Tell me what books to buy.

uberkitty

First Post
This is what I've got:

PH
DMG
MM
MMII
FRCS
Manual of the Planes
BoVD
Psionics Handbook
Song & Silence
Masters of the Wild
Book of Challenges
Stronghold Builders' Guide

I'm running my first campaign (I have all the books because I live with my group's other DM) in the Forgotten Realms, but I'm not using FR modules -- I took Turmish as a setting and then grafted on my own homebrew. So far, the books I've found the most useful -- apart from the core books, natch -- are Song & Silence (indispensable for dungeon traps) and the FRCS.

I could probably use more monsters, and I'm sure my players would like access to more spells, new feats, and more equipment. As you can see, we haven't tried any of the other d20 presses, but I'd like to. My FR campaign is very locally grounded, so I'm not sure how useful more FR stuff would be if it's aimed at campaigns that galavant all over Faerun.

So, what books should next be added to our collection? What books are you amazed you ever DMed/played without?

Thanks!
 

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Monster Handbook (Fantasy Flight Games): Why do you need more monsters when one has rules to mopdify the existing ones in a thousand different ways

Grimoire Series (Green Ronin): I think there are three of these books: one with Arcane spells, one with Divine Spells, and one of magical items. Each book covers many others and is a great resource for those with few other books.

Arms and Equipment Guide (WotC): Has a good option of new equipment magic and mundane

Feats (AEG) or Ultimate Feats (Mongoose): Both of these books have feats from dozens of different books. There are more feats in these books then one will ever need.
 

Traps and Treachery is great for more traps, but they are very different.

The Path of... series from Fantasy Flight Games is a great 4 part series covering the core classes.

I noticed you are missing the other splat books(tome and blood, masters of the wild, and sword and fist). I would wait on sword and fist as complete warrior is due out in a few months and it was only mediocre. The others were pretty good, but the Path of.. might be a little better. The only good thing about the splat books is that more people have them.

Monster Handbook listed earlier is pretty nice. If my FLGS' copy didn't look warped I would already own it.

If you use drow Green Ronin's Plot and Poison is awesome for extra drow goodness.

Mindscapes from Malhavor press is nice for some additional psionic help(from the man who wrote the PsiHB). Also, If Thoughts Could Kill is another good one to buy.

The Book of Eldritch Might (1, 2, and 3) are all good for some extra eldritchness.

If you post some general idea of what you are looking for I think we could help you out.


Gariig
 

I agree that the Path Of__ series from FFG is well worth the money. Also, the Book of Eldritch Might I II and III are good. As a DM aide I'd recommend Toolbox by AEG. It's fairly new, but already indispensible to me.

You might also consider downloading some of the many good programs out there. I'd recommend Jamis Buck's generators to start with. Go poke around in the downloads section of this site, you'll be amazed at the cool stuff you can get for free!

I can give you some other recommendations if you give a bit more information about what you're looking for.
 

If you post some general idea of what you are looking for I think we could help you out.


I'm looking for fairly basic "No DM Should Be Without" -type stuff. Expansions of the Core rules, as opposed to deviations therefrom. More monsters, more spells, more feats, etc. And, generally, I'd like to support good non-Wizards presses, but since I'm not familiar with any of them, I'm not sure where to start.

The Green Ronin Grimoires sound like exactly the sort of thing.
 

The best d20 book I own is still Traps and Treachery. I'm biased, because I have a gnome trapsmith in the party... but dang, them's good traps.

For magic stuff, the books of eldritch might are unparalleled. Magic of Faerun is a mixed bag (probably 60/40 or 65/35 good stuff/bad stuff), but has the advantage of being setting specific.

For monsters: if you want monsters that are basically pre-written encounters and lots of flavor text, you want the Monsternomicon. There's some steampunk stuff, but nothing beyond the capability of gnomes or Lantanese folk.
If you just want more nasty beasties, it's all about the Tome of Horrors.

If you don't mind PDF's and you want to flush out any religious stuff, nothing in the world beats Faiths and Avatars (or Demihumans and Deities, if you care about Demihumans). It's a 2nd edition book that should be available at RPGNow. The rules are out of date, but for the level of detail about religions nothing else competes.

Edit: The Grimoires are excellent; I also forgot Mindscapes. I would not let psionics into my game without Mindscapes.
 
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The Book of the Righteous, while a bit on the pricey side, is wonderful- I'd highly recommend it if you'd like to flesh out religion or the gods of your campaign.
 

Traps & Treachery I & II by Fantasy Flight will fill your need for devilish traps for many years to come.

Monster's Handbook by Fantasy Flight will help you manipulate the monsters in any other monster book in all sorts of ways.

Monsternomicon & Tome of Horrors are both swell monster books too.

I like many of the spells in Relics & Rituals (the first volume more than the second).

Generally, I'd say you should go to your local gaming store and look through all the Legends & Lairs titles by Fantasy Flight, and all of the Penumbra stuff (other than the modules, since you say you don't want 'em) and finally, all of the AEG stuff. You'll find many that will suit you personally, and some that won't. But all three publishers have lots of books filled with crunchy goodness.
 

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