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Sell me on these 4e sourcebooks!
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<blockquote data-quote="Abstruse" data-source="post: 5453048" data-attributes="member: 6669048"><p>Draconomicons: Okay if you want to run a campaign with a lot of dragons or involve their culture. There's a lot more dragons of various levels, but they'll need modification since they're MM1 style rather than MV style, so your players will lock them down easily. If you've got any books from previous editions, skip it and just use the Monster Builder to level the dragons from the MV up/down or change types.</p><p></p><p>Open Grave: LOTS of fun if you like undead games, some good magic items and monsters.</p><p></p><p>Tiefling book: Only worth it if you have a Tiefling in your game.</p><p></p><p>Plane Above: I only skimmed it in the store, so I can't say in detail, but the various planes books have always bored me.</p><p></p><p>Tomb of Horrors: If you've got any old-school players in your group, it's a blast to spring it on them.</p><p></p><p>Vor Rdfm*mumblemumble*: It's a setting book. Go to your local bookstore and thumb through it. If you think there's anything you want to use, pick it up. If not, pass.</p><p></p><p>Gamma World: Random cards are cool. I'm not interested the game setting at all so I don't own it. Don't let the card play into your decision. If you don't like the random part of it, pick/assign them instead. If you like the world and want to see it adapted for 4e, give it a shot.</p><p></p><p>Adventure Books: Go read a synopsis of it and see if it's something you'd like to run. If not, don't waste the money. Anything you'd like to scavenge from it will be in either the online Compendium or the Monster Creator.</p><p></p><p>Keep in mind that this (and anything else you read) will be that person's opinions. Your best bet is to thumb through the book and see if it interests you.</p></blockquote><p></p>
[QUOTE="Abstruse, post: 5453048, member: 6669048"] Draconomicons: Okay if you want to run a campaign with a lot of dragons or involve their culture. There's a lot more dragons of various levels, but they'll need modification since they're MM1 style rather than MV style, so your players will lock them down easily. If you've got any books from previous editions, skip it and just use the Monster Builder to level the dragons from the MV up/down or change types. Open Grave: LOTS of fun if you like undead games, some good magic items and monsters. Tiefling book: Only worth it if you have a Tiefling in your game. Plane Above: I only skimmed it in the store, so I can't say in detail, but the various planes books have always bored me. Tomb of Horrors: If you've got any old-school players in your group, it's a blast to spring it on them. Vor Rdfm*mumblemumble*: It's a setting book. Go to your local bookstore and thumb through it. If you think there's anything you want to use, pick it up. If not, pass. Gamma World: Random cards are cool. I'm not interested the game setting at all so I don't own it. Don't let the card play into your decision. If you don't like the random part of it, pick/assign them instead. If you like the world and want to see it adapted for 4e, give it a shot. Adventure Books: Go read a synopsis of it and see if it's something you'd like to run. If not, don't waste the money. Anything you'd like to scavenge from it will be in either the online Compendium or the Monster Creator. Keep in mind that this (and anything else you read) will be that person's opinions. Your best bet is to thumb through the book and see if it interests you. [/QUOTE]
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