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General Tabletop Discussion
*Dungeons & Dragons
What books from previous editions do you tend to mine for material?
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<blockquote data-quote="Guest 6801718" data-source="post: 6997980"><p>I use a lot of older books from previous editions. So let's see...</p><p></p><p>AD&D/2E:</p><p>Any of the "Handbooks" like Paladin's Handbook, Fighter's and so on. They have great flavor that can work in any campaign or interesting cultural information. The Complete Book of Eleves or Dwarves still have great racial flavor. I love how the class books have those day in the life of segments or info on keeps and strongholds.</p><p></p><p>I also use a lot of the blue books like the Complete book of Necromancers or the Villains Handbook. They have great ideas on fleshing out a villain's personality and motivations. The books on Castles and Keeps is also pretty handy. </p><p></p><p>3E:</p><p>Traps and Treachery: I think this was from Green Ronin, if memory serves. It's an entire book on various traps to throw at your players. Whenever I want to really surprise the group, I update one of these nasty entries. </p><p></p><p>"The Quintessential..." books. Similar to the handbooks of 2e (even in look) they offer lots of flavor and ideas. These books were from Mongoose Publishing. I really like The Quintessential Paladin, as it gives advice on writing paladin oaths and vows along with fleshing out some of the ideas in those vows. These books have lots of flavor to them. </p><p></p><p>4E:</p><p>Open Grave: A great book with tons of ideas on using undead in your adventures. It also offers some ideas on running an entire campaign based on the undead. I ran a zombie apocalypse D&D game based heavily on the ideas in this book and my players still talk about it in hushed tones. If you want fun ideas for undead in your campaign, this book offers a lot. </p><p></p><p>Manual of the Planes: Another good reference book for some info on the different planes. I actually have 2E and 3E planar books that I also use, but I can't seem to remember what they're called. </p><p></p><p>Any edition:</p><p>Campaign books or books dealing with select areas of a campaign world. I still use the 3E Forgotten Realms campaign book. It's insanely details, right down to trade routes and importing/exporting in various cities. I have yet to find a campaign book that compares to the 3E FR book. I also used the Scarred Lands campaign book from White Wolf. Though I did back the kickstarter for the 5E Scarred Lands, so we'll see if that shows up.</p></blockquote><p></p>
[QUOTE="Guest 6801718, post: 6997980"] I use a lot of older books from previous editions. So let's see... AD&D/2E: Any of the "Handbooks" like Paladin's Handbook, Fighter's and so on. They have great flavor that can work in any campaign or interesting cultural information. The Complete Book of Eleves or Dwarves still have great racial flavor. I love how the class books have those day in the life of segments or info on keeps and strongholds. I also use a lot of the blue books like the Complete book of Necromancers or the Villains Handbook. They have great ideas on fleshing out a villain's personality and motivations. The books on Castles and Keeps is also pretty handy. 3E: Traps and Treachery: I think this was from Green Ronin, if memory serves. It's an entire book on various traps to throw at your players. Whenever I want to really surprise the group, I update one of these nasty entries. "The Quintessential..." books. Similar to the handbooks of 2e (even in look) they offer lots of flavor and ideas. These books were from Mongoose Publishing. I really like The Quintessential Paladin, as it gives advice on writing paladin oaths and vows along with fleshing out some of the ideas in those vows. These books have lots of flavor to them. 4E: Open Grave: A great book with tons of ideas on using undead in your adventures. It also offers some ideas on running an entire campaign based on the undead. I ran a zombie apocalypse D&D game based heavily on the ideas in this book and my players still talk about it in hushed tones. If you want fun ideas for undead in your campaign, this book offers a lot. Manual of the Planes: Another good reference book for some info on the different planes. I actually have 2E and 3E planar books that I also use, but I can't seem to remember what they're called. Any edition: Campaign books or books dealing with select areas of a campaign world. I still use the 3E Forgotten Realms campaign book. It's insanely details, right down to trade routes and importing/exporting in various cities. I have yet to find a campaign book that compares to the 3E FR book. I also used the Scarred Lands campaign book from White Wolf. Though I did back the kickstarter for the 5E Scarred Lands, so we'll see if that shows up. [/QUOTE]
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What books from previous editions do you tend to mine for material?
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