What d20 products do you think are truly the best?

EarthsShadow

First Post
What d20 game products beyond the core rule books do you think are truly really good books that add depth to the system...and if you want to answer this one, which books are your personal favorites?
 

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I'm going to list my favorite of different types.

The Book of the Rightious: A fully described new mythos with gods, myths, churches, everything one needs. Brilliantly done.

Master of the Wild: Reading through the prestige classes of this book gave me the most character ideas of any book I've read.

Monsternimicon: This book was written for me. It is exactly what I want out of a monster book. It gives great information on the monsters, and gives a great way of determining what the players know about the monsters. Brilliant.

Bluffside: Only since reading through Thieves World have I experienced a city that seemed so vast and so alive.
 

Let's see my personal favorite D20 releases?

Call of Cthulhu is just amazing, then again I am a Monte Cook Whore.

Star Wars Revised is just spectacular. I saw the original and thought it was a travesty of game design, but the revised rule really turned the line around.

Scarred Lands... default 3E campaign setting. Sorcerors make sense existing in the Scarred Lands... not in the Realms or FLanaess.

Monte Cook is the best D20 product around. Nothing better. Buy Monte Cook.

I want to try Spycraft in a big, big way but haven't had the time and have been focusing on my work developing a freelance writer/artist career. Too bad most of what I have been developing is becoming so much vaporware.

Jason
 


Ah, another "best of D20" thread. I'll comment, and again, I'm not going to mention WotC products, even though MMII should make the list just by virtue of reprinting the death knight template I designed.

Oathbound: Domains of the Forge by Bastion Press. Really people, if you don't have it yet, go out and buy it. Its worth every penny. It really is a cool and unique setting with awesome art and cool locations to explore.

The Demon God's Fane by Malhavoc Press. Its short, its nasty, its a brutal challenge for everyone that plays higher level characters, and there is a lot at stake story-wise in the adventure.

Necropolis by Necromancer Games. I have the original Necropolis published for the Mythus game system, but even with the material being known to me, this book has so much. It is THE sourse for adventuring in a Egypt-like setting.

The Book of the Righteous by Green Ronin. A new cosmology with a drop-in pantheon and detailed churches. This is a must-have for anyone designing their own campaign setting if they don't want to have to design every last detail.

Relics and Rituals by Sword and Srocery Studios. It just rocks. This book sets the standard for what D20 should strive to be.

Codex of Erde by Troll Lord Games. Its a very cool setting which is a bit of a throwback to an older style of play. It helps that Gygax designs for them as well.

Bluffside by Thunderhead Games. They did a great job on this one. I find the city layout a bit odd and fragmented, but that is part of what makes it Bluffside.
 

Tomb of Abysthor. Puts the TSR "dungeon strongholds" to shame! (:

Honorable mention to AEG's Evil and EQ RPG for bringing back Eeeevil into 3e. Wonder if the BovD does a good job with its advice like AEG did.


Cedric.
aka. Washu! ^O^
 

1. Oathbound: Domains of the Forge by Bastion Press: Even if I don't actually own the book myself yet, I have spent two hours reading through it and it's fantastic. Think Sigil as an entire setting by itself.

2. Portable Hole Full of Beer by Ambient Inc.: Not that I am bias because I have some work in it, but really, some of the material in that book was hilarious!

3. Librum Equitis vol 1 by Ambient Inc.: The first prestige class book, nuff said ;)
 


Bluffside - wonderful city book that grows with your game.

Monsternimicon - just a beautiful wonderful book.

Occult Lore and Spells & Spellcraft - if ever two bokks should have been one.

Manual of the Planes
 

Occult Lore: More new magic systems than you can toss a three-legged cat at. Good art, good writing, inovative ideas (for the most part). Hard cover and fairly meaty, but still a good price.

The Book of the Rightious: More divine goodness than you can chuck that cat's missing leg at. VERY meaty for a good price.

Mongoose' entire Encyclopedia Divine/Arcane series. These guys rock, and are not too hung-up on the "norm" to treat some very interesting ground with magic. From an excelent portral of necromancy, to an amazingly tasteful treatment of Demon Summoning, to balanced war mages, to fey-granted powers, to an entire book dedicated to constructs, to a freeform magic system, to the best d20 shaman to date and more, these guys are on the ball. I'm going to count these as one product because individualy each one is about the size of a chapter in a normal book.

WoT: This book is what the 3E core rules should have been, plus a MM. Slick, great art, good writing, and the best treatment of prestige classes I've seen (With one noteable exception each side, prestige classes and core classes are very well devided, with each being more or less what they should be). Also, an amazingly cool magic system that is still very easy to pick up on if you know normal vancian magic.

Oriental Adventures/Rokugan: I can't decided between these... it's a tie. They both rock equaly, just in different ways. The Courtier class in Rokugan is almost enough in and of itself to push it over the line, but some great prestige classes and rules presented in OA and not Rokugan (Such as Iajutsu, the Iajutsu master, the Blade Dancer, etc) keep it balanced...
 

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