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What are the 10 most important d20/OGL books?
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<blockquote data-quote="Azgulor" data-source="post: 3026375" data-attributes="member: 14291"><p>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.</p><p></p><p></p><p><strong>1. Conan RPG, Atlantean Edition</strong> - 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.</p><p></p><p><strong>2. Book of the Righteous</strong> - the gold standard of what religious-themed sourcebooks should be.</p><p></p><p><strong>3. Grim Tales</strong> - My construction kit of choice and 2nd "core rulebook" behind Conan.</p><p></p><p><strong>4. Game of Thrones</strong> - 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.</p><p></p><p><strong>5. True Sorcery</strong> - 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.</p><p></p><p><strong>6. Thieves' World Player's Manual</strong> - 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.</p><p></p><p><strong>7. Spycraft 2.0</strong> - 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.</p><p></p><p><strong>8. Mutants & Masterminds 2e</strong> - And people said d20 couldn't do superheroes. I'm still blown away at the quality of the game and how <em>well</em> it reproduces comic-style combat.</p><p></p><p><strong>9. Monsternomicon</strong> - 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.</p><p></p><p><strong>10. Fields of Blood</strong> - 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.</p><p></p><p>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.</p><p></p><p>Azgulor</p><p></p><p>(Very) Close runner-ups include the Kingdoms of Kalamar Campaign Setting, A Magical Medievel Society: Western Europe, and the Iron Kingdoms Character's Guide.</p></blockquote><p></p>
[QUOTE="Azgulor, post: 3026375, member: 14291"] 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. [B]1. Conan RPG, Atlantean Edition[/B] - 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. [B]2. Book of the Righteous[/B] - the gold standard of what religious-themed sourcebooks should be. [B]3. Grim Tales[/B] - My construction kit of choice and 2nd "core rulebook" behind Conan. [B]4. Game of Thrones[/B] - 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. [B]5. True Sorcery[/B] - 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. [B]6. Thieves' World Player's Manual[/B] - 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. [B]7. Spycraft 2.0[/B] - 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. [B]8. Mutants & Masterminds 2e[/B] - And people said d20 couldn't do superheroes. I'm still blown away at the quality of the game and how [I]well[/I] it reproduces comic-style combat. [B]9. Monsternomicon[/B] - 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. [B]10. Fields of Blood[/B] - 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. [/QUOTE]
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