Top 10 D&D and D20 items

1. PHB/DMG/MM
2. Oriental Adventures
3. Rokugan (AEG)
4. Magic of Rokugan (AEG)
5. Shaman's Handbook (Green Ronin)
6. Star Wars RCR (WOTC)
7. Way of the Samurai (AEG)
8. Dragon magazine (ex-WOTC, now someone else?)
9. Masters of the Wild (WOTC)
10. Seven Cities (Atlas)
 

log in or register to remove this ad

Well, according to http://www.enworld.org/top20.asp, the top 10 D20 items are:

1. Manual of the Planes (WotC)
2. Spycraft (AEG)
3. Starfarer's Handbook (FFG)
4. Wild Spellcraft (Nat20, personally, I think it's over-rated; the author could've done a much better job)
5. Four-Color to Fantasy (Nat20, and though it is kinda flawed, it's the most flexible d20 super-power supplement; so good, you can even use it in fantasy games)
6. The Legion of Lost Souls (Privateer)
7. The Book of Eldritch Might (Malhavoc)
8. Player's Handbook (WotC)
9. What Evil Lurks (Necromancer)
10. Oriental Adventures (WotC)
11. Counter Collection II (FDP, which I'm only listing because I have a small writing credit in it).

Judging from this, the top non-WotC publisher is probably Natural 20 Press, though again I say the reviews are over-rating their products. Maybe you should review them too and lower the scores accordingly?
 

1. Monsters of Faerun
2. Magic of Faerun
3. Book of Eldritch Might 2
4. Heroes of High Favor: Dwarves
5. Bastion of Lost Souls
6. Speaker in Dreams
7. Masters of the Wild
8. Psionics Handbook
9. Legions of Hell
10. Tome and Blood
 

Well core books aside…and in no particular order of course..I don’t want to break with tradition

My fave D20 items are

1) Forgotten Realms Campaign Setting
2) Manual of the Planes
3) The Silver Marches
4) Anything Kalamar
5) Magic of Faerun
6) Living GH gaz
7) Living GH Journals (pre-Dragon)
8) Dungeon/Polyhedron
9) Basically all of the Necromancer Games modules (that counts as 1, right?)
10) SW D20 (which I steal from for my D6 SW game)

I suspect that the new Necro/Judges Guild sets will make that list and knock something off…
 

I've had a bit more time to think on my choices, so here is the updated list. And ordered, just to throw a spanner in the works. 1 is favorite, 10 is "least of the favorites"



1) Wheel of Time - WotC
2) Oriental Adventures - WotC
3) Rokugan - AEG
4) Occult Lore - Atlas
5) Sov. Stone campaign setting -Sov Press
6) Path of the Sword - FFG
7) Fading Suns D20 - Holistic
8) Kingdoms of Kalamar - Kenzer
9) Shamans - Mongoose
10) Demonology - Mongoose
 

Fine, I'll play. Ryan beat me to what I was going to do... :(

Lessee, let's call 0 the core three rulebooks as a given, and for the rest:

  1. Psionics Handbook
  2. Manual of the Planes
  3. Legions of Hell
  4. Oriental Adventures
  5. Creature Collection II
  6. Relics & Rituals
  7. If Thoughts Could Kill
  8. Book of Eldritch Might
  9. Quintessential Wizard
  10. Wild Spellcraft
    [/list=1]

    Just off the top of my head. Subject to change at a whim. Some settling of contents may have occurred. See store for details. Some conditions and restrictions may apply. Void where prohibited.
 

For me, the ones I like/use the most are:

1. Occult Lore
2. Spells & Spellcraft
3. Legions of Hell
4. Liber Bestarius
5. Kalamar Player's Guide
6. Quintessential Rogue
7. Relics & Rituals
8. Creature Collection II
9. Secret College of Necromancy
10. Shaman's Handbook (GR)

I also like CoC d20, although we have only done a one-shot with it so far. I can't wait for the Book of the Righteous and the Tome of Horrors, which I am sure will worm their way into that top 10 list.
 

Eh, what the heck, I'll play. As tradition demands, in no particular order!
  • PHB: You need it to play, it's the most flexible D&D yet and without it, d20 wouldn't exist. It has to be in the top 10.
  • DMG: To a certain extent, you also need this to play, plus it introduces lots of options that never existed in D&D before. Unfortunately, that wasn't taken quite as far as I'd like to see, but still, a top ten book.
  • MM: Gorgeous book. I never did understand the complaints about the layout. This is probably my favorite of the core books. But then again, I really like monster books for some reason!
  • Manual of the Planes: Probably the single best non-Core supplement. Beautifully and elegantly done, as a modular toolset that can be easily adapted to any campaign. What more could you want?
  • Oriental Adventures: Nearly as beautiful and as useful as Manual of the Planes and for many of the same reasons. Although meant to be used as a whole, it's great as a book to borrow liberally from.
  • Wheel of Time RPG: In many ways, more of what I'm looking for than D&D itself! Non-magic core classes, AC increases as you level, a great spellcasting mechanic (if a bit setting specific) I like this book more for what it can give my D&D game than for the setting it was written to play in.
  • Legions of Hell: Another of my favorite monster supplements. Sometimes, when it's late and I'm just waiting to fall asleep, I'll read this and Manual of the Planes together and dream of the evil I'm going to unleash on my hapless campaign!
    evil.gif
  • Dragonstar: Starfarer's Handbook: How else do you use d20 in the future? :) Not only that, things like firearms combat and vehicle combat are very well done.
  • d20 Call of Cthulhu: GREATEST GAME EVAR!!!!11!!! Well, I really like it anyway, as something different than D&D. This book is the one that convinced me that d20 really was viable as a "universal" system with minor tweaks.
  • FRCS: Although I have little interest in playing the Realms, why goodness, what a beautiful book! Tons of stuff to steal for my own setting as well! :)
 
Last edited:

1. PH (WotC)
2. DMG (WotC)
3. MotP (WotC)
4. MM (Wotc)
5. ELH (WotC) - better rules for epic spells would boost this to #4
6. CC2 (S&SS)
7. Armies of the Abyss* (GR)
8. Spells and Magic (Bastion Press) - very creative and full of ideas, even if executed unusualy
9. 7S (Atlas Games) - a great general DM resource; the sections on adapting the strongholds were especially useful
10. BoEM2** (Malhavoc Press)

* I don't actually have LoH; if I did, it would be here.
** I don't have the BoEM.

Notable by absence:
* T&T (FFG) - I greatly enjoyed the book... for the first 14 pages. Soemhow, it didn't live up to my expectations - the mechanics were oversimplified and flawed, many of the spells were boring, and simple traps took up way too much room (largw font, etc.) It _did_ have many useful parts - but not enough.
* D&Dg (WotC) - Despite obvious effort and lush illustrations, this book just didn't do it for me. There was commentary, but no rules, for ascention; there was a lack of (useful) challenge information; and most importantly, there was no real integration with the ELH.
 
Last edited:

Just from what I own, here they are in order of my preference for D&D only, not d20 in general (the PHB/DMG/MM come in at # 0 and thus don't count):

1.) Scarred Lands Campaign Sourcebook
3.) Creature Collection II
4.) Traps & Treachery II
5.) Traps & Treachery I
6.) Relics & Rituals
7.) Dungeon Magazine (this replaced Monsters of Faerun upon review)
8.) Creature Collection I
9.) Mithril, City of the Golemn (what a perfect home-base city!)
10.) Manual of the Planes (edged out ELH)
 

Remove ads

Top