</p><p> </p><p>5. <em>Planes and Portals</em> (Fantasy Flight Games) - Part of their very well written <em>Legends & Lairs</em> line, this book gives DMs the tools they need to add planar adventuring to a campaign. It makes an excellent companion to Wotc's <em>Manual of the Planes</em>.</p><p> </p><p>6. <em>Wildscape</em> (Fantasy Flight Games) - Another book in the same line that gives DMs the tools for generating environmentally based encounters.</p><p> </p><p>7. <em>Spellbound</em> (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).</p><p> </p><p>8. <em>Complete Book of Eldritch Might</em> (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.</p><p> </p><p>9. <em>Bastards & Bloodlines</em> (Green Ronin) - The best book on creating half-breeds done so far. The rules are extensive and the options well thought out and designed.</p><p> </p><p>10. <em>Airships</em> (Bastion Press) - A comprehensive book on creating and using flying ships in your campaign world.</p><p> </p><p><strong>Adventures:</strong></p><p>1. <em>Song of Storms</em> (MonkeyGod Enterprises) - Well-written story with good notes concerning <em>how the NPCS should act</em> in a given situation. It focuses more on roleplay than hack/slash.</p><p> </p><p>2. <em>City of the Spider Queen</em> (Wotc) - This can be a campaign/party killer, but it's still an excellent module.</p><p> </p><p>3. <em>Rappan Athuk</em> 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.</p><p> </p><p><strong>Campaign Settings:</strong></p><p>1. <em>Oathbound: Domains of the Forge</em> 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.</p><p> </p><p>2. <em>Forgotten Realms</em> (Wotc) - This still remains of the richest and most flavorful settings to date.</p><p> </p><p>3. <em>Warcraft</em> (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.</p><p> </p><p><strong>Non-traditional fantasy d20/OGL books:</strong></p><p>1. <em>Spycraft</em> (AEG) - Espionage, James Bond style spy thrilling play. It's a great diversion from typical D&D fantasy.</p><p> </p><p>2. <em>Mutants & Masterminds</em> (Green Ronin) - The best and easiest superhero RPG to play. Loads of fun.</p><p> </p><p>3. <em>Call of Cthulhu d20</em> (Wotc) - Nothing like a good dose of horror and insanity for a thunderstorm-filled night.</p></blockquote><p></p>
[QUOTE="Ghostwind, post: 1686965, member: 3060"] Outside of the three core books that you will want/need (Player's Handbook, Dungeon Master's Guide, Monster Manual), I recommend the following: [b]Rules Supplements:[/b] 1. [i]Torn Asunder: Critical Hits[/i] (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. [i]Grim Tales[/i] (Bad Axe Games) - This is as close to a generic d20 player's handbook as you will find. It is essentially GURPS d20. 3. [i]Monsternomicon[/i] (Privateer Press) - One of the best monster books on the market today. I use this book and the [i]Warcraft: Manual of Monsters[/i] (another recommended buy) as much if not more than the Monster Manual itself. 4. [i]Dweomercraft: Familiars[/i] (Dark Quest Games) - More familiars, more choices, more flavor. What else can be said? 5. [i]Planes and Portals[/i] (Fantasy Flight Games) - Part of their very well written [i]Legends & Lairs[/i] line, this book gives DMs the tools they need to add planar adventuring to a campaign. It makes an excellent companion to Wotc's [i]Manual of the Planes[/i]. 6. [i]Wildscape[/i] (Fantasy Flight Games) - Another book in the same line that gives DMs the tools for generating environmentally based encounters. 7. [i]Spellbound[/i] (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. [i]Complete Book of Eldritch Might[/i] (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. [i]Bastards & Bloodlines[/i] (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. [i]Airships[/i] (Bastion Press) - A comprehensive book on creating and using flying ships in your campaign world. [b]Adventures:[/b] 1. [i]Song of Storms[/i] (MonkeyGod Enterprises) - Well-written story with good notes concerning [i]how the NPCS should act[/i] in a given situation. It focuses more on roleplay than hack/slash. 2. [i]City of the Spider Queen[/i] (Wotc) - This can be a campaign/party killer, but it's still an excellent module. 3. [i]Rappan Athuk[/i] 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. [b]Campaign Settings:[/b] 1. [i]Oathbound: Domains of the Forge[/i] 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. [i]Forgotten Realms[/i] (Wotc) - This still remains of the richest and most flavorful settings to date. 3. [i]Warcraft[/i] (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. [b]Non-traditional fantasy d20/OGL books:[/b] 1. [i]Spycraft[/i] (AEG) - Espionage, James Bond style spy thrilling play. It's a great diversion from typical D&D fantasy. 2. [i]Mutants & Masterminds[/i] (Green Ronin) - The best and easiest superhero RPG to play. Loads of fun. 3. [i]Call of Cthulhu d20[/i] (Wotc) - Nothing like a good dose of horror and insanity for a thunderstorm-filled night. [/QUOTE]
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