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General Tabletop Discussion
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What 4E books should I get for a new campaign?
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<blockquote data-quote="Obryn" data-source="post: 4941794" data-attributes="member: 11821"><p>Sounds like a good start!</p><p></p><p>You can definitely run a game with just the three core books, but I think that a few of the non-core books can make everything better.</p><p></p><p>* PHB2 is great for exactly the reason you describe. Also, every new class and race vastly increases the number of options for your players. It'd be top on my list for extra books.</p><p></p><p>* AV1 is also pretty great. The highlights aren't the magic items, IMO. It's the expanded Superior Weapons, the vehicles, and the alchemical items. I'd say it's more of a must-have than AV2. (You may want to ban the Iron Armbands and Bracers of Archery, though.) There's no assumption that players will have wishlists - assigning treasure your way is still completely valid, and AV1 is awesome for this purpose. (But see below - I think DDI is even better.)</p><p></p><p>* MM2 is solid. I don't know if I'd consider it necessary, though.</p><p></p><p>* Really, though, I'll echo malraux. Get a 1-month DDI subscription, though - no need to go whole hog. It will cost you less than $10, and you get both the character builder (with all the character options) and the monster builder (with every single monster yet published, plus tools to easily modify them or make your own). It's the single best investment you can make, and if you like it, you can always extend your subscription. With the DDI, you pretty much never need any of the X Power books. Also, you'll get real gems from setting sourcebooks like the Swordmage and Artificer, pretty much my two favorite 4e classes. Finally, you will have the Compendium for all those magic items and random searches. Want a 4th-level Staff? Pull up the compendium, and you can see all of them.</p><p></p><p>I hope that helps!</p><p></p><p>-O</p></blockquote><p></p>
[QUOTE="Obryn, post: 4941794, member: 11821"] Sounds like a good start! You can definitely run a game with just the three core books, but I think that a few of the non-core books can make everything better. * PHB2 is great for exactly the reason you describe. Also, every new class and race vastly increases the number of options for your players. It'd be top on my list for extra books. * AV1 is also pretty great. The highlights aren't the magic items, IMO. It's the expanded Superior Weapons, the vehicles, and the alchemical items. I'd say it's more of a must-have than AV2. (You may want to ban the Iron Armbands and Bracers of Archery, though.) There's no assumption that players will have wishlists - assigning treasure your way is still completely valid, and AV1 is awesome for this purpose. (But see below - I think DDI is even better.) * MM2 is solid. I don't know if I'd consider it necessary, though. * Really, though, I'll echo malraux. Get a 1-month DDI subscription, though - no need to go whole hog. It will cost you less than $10, and you get both the character builder (with all the character options) and the monster builder (with every single monster yet published, plus tools to easily modify them or make your own). It's the single best investment you can make, and if you like it, you can always extend your subscription. With the DDI, you pretty much never need any of the X Power books. Also, you'll get real gems from setting sourcebooks like the Swordmage and Artificer, pretty much my two favorite 4e classes. Finally, you will have the Compendium for all those magic items and random searches. Want a 4th-level Staff? Pull up the compendium, and you can see all of them. I hope that helps! -O [/QUOTE]
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What 4E books should I get for a new campaign?
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