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<blockquote data-quote="Desdichado" data-source="post: 318697" data-attributes="member: 2205"><p><span style="color: white">Eh, what the heck, I'll play. As tradition demands, in no particular order!</span></p><ul> <li data-xf-list-type="ul"><span style="color: white"><strong>PHB:</strong> 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.</span></li> <li data-xf-list-type="ul"><span style="color: white"><strong>DMG:</strong> 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.</span></li> <li data-xf-list-type="ul"><span style="color: white"><strong>MM:</strong> 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!</span></li> <li data-xf-list-type="ul"><span style="color: white"><strong>Manual of the Planes:</strong> 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?</span></li> <li data-xf-list-type="ul"><span style="color: white"><strong>Oriental Adventures:</strong> Nearly as beautiful and as useful as <em>Manual of the Planes</em> 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.</span></li> <li data-xf-list-type="ul"><span style="color: white"><strong>Wheel of Time RPG:</strong> 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.</span></li> <li data-xf-list-type="ul"><span style="color: white"><strong>Legions of Hell:</strong> Another of my favorite monster supplements. Sometimes, when it's late and I'm just waiting to fall asleep, I'll read this and <em>Manual of the Planes</em> together and dream of the evil I'm going to unleash on my hapless campaign! <img src="http://jdyal.freezope.org/evil.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></span></li> <li data-xf-list-type="ul"><span style="color: white"><strong>Dragonstar: Starfarer's Handbook:</strong> How else do you use d20 in the future? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Not only that, things like firearms combat and vehicle combat are very well done.</span></li> <li data-xf-list-type="ul"><span style="color: white"><strong>d20 Call of Cthulhu:</strong> 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.</span></li> <li data-xf-list-type="ul"><span style="color: white"><strong>FRCS:</strong> 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! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></span></li> </ul></p></blockquote><p></p>
[QUOTE="Desdichado, post: 318697, member: 2205"] [color=white]Eh, what the heck, I'll play. As tradition demands, in no particular order! [list] [*][b]PHB:[/b] 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. [*][b]DMG:[/b] 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. [*][b]MM:[/b] 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! [*][b]Manual of the Planes:[/b] 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? [*][b]Oriental Adventures:[/b] Nearly as beautiful and as useful as [i]Manual of the Planes[/i] 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. [*][b]Wheel of Time RPG:[/b] 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. [*][b]Legions of Hell:[/b] Another of my favorite monster supplements. Sometimes, when it's late and I'm just waiting to fall asleep, I'll read this and [i]Manual of the Planes[/i] together and dream of the evil I'm going to unleash on my hapless campaign! [img]http://jdyal.freezope.org/evil.gif[/img] [*][b]Dragonstar: Starfarer's Handbook:[/b] How else do you use d20 in the future? :) Not only that, things like firearms combat and vehicle combat are very well done. [*][b]d20 Call of Cthulhu:[/b] 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. [*][b]FRCS:[/b] 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! :) [/list] [/color] [/QUOTE]
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