Top 10 D&D and D20 items


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OK, I'll try to do this, too, in descending order of importance to me (the three Core books stand outside and above the order, of course, but I'll mention them first):

PHB - without it, you have no game.

DMG - Indispensable. This book is incredibly handy. I still am amazed from time to time when I pick it up and look at how well-organized it is.

MM - Hey, I use monsters extensively. I couldn't play without this book. Well, I could, but it'd be boring.

1. Manual of the Planes - the best bang-for-your-buck of any D&D or d20 hardback, besides the Core books. This book is - and I'm gonna emphasize this to reach the cheap seats - NOT JUST FOR EXTRAPLANAR ADVENTURES - IT IS AN INVALUABLE TOOLKIT FOR CUSTOMIZING HOW YOUR CAMPAIGN WORLD WORKS. Those who have dismissed the book because they feel it's just for planes-hopping are missing out on the potential of this book. Not only does it provide ways to make your world run in a unique way, it provides jumping off points for even more radical customization. This book could be the gateway to creating scads of new and different d20 games and worlds.

2. Epic Level Handbook - Although I actually think this book is flawed - it's too conservative (hey, give me the tools and I'll determine what's gonna unbalance my campaign), and too much space is devoted to the "epic city - it provides coverage of high-level campaigns, which is something that needs to be covered by D&D. I may not run many epic-level campaigns, but I'm glad there are guidelines for doing so.

3. Call of Cthulhu d20 - Provides a lot of material that can be used for non-Cthulhu games - classless d20, a different type of magic, firearms, etc.

4. Star Wars d20 - Provides a lot of good material useful for any scifi d20 game. It also provides an alternate magic system in the Force.

5. Dungeon/Polyedron - the adventures are a great value for the money, and the d20 minigames are invaluable.

6. Occult Lore - lots of potential here, with a lot of different magic systems. There are probably a half-dozen of them that I immediately said "I gotta use that!"

7. Oriental Adventures - all kinds of great material.

8. The Wheel of Time d20 - Provides different core classes, a different magic system, and helps clarify some things from the PHB.

9. Spycraft d20 - d20 Modern before d20 Modern. A wealth of usable material.

10. Alchemy & Herbalists - This book covers ground not covered in D&D very often. Great for really adding a lot of depth to a campaign world.


Honorable mentions - Kingdoms of Kalamar Player's Guide (good, solid material); Book of Challenges (I love this book and it's general handiness); Dragonstar (incredibly well-done), Deadlands d20 (I love the setting, and the d20 material is also very minable).
 

I feel so lame -- I don't even have 10 books. :(

Actually, I technically don't own any books -- I've been buying PDFs & using the SRD.

Is there any benefit to owning the Core Books over using the SRD?

-- Nifft
 

Nifft said:
I feel so lame -- I don't even have 10 books. :(

Actually, I technically don't own any books -- I've been buying PDFs & using the SRD.

Is there any benefit to owning the Core Books over using the SRD?

-- Nifft

The biggest benefit of owning the core books vs. the SRD is being on the "same page" as everyone else!:)

I think I'll compile all the results here eventually ( i'll give it another week or so ) ...
 

Nifft said:
I feel so lame -- I don't even have 10 books. :(

Actually, I technically don't own any books -- I've been buying PDFs & using the SRD.

Is there any benefit to owning the Core Books over using the SRD?

-- Nifft
You mean besides the neat (mostly) artwork and the fact that you actually have a book to play with when you sit down at the table?

No, not really.
 

Top 10 D&D / D20

10. The Quintessential Rogue (Mongoose)
9. Dragon Magazine (Paizo / WotC)
8. Dungeon Magazine (Paizo / WotC)
7. Oriental Adventures (WotC)
6. Kingdoms of Kalamar Player's Guide (Kenzer)
5. Forgotten Realms Campaign Setting (WotC)
4. Monster Manual (WotC)
3. Dungeon Master's Guide (WotC)
2. Call of Cthulhu Roleplaying Game (WotC)
1. Player's Handbook (WoTC)

Peace and smiles :)

j.
 

let's see...

Player's Handbook
Dungeon Master's Guide
Monster Manual
Star Wars d20 Revised
Oriental Adventures
Epic Level Handbook
Manual of the Planes
Dragon Magazine
Forgotten Realms Campaign Setting
Kingdoms of Kalamar Player's Guide

i think come November, d20 Modern will bump at least one of them...
 

The 3 Core Books, for sure.
Oriental Adventures
Rokugan
The Rokugan supplements (don't remember the names)
Spycraft
Manual of the Planes (it IS very good)
ELH
PsiHB (including errata, clarifications and enhancements, of course)
If Thoughts Could Kill (to help with the PsiHB)
Wheel of Time d20 (*gasp* such goodness!)
Little parts from each of the class books
Star Wars revised version

I have to wonder why so many people put Mongoose products in their lists...all the Mongoose stuff I've seen was utter crap (no offense to anyone, but geez...). Even most reviews I've read said they weren't anything special. Am I missing something? :confused:
 

In no particular order, my particular faves:

1. Van Richten's Arsenal (Ravenloft 3e)*
2. Seafarer's Handbook (FFG)
3. Ravenloft 3e
4. d20 Call of Cthulhu
5. Spycraft Arms and Equipment Guide (AEG)*
6. Quintessential Rogue (Mongoose)
7. Forbidden Kingdoms (OWC)
8. Occult Lore (Atlas Games)
9. Sidewinder (Atlas)
10. Legions of Hell (Green Ronin)

*Roll these two up, stick 'em in your back pocket, and kick some serious undead butt!

I've got a lot more in my collection I really like - Seas of Blood (MGP), Spycraft (AEG), Armies of the Abyss (GR), Traps & Treachery (FFG), and Swashbuckling Adventures (AEG) come to mind - but those are currently my top 10.
 

Aside from the Core books, I have been impressed by Green Ronin Shamans, WotC's Oriental Adventures and Living Greyhawk book. I also like many of the adventures, but don't know how to rate them against each other.
 

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