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What are the 10 most important d20/OGL books?

Book of the Righteous hasn't been mentioned, and should be. IT is the BEST treatment of clerics/religion since that set of 3 2E books.

I can't argue with any of the recommendations because they are all good and worth having.

I personally liike ALL modules, whether they are good or not. Good ones far out number bad ones anyways.
 

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Not my favorites, not the best, but rather the most important:

  1. Mutants & Masterminds by Green Ronin - First good OGL product not clonning D&D
  2. Death in Freeport by Green Ronin - First decent d20 adventure
  3. Creature Collection by White Wolf - Early supplement that inspired many others
  4. Arcana Unearthed by Malhavoc - First alternate PHB
  5. Spycraft 2.0 by Alderac - First good modern d20 book

I'm not sure I can place five other products in the same level of these five.
 

I'll list what I think are the best and most important to have -- not necessarily most important to the industry (but possibly)

- Book of Eldritch Might (Malhavoc)
- Tome of Horrors (Necromancer)
- Advanced Bestiary (Green Ronin)
- Dawnforge (Fantasy Flight - yeah, I know it didn't catch on like Midnight, but I still love it)
- Oathbound (Bastion Press - ahead of its time, I think)
- Wildscape (Fantasy Flight)
- Arcana Evolved (Malhavoc)
- Rokugan (AEG)
- True20 (Green Ronin)
- Mutants & Masterminds (Green Ronin)

Honorable mention to the pdf version of Book of Eldritch Might; Joe's Book of Enchantment; Iron Heros; Blue Rose; the Dungeon Crawl line and Necromancer's adventures; and the Book of Templates.

BoEM, ToH, AB, and Wildscape are good core support books; Dawnforge, Oathbound, and Rokugan are great settings with solid rules; AE tweaks things a little bit; True20 and M&M begin to show how far the d20 mechanic can flex.

Book of Templates did templates long before AB; Iron Heros is cool and flexs the mechanics quite a bit; Blue Rose showcases the True20 system in a different setting; BoEM showed that "real" designers could do something in the pdf market, and Joe's Book of Enchantment was one of the earliest, and strongest (rules-wise), pdf bestsellers.
 

I made a thread about the most popular 3rd party d20/OGL (if compatible with D&D) books some months ago, and this one vanished into Nirvana. It's not the same as "most important", but I may list the final outcome here, anyway ;). Places 5 and 6 and the places 7 to 10 shared the same number of votes, respectively.
  1. Arcana Unearthed/Evolved - the first really somewhat different alternate PHB
  2. Tome of Horrors - lots of classic monsters on the nostalgia trip
  3. A Magical Medieval Society: Western Europe - in case you wonder how the Middle Ages really looked like
  4. Monsternomicon - the first somewhat different monster book
  5. Dynasties & Demagogues - rules for politics in your game
  6. Advanced Bestiary - the book of templates
  7. Grim Tales - build your own D&D
  8. Iron Heroes - who needs Exalted if he plays d20
  9. AEG Toolbox - ideas, ideas, ideas; just don't look too closely at the stats ;)
  10. City State of the Invincible Overlord - a great fantasy city with nostalgia factor
Though I don't see all of them in the "most important" category and one or two were just the flavor of the month, it's not a bad selection.
 

1. Ptolus
2. Arcana Evolved
3. Iron Heroes
4. Complete Book of Eldritch Might
5. Battlebox
6. Wilderlands of High Fantasy boxed set
7. Tome of Horrors
8. Rappan Athuk Reloaded
9. Tomb of Abysthor
10. Year's Best d20
 

Maggan said:
I'm wondering what you all think are the 10 most important non-WotC d20/OGL print books published?


Well, "most important" will mean different things to different people so debating any single person's choices is pointless. With that caveat of a safety net, I present the following in alphabetical order . . . ;)


A Magical Medieval Society: Western Europe
Advanced Bestiary
Advanced Gamemasters Guide
The Book of the Righteous
Crime & Punishment
Dynasties & Demagogues
Fields of Blood: The Book of War
From Stone to Steel
Guildcraft
Seven Cities


I'm mostly leaving out books that are just collections of things, whether that be creatures, NPCs, Feats, or anything else. I'm also leaving out books that are mostly a fluffing up of mostly SRD material. While some of either of those two types of book can be very good, for a "most important" list they suffer a fatal flaw of being either redundant or not original at their core. I'm also partial to books that mostly supplement D&D and don't mostly break rules to make rules.
 

My first six have become the cornerstones of d20 fantasy gaming for me. I left D&D and its baggage long before 3E in search of systems that could produce a fantasy gaming experience comparable to what I read in novels and saw in movies. The perfect d20 mix for Modern & Sci-fi gaming is still an elusive holy grail for me, but some of my main building blocks are also listed.


1. Conan RPG, Atlantean Edition - convinced me that d20 could do Swords-n-Sorcery and escape the default D&D style of play. It's become the foundation of all my d20 fantasy gaming.

2. Book of the Righteous - the gold standard of what religious-themed sourcebooks should be.

3. Grim Tales - My construction kit of choice and 2nd "core rulebook" behind Conan.

4. Game of Thrones - Aside from being a wonderful resource on the book, I quickly adopted the rules for Influence, several prestige classes, and some other bits for my campaign. Another great example of a licensed property done right.

5. True Sorcery - the magic system I've been seeking for 20 years. A customizable spell system that allows me to develop a multitude of spells without being slaved to D&D's high-fantasy approach. Having rules for blending with Thieves' World was icing on the cake.

6. Thieves' World Player's Manual - Another licensed setting I have always wanted, this was a first-rate d20 treatment (although I would have preferred OGL). I Conan-ized several of the classes. Thanks to Green Ronin for providing the sorcery style separation (mage, priest, witch) I have been trying to emulate with various systems for years.

7. Spycraft 2.0 - This would have made the list on the basis of Dramatic Conflicts alone. The skills, feats, firearm rules and campaign qualities make the game shine.

8. Mutants & Masterminds 2e - And people said d20 couldn't do superheroes. I'm still blown away at the quality of the game and how well it reproduces comic-style combat.

9. Monsternomicon - The gold standard of monster books. One of the few monster books that is entertaining to sit down and read in addition to being filled with setting flavor/fluff.

10. Fields of Blood - A flexible mass combat system that doesn't slow play. This was the first mass combat system I've ever used where my players enjoyed large-scale battles as much as personal combats.

I have to say, if the list were inclusive of WotC books, very few would make the list. I would give WotC kudos for the d20 license and OGL at #1 but every one of the books I've listed would beat a D&D rulebook. If D&D didn't focus primarily on "fantasy superhero action hour (now with better magic items!)", it would probably be a different story.

Azgulor

(Very) Close runner-ups include the Kingdoms of Kalamar Campaign Setting, A Magical Medievel Society: Western Europe, and the Iron Kingdoms Character's Guide.
 
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Nice thread, and many good suggestions. I agree with most of the books proffered so far, but I think one of the more important d20 books that hasn't been mentioned is Green Ronin's Legions of Hell. It wasn't the first d20 monster book to market, like Creature Catalog, but it was probably the first great one. LoH was one of the first 3rd party books to actually do d20 rules right, and that really raised the bar for all other publishers. I think (maybe someone from GR can confirm?) that its success also help fuel GR's expansion.
 

I have to say Book of Erotic Fantasy.
Not because it was that great of a book, but because it actually forced a change in the d20 lisencing.
 

1. Ptolus
2. Complete Book of Eldritch Might
3. Arcana Evolved
4. Transcendence
5. Iron Heroes
6. A Game of Thrones
7. Babylon 5 RPG (2nd Edition)
8. Encyclopedia Arcane: Compendium
9. Traveller D20
10. Gary Gygax's World Builder's Guidebook
 

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