WHat are the best books/items ever for D&D? :)

what books or items for D&D have been the best in your opinion?

this isn't in order of prefference, just as I recall them

1) 1st ed FIEND FOLIO
damn was htis packed full of great, lore building critters! from the drow to the githyanki!
plus it had real cool art. the 1st ed Monster Manual had some iffy art, but the Fiend Folio had some real good ones, like the great "warrior with 2 hand sword against lizard king"


2) THE ILLITHIAD (and the Sea Devils)
The Illithiad and also the similar book on the sahuagin were astounding! I still haven't seen anything from any company as good as this, not 3rd, 4th or third party stuff like Slayer's guides (which I like), have had the quality of art and lore

the later "Lords of madness" is good, but not to the same degree of lurid perfection, muhaha.


3) MONSTROUS COMPENDIUM
the idea of the folder was astounding, wonderful idea which as a DM I appreciated, since back then we couldn't scan/print a page out!
as a DM it's a damn PAIN IN THE BUTT having to carry lots of books, so being able to use specific sheets with relevant monsters was brilliant.

Also it added lots more lore, which as a DM I absolutely love.
And lot sof great artwork for interior dividers.

4) 1st ed DMG
now, looking back at it, the 1st ed DMG is horribly arranged for any newbie DM to try and grasp *points to self, 25 years ago, lol!*
it is problematic, compare it to later ones and be honest ;)
however, it is still awesome because it encapsulates all that D&D is, and has many wonderful bits of info, tables, items etc.
back then, Gary & CO were just "Putting it together" the didn't have 30+ years of experience to sort it out better
The cover of the 9th printing is absolutley *ICONIC*
Oh and the smell of the 1st ed books...nostaligic fragrance, lol


5) Call of Cthulhu d20
ok, so, mixing D&D and COC is like...oh, peanut butter & jello sandwich: sounds evil, but is sooo kewl! :p
plus gives you en excuse to shout "FHTANG!" at the table ;)

6) 2nd ed MONSTROUS MANUAL
damn now this is a superb monster book, although as said above I adore the "folder" style of the prior "compendiums", the "Monstrous manual" put in one book most every critter in 2nd ed you needed plus updated info on 'em.

7) CITY SYSTEM
daaaaaamn was this impressive! the entire city of Waterdeep mapped out in style, wowzers!!! now as much as I preffer the Forgotten Realms ot be wild/un-known as possible, I do like cities/towns being mapped as they are so complex.
also, the art on cover is one of my faves.

8) FORGOTTEN REALMS 1st BOXED SET
this was a thing of joy, wonderful artwork, lush, thick, high quality pages with sepia artwork, it just oozed a rustic, old, strange, weird world, ripe for adventure, mmmm mmmm!!
the illustrations are classic
anyone able to post one of the interior art pics? :)
can't find any on the Net :/
Always recall the pcis of Fzoul Chembryl and Manxam, and Azoun and vanderghast :)

9) EYE OF THE BEHOLDER, computer game
this was just mind blowing back then, hard to imagine for younger folk but that faux-3D game was AMAZING at the time!
being a near perpetual DM, never a player, I adore getting to play.
On the Amiga it was a lot better than the PC, and it was creepy in the levels with drow and spiders, hehe!
then in Eye of the Behodler II, the intro is awesome as you meet Khelben, again, for the itme, that was soooo immersive :)

[ame=http://www.youtube.com/watch?v=dkZTmt6QI4A]YouTube - [Intro][Amiga] Eye of the Beholder 2 The Legend of Darkmoon[/ame]


10) 1st ed ORIENTAL ADVENTURES
just because it was soooo cool! ;)


11) 1st ed UNEARTHED ARCANA
Added so much cool and fun stuff! Barbarians and the dart that multiplied itself in flight (dart of the hornet's nest?), plus some spells (chromatic orb?) ah, fun fun! :)


12) COLOSSAL RED DRAGON MINIATURE
because every DM worth his alt wants to plop THAT baby down on the table and say
"WHO'S YER DADDY!" :p



13) DARK SUN AND SPELLJAMMER
And also Planescale and Ravenloft, for adding an entirely different way of looking at D&D! no longer "Tolkien-esque".


14) NECROMANCER GAMES TOME OF HORROR
all though for 3rd ed, it was like the best of 1st and 3rd ed...awesome! :)


15) 4th ed DMG
because it is the best for explaining about being a DM. and making better games, and also much easier


16) 2nd? ed HALL OF HEROES
the first one, Realms heroes and villains, again with the cool art design like the boxed set, really sweet to see both novel and module charecters in the flesh



17) 2nd ed CITIES OF MYSTERY
cause who the heck doesn't want cardboard buidlings and big street maps!! ;)
that wa sa nice tough, wish I'd got the big "castle" one to, doh


18) DWARVES DEEP
damn that was such a cool little book on the bearded folk! (my fave folk, stuff yon emaciated elven tree-fondlers or spider-kissers, pfft! :p)
I recall one cleric spell that used a steel spike, you know from back in the dungeon crawling days, as a blasting booby trap, hehe


19) CURSE OF THE AZURE BONDS, computer game and module
because the game was the 1st proper D&D game, and the module has that gorgeous piece of art by Clyde Caldwell :)


20) LORDS OF DARKNESS, 1st ed
damn that was a cool book, all about the undead, this was D&D advancing into more fleshing out creatures, an important step IMHO from the "dungeon crawl" days



21) D&D 2nd ed TRADING CARDS
I have the three boxed sets, hehe. oddly I like these as they add easy add on characters/items to have in a convenient format.



22) 2nd ed FR TRAIL MAPS
I love maps, these HUGE fold out maps come in a wallet, I have the Waterdeep and KaraTur ones, missed the main one, doh!
these were a really nice idea


23) 2nd ed CORE RULES
ok there was a very hard to get/use 1st ed official set of PC and DM apps for the computer
but the 2nd ed Core Rules was brilliant way to easily make up a character, now taken through into the 4th ed, alas it's a pity the very nice PC generator that came with the early 3rd ed PHB wasn't continued, and we ended up with the awful E-Tools that "code monkeys" had to fix but was never that great :(



24) 2nd ed Ral Partha minis
now many of these were VERY good for the era, despite what folk seem to think (no idea hwy dfolk dis them). really good minis of D&D.
alas the Dark Sun set was too hard to get and goes for crazy money on EBay now :/
pity they never released a SPelljammer set


25) COOL DICE!
I now have hematite dice, and lovely fiery orange and also a peridot zocchi set of dice (which are IMHO the best plastic dice by far).
And to think, once I wonder what the hell a ten sided dice was, hehe ;)
Yes I bought the DD& dice you had to use a crayon to paint the numbers in...


26) 3rd/4th ed PLASTIC MINIS
now while the paitn jobs on these suck compared ot my hand painted metal minis...the plastic ones are:
light!! damn , less weight weight to carry is good for me!
won't break, I stood on one of my fave lead minis once...*cry* and they alway suffer worn paint anway which is so annoying.
pre-painted! much as I adore painting 'em, health etc means I have tons of metla one sunpainted..so pre-prianted helps
clear plastic bits! transparent flames, ice etc looks really nice on the plasti cminis



and many other items I'm sure to have forgotten at this late hour! ;)
D&D has given me a lot of enjoyment OFF the table as well over the years, reading through the books etc :)
 

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Basic
The Gazateer supplements

1e:
Greyhawk folio
I6 Ravenloft
T1 Village of Hommlet
Forgotten Realms Boxed Set
FR series of campaign supplements for Forgotten Realms

2e:
1. Complete Thief's Handbook
2. Witches (Mayfair Games)
3. Al Quadim boxed Set
4. Dark Sun boxed Set
5. Ravenloft: Realms of Terror boxed set
6. Faiths and Avatars
7. Monster Mythology
8. HR1 Vikings Campaign Sourcebook
9. HR3 Celts Campaign Sourcebooks
10. HR2 Charlemagne's Paladins
11. HR 4 A Mighty Fortress

3e:
1. Unearthed Arcana
2.Psychic's Handbook (Green Ronin)
3. Shaman's Handbook (Green Ronin)
4. Witch's Handbook (Green Ronin)
5. Cavalier's Handbook (Green Ronin)
6. From Stone to Steel (Monkey God/Highmoon Enterprises)
7. Book of Iron Might (Malhavoc Press)
8. Elements of Magic: Revised (EN Publishing)
9. Elements of Magic: Lyceian Arcana (En Publishing)
10. Poisoncraft: The Dark Art (Blue Devil Games)
11. Artificer's Handbook (Mystic Eye Games)
12. Advanced Bestiary (Green Ronin)
13. Deluxe Book of Templates Revised (Silverthorne/ Goodman Games)
14. Fiendish Codex 1
15. Book of Fiends (Green Ronin) (Note: or both Armies of the Abyss and Legions of Hell)
16. Noble Steeds (Avalanche Press)
17. Toolbox (AEG)
18. Hot Pursuit (Adamant Entertainment)
19. Hot Pursuit: On Foot (Adamant Entertainment)
20. Torn Asunder (Bastion Press/Dragonwing)
21. Book of the Righteous (Green Ronin)
22. Beyond Countless Doorways (Malhavoc)
24. Redhurst Academy (Human Head)
25. Magical Medieval Society: Western Europe (Expeditous Retreat)
26. Experts 3.5 (Skirmisher Press)
27. Ink and Quill (Bastion Press/Dragonwing)
28. Tournaments, Taverns and Fairs (EN Publishing)
29. Trailblazer
 

My Top 5
1. 1st Edition AD&D DMG
I am two and a half editions from when this book came out and it is still my main source for running campaigns. While the organization leaves something to be desired, the information within is excellent.

2. Ravenloft (module)
In my opinion this is the best adventure for D&D. Love the flavor. I have played through this module a handful of times and have run it a handful more and each time it feels as new and fresh as the first time.

3. A Magical Medieval Society: Western Europe
A solid book detailing Manors, Villages, Nobility, Royalty, and the Clergy and how these various entities interact. The book is full of useful information, charts, and worksheets. While it is a d20 System book, a lot of the information is pretty generic and easily usable in other systems.

4. Birthright Campaign Setting
Loved the flavor. Overall, probably my favorite D&D campaign setting. The books are very detailed and the artwork is, in my opinion, the best I have seen in any D&D book past or present.

5. The City of Greyhawk Boxed Set
A solid set detailing the City of Greyhawk. Whether I am running a campaign set in Greyhawk or somewhere else, this set has been a font of inspiration for adventures and NPCs.

Honorable Mentions
1. Game Mastery Guide
While not technically a D&D book, it is, in my opinion, the best DMG-type book to come out since the 1st Edition DMG. Given that I am currently DMing a Pathfinder campaign I expect that this book will see extensive use over the coming months/years.

2. D&D Miniatures - Harbinger
I am singling this set out from the others for three reasons. First, the sculpts in this set hit on all the iconics: thugs, bandits, orcs, ogres, trolls, etc. The only monster that it lacks is a dragon (I'm not counting the Crested Felldrake). Second, for the most part, this set contains some of my favorite sculpts. Third, this is the first - it's the original. :)
 

Best item ever, any edition:

The Deck of Many Things insert from Dungeon Magazine from the '80s. Full out awesomeness. I regret losing this over the years more than anything else I've sold or lost from my RPG collections.
 

Sorry Mister Anderson (insert voice of Hugo Weaving here), the best D&D book was made for 2e, it's called Creative Campaigning.

The second best book is also for 2e, it was called The World Builder's Guidebook.

Great stuff.

P.S. I believe you can download the art for the cards from that insert here.
 

Sorry Mister Anderson (insert voice of Hugo Weaving here), the best D&D book was made for 2e,. . .
I didn't say book, I said item. :cool: I took the point from the thread title, "best books/items" to offer an item.
P.S. I believe you can download the art for the cards from that insert here.
Sure, but trying to get that art on card stock in a way that doesn't suck if you don't have MtG card forgery talents is another matter.
 

Dragonlance modules DL1-15. In my mind, this saved TSR from slumping into obscurity during the early '80s, and started the campaign craze we saw in 2E.

I6 - Ravenloft. Not only a great module in itself, it inspired an entire campaign world. All from a Dracula wanna-be.

Aurora's Whole Realms Catalog. A Sear's catalogue-like book full of mundane awesomeness.

Al-Qadim (base rules). Great production qualities and it seemed to catch the ideals of scimitars & sorcery movies without being quite as alien as Karu-Tur.

Birthright boxed set. The strange names were a bit of a turn-off, but it had great flavor, enemies and - who doesn't want to be able to rule an entire kingdom?
 


The Village of Hommlet.
The Keep on the Borderlands.
Sinister Secret of Saltmarsh.
Cities by Midkemia Press (sp?), either version.
The Complete Alchemist by Bard Games (?).
 

Best D+D stuff evar?

1. 1e DMG. All that rich writing and wonderfully chaotic organization, with wandering harlots too! It just doesn't get any better!

2. 1e Players' Handbook. Almost as good as the DMG but there's a distinct lack of harlots...

3. 0e Basic Set (the red books). The foundation on which everything else was built.

4. The first 15 or so TSR adventure modules, taken as a batch. We might argue over which specific ones, but who here can't list 10 true classics out of them? There's been some good adventures since, but never all in a bunch like this.

5. City State of the [Invincible Overlord/World Emperor, pick one]. Horribly written and laid out but get past that and it's a DM's gold mine: there's enough ideas in there to build an entire campaign around.

6. Gamescience crystal dice. They never wear out!

7. The Priests' and Wizards' Spell Compendia from 2e. Still the standard by which all other spell lists are measured.

8. 3e Monster Manual. Ignoring the ugly statblocks, they managed to put enough new monsters in here to overwhelm the repeats; and the art is good enough that you can actually tell what each monster is supposed to look like!

9a. Old school metal character pieces. (but not monsters)

9b. 3e plastic monster minis. (but not character minis)

10. Dragon Magazine up to about issue 100. True magic, as each month we could literally watch the game develop before our eyes.

And a few things that could and should have been excellent, but weren't:

The Book of Erotic Fantasy. The game has been crying out for something like this since the dawn of time but this book blew the opportunity so badly it's likely closed the door for any similar future product even if done well. And that's a whole lot of sad.

Most early Judges' Guild adventure modules. They had some amazing ideas. Problem was, those ideas were put to paper by people who often seemed unable to consistently type, spell, proofread, or draw, and all couched in a nigh-incomprehensible stats system designed to avoid copyright issues.

1e Unearthed Arcana. While there's some nuggets here, a careful reader of Dragon mag. would have already found those nuggets and also got a better version of some of the rest of UA's content. Otherwise, a spectacular chance to augment and expand 1e was largely butchered on the altar of power creep.

Lan-"I can't type, spell, proofread or draw either - just ask my players"-efan
 

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