Core books
Murchad's Legacy Campaign Setting
Hammer & Helm (some feats) Draconomicon, or as my players now refer to it - the Book of Dread (the first dragon the party ever faced, in years)
Sheesh. Not much. The MM was only for the stats for giant warrior ants. Every other monster the pcs fought was either a bandit or homebrewed (giant piss ants!).
I expect the low-magic setting game I'm currently running will have less books used in general, as one of the key things I'm doing is limiting available options.
Andargor's Searcheable HTML SRD
Errant Prophecies House Rules
Hyperconsciousness
Denizens of Avadnu
Lords of Madness
Unearthed Arcana (Death and Dying rules)
Gun Fu (Still haven't completely converted the Panache rules)
Andargor's Searcheable HTML SRD
Errant Prophecies House Rules
Hyperconsciousness
Denizens of Avadnu
Lords of Madness
Unearthed Arcana (Death and Dying rules)
Gun Fu (Still haven't completely converted the Panache rules)
Portals & Planes - Portal & River of worlds rules, Tender of Worlds mechanics, Chaos Spawn (man "roll two dice and keep the worst" is a nasty mechanic my players hate.
The three base books
Monster Manuals 2 & 3
Expanded Psionics Handbook
Warcraft campaign setting book
Book of Vile Darkness
Weapons of Legacy
Book of Exalted Deeds
Star Wars d20 handbook
Lords of Chaos
Libris Mortis
Pocket Magica
Clearly I don't own enough books! Lol. Last session, I used:
The Hypertext SRD
Terror in Freeport
I've been putting together my own handbook based on d20 Modern, but made for fantasy gaming. The progress is slow, but once the main document is finished, then I will just need to make a package of Advanced Classes and a small ghazzetteer for any given setting I want to run in.