Cerebral Paladin
First Post
I'm going to be starting up a new D&D 4E campaign soon. I have the original core 3, but basically nothing else. I'm trying to decide what other books to get. I'm an experienced GM, and I don't feel the need for much in the way of prepared adventures or GMing advice, at least for current purposes. What I would like are more crunchy stuff that will be useful in game-play.
My current thoughts are to definitely get the PHB II (significantly because I really like a couple of the classes in there conceptually) and MM II, for more monsters and perhaps better designed monsters. I feel like I should get a book of extra magic items-- the PHB seems light in that regard-- so I'm trying to decide between Adventurer's Vault and AV II. I'd be interested in hearing opinions on that issue. (Contrary to 4E norms, I mostly plan on pre-generating treasure, not letting the players pick treasure through a wish-list.)
Should I get the DMG II? I'm not at all sure, and I'd like advice. I'm interested in the Companion rules and the revised Skill Challenge stuff-- Skill Challenges offer a key area of gameplay in my mind, but the Skill Challenge chapter in the first DMG has some serious problems, as has been discussed at length here and elsewhere. Does DMG II fix that?
Is there anything else I should be getting? Does anyone think I should skip one of the things I'm currently planning on getting? My current plan with regard to the Martial/Arcane/etc. Power books is that I won't get them, but I'll let players get them and use them for their characters if they want. That's mostly my trying to economize, since I don't want to spend a ton on this, without wanting to restrict player options too much.
Thoughts?
(The campaign will be in a homebrew points of light setting, so I doubt that there would be a good reason to get any of the campaign sourcebooks.)
My current thoughts are to definitely get the PHB II (significantly because I really like a couple of the classes in there conceptually) and MM II, for more monsters and perhaps better designed monsters. I feel like I should get a book of extra magic items-- the PHB seems light in that regard-- so I'm trying to decide between Adventurer's Vault and AV II. I'd be interested in hearing opinions on that issue. (Contrary to 4E norms, I mostly plan on pre-generating treasure, not letting the players pick treasure through a wish-list.)
Should I get the DMG II? I'm not at all sure, and I'd like advice. I'm interested in the Companion rules and the revised Skill Challenge stuff-- Skill Challenges offer a key area of gameplay in my mind, but the Skill Challenge chapter in the first DMG has some serious problems, as has been discussed at length here and elsewhere. Does DMG II fix that?
Is there anything else I should be getting? Does anyone think I should skip one of the things I'm currently planning on getting? My current plan with regard to the Martial/Arcane/etc. Power books is that I won't get them, but I'll let players get them and use them for their characters if they want. That's mostly my trying to economize, since I don't want to spend a ton on this, without wanting to restrict player options too much.
Thoughts?
(The campaign will be in a homebrew points of light setting, so I doubt that there would be a good reason to get any of the campaign sourcebooks.)