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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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Sell me on Wizards books published since Complete Divine
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<blockquote data-quote="Nonlethal Force" data-source="post: 3463295" data-attributes="member: 35788"><p>I would say it depends on your "power-level" that you enjoy.</p><p></p><p><u>High-Power:</u></p><p>If you like high powered characters have ultimate cheese - then I'd go with the Magic Item Compendium, ToB: Book of Nine Swords, and Spell Compendium. There's nothing wrong with these books if you like that kind of play style - these books tend to ramp up the power level fairly well. I don't have any of them in my library, though. That isn't an insult to them, just an endorsement to check out the books and make sure the feel is for you. [I'd make that comment about any book you plan on buying, though.]</p><p></p><p><u>Average Power:</u></p><p>If you like a game based more on realism and little cheese - then I'd go with Player's Handbook II, Complete Adventurer, and Complete Arcane. The <strong>PHB II</strong> has really great alternate class feature ideas as well as a few neat base classes (I like them all but the knight, personally - although many will like the knight but not the dragon shaman, too). <strong>Complete Arcane</strong> has a neat base class (Warlock) that seems unbalanced at first until you realize it can (but not always has to) be a one-trick pony. It also has a few neat takes on prestige classes if that kind of thing is your boat. <strong>Complete Adventurer</strong> also has a few nice base classes (all three have merit) and some good prestige classes. </p><p></p><p><strong>Others Non-Setting Specific books:</strong></p><p><u>Complete Mage</u></p><p>Personally, I've had fun with Complete Mage as a DM - there are some good ideas in there. However, Complete Arcane is pretty much a must-have in order to use this book effectively, so I didn't put it with the others since it needs more than CORE to play. A warning, though. Reserve feats can make spellcaster even more powerful, depending on the ones that they choose. Reserve feats to push the envelope in terms of power and might be considered within the range of ToB:B09S.</p><p></p><p><u>Complete Scoundrel</u></p><p>Many people thought that Complete Scoundrel was the bomb when it came out, but I personally found Skill Tricks to add a level of complexity to the game that simply didn't give the amount of rewards required for the inclusion of the new rules. YMMV, of course, and if you are the person who loves to add every and all new rule system, check them out for yourself. I also didn't care for many of the feats in the book. They didn't fit well within my campaigns. Again, YMMV, so check them out for yourself.</p><p></p><p><u>Expanded Psionics Handbook:</u> </p><p>This book technically came out a month before Complete Divine, so I assumed that you were already aware of it. If not, I would add this to my "Average Power" recommendations above. I have this book and love it. The "Powerpoint" system is so much more noobie friendly and the available powers are much more limited than vancian magic that it makes a great concept to use as an introduction to D&D. I also like the flavor of internal powers in juxstaposition to the study of wizards. It can leave sorcerers a bit out in the cold, but that's why you pick up Complete Arcane and use a warlock! [Just kidding. I still occasionally play a sorcerer.]</p><p></p><p><u>Complete Psionics:</u></p><p>Meh. I was juiced about the printing of this book and went to the store money in hand. I love psionics and would've paid happily for even an average product. I went home with my money in hand. If nothing else, the editing of the book would have made me embarrassed to put in on my shelf. Texts often don't match tables, references were left blank or in pre-edit form, and some of the lists are missing significant pieces of information. Add that to the fact that I thought the base classes were not worth the added complexity and the prestige classes were all straight vanilla (except for the soulbow - that one was at least conceptually useful). Not worth it, but as I've said above - YMMV so check it out for yourself.</p><p></p><p><u>Dragon Magic:</u></p><p>I was also juiced when last year was declared by WotC to be the year of the Dragon and anticipated this book all year. I was not dissappointed, but I love all things dragon - so take my approval of this book with a grain of salt. I liked the new base class (Dragon Adept). The Prestige Classes look pretty fun, too. The draconic alternate class features are a fun read and the feats are useable. Plus - as an added bonus they give the warlock some love with a few more invocations and those with auras some love with a few new auras. If you ever think of running a dragon-themed campaign, This book should be on your list right after Draconomicon. I didn't put this up in my "Average Power" section because not everyone likes dragons.</p></blockquote><p></p>
[QUOTE="Nonlethal Force, post: 3463295, member: 35788"] I would say it depends on your "power-level" that you enjoy. [U]High-Power:[/U] If you like high powered characters have ultimate cheese - then I'd go with the Magic Item Compendium, ToB: Book of Nine Swords, and Spell Compendium. There's nothing wrong with these books if you like that kind of play style - these books tend to ramp up the power level fairly well. I don't have any of them in my library, though. That isn't an insult to them, just an endorsement to check out the books and make sure the feel is for you. [I'd make that comment about any book you plan on buying, though.] [U]Average Power:[/U] If you like a game based more on realism and little cheese - then I'd go with Player's Handbook II, Complete Adventurer, and Complete Arcane. The [B]PHB II[/B] has really great alternate class feature ideas as well as a few neat base classes (I like them all but the knight, personally - although many will like the knight but not the dragon shaman, too). [B]Complete Arcane[/B] has a neat base class (Warlock) that seems unbalanced at first until you realize it can (but not always has to) be a one-trick pony. It also has a few neat takes on prestige classes if that kind of thing is your boat. [B]Complete Adventurer[/B] also has a few nice base classes (all three have merit) and some good prestige classes. [B]Others Non-Setting Specific books:[/B] [U]Complete Mage[/U] Personally, I've had fun with Complete Mage as a DM - there are some good ideas in there. However, Complete Arcane is pretty much a must-have in order to use this book effectively, so I didn't put it with the others since it needs more than CORE to play. A warning, though. Reserve feats can make spellcaster even more powerful, depending on the ones that they choose. Reserve feats to push the envelope in terms of power and might be considered within the range of ToB:B09S. [U]Complete Scoundrel[/U] Many people thought that Complete Scoundrel was the bomb when it came out, but I personally found Skill Tricks to add a level of complexity to the game that simply didn't give the amount of rewards required for the inclusion of the new rules. YMMV, of course, and if you are the person who loves to add every and all new rule system, check them out for yourself. I also didn't care for many of the feats in the book. They didn't fit well within my campaigns. Again, YMMV, so check them out for yourself. [U]Expanded Psionics Handbook:[/U] This book technically came out a month before Complete Divine, so I assumed that you were already aware of it. If not, I would add this to my "Average Power" recommendations above. I have this book and love it. The "Powerpoint" system is so much more noobie friendly and the available powers are much more limited than vancian magic that it makes a great concept to use as an introduction to D&D. I also like the flavor of internal powers in juxstaposition to the study of wizards. It can leave sorcerers a bit out in the cold, but that's why you pick up Complete Arcane and use a warlock! [Just kidding. I still occasionally play a sorcerer.] [U]Complete Psionics:[/U] Meh. I was juiced about the printing of this book and went to the store money in hand. I love psionics and would've paid happily for even an average product. I went home with my money in hand. If nothing else, the editing of the book would have made me embarrassed to put in on my shelf. Texts often don't match tables, references were left blank or in pre-edit form, and some of the lists are missing significant pieces of information. Add that to the fact that I thought the base classes were not worth the added complexity and the prestige classes were all straight vanilla (except for the soulbow - that one was at least conceptually useful). Not worth it, but as I've said above - YMMV so check it out for yourself. [U]Dragon Magic:[/U] I was also juiced when last year was declared by WotC to be the year of the Dragon and anticipated this book all year. I was not dissappointed, but I love all things dragon - so take my approval of this book with a grain of salt. I liked the new base class (Dragon Adept). The Prestige Classes look pretty fun, too. The draconic alternate class features are a fun read and the feats are useable. Plus - as an added bonus they give the warlock some love with a few more invocations and those with auras some love with a few new auras. If you ever think of running a dragon-themed campaign, This book should be on your list right after Draconomicon. I didn't put this up in my "Average Power" section because not everyone likes dragons. [/QUOTE]
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