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What d20 products do you think are truly the best?
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<blockquote data-quote="TheAuldGrump" data-source="post: 5488595" data-attributes="member: 6957"><p>Can we start adding Pathfinder stuff to the list yet? </p><p></p><p>Pathfinder:</p><p>Pathfinder Core - because sorcerers are cool now, m'kay? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>Advanced Player's Guide - archetypes are a handy way of doing alternate classes and races.</p><p>Kingmaker - I am digging the exploration and nation building rules of Kingmaker, and the expansion thereon done in Book of the River Nations by Jon Brazer Enterprises . Nice, simple, and in a wilderness area the nation building can begin at fairly low level, 'bout the time they get their first fireball. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>D&D 3.X:</p><p>Skull & Bones is excellent when crossed with Call of Cthulhu.</p><p>Corsair (soon being reissued for Pathfinder, I think.)</p><p>Advanced Bestiary and </p><p>Deluxe Book of Templates - yeah, I like templates, and both have some really good ones.</p><p>Heroes of Battle - yeah, it's WotC, but it changed the way I handle mass battles that are not player driven.</p><p>Classic Play Book of the Sea/ Seas of Blood - two books, with the former being an expansion upon the latter. I almost always have naval combat in my games, and these fill the role nicely. Open Naval Combat Systems and trade rules. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>D20 Modern, with a Caveat - I use the stuff with Spycraft 2.0</p><p>Elements of Magic: Mythic Earth. Yum! The magic that I use for Steampunk.</p><p>Thrilling Tales! - ain't used it, but wanna.</p><p></p><p>Stand Alone:</p><p>Spycraft 2.0 (I have a dire feeling in regards to the upcoming 3.0... mostly because 2.0 hit my sweet spot, rather than thinking 3.0 will be bad - 2.0 is just soooo gooood. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p><p>True 20 - a good, solid, generic system building off of the D20 rules.</p><p>Fantasy Craft - there are parts of this that I really like, and one chapter that I really don't like. Try it out, lots of folks really like the part that I don't. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>Chopped Up Into Little Pieces, Then Cannibalized:</p><p>Quintessential Fighter - the Open Mass Combat System</p><p>Quintessential Wizard - rules for Libraries</p><p>Call of Cthulhu - when I mix a little Cthulhu into other D20 games.</p><p>Classic Play Book of Strongholds & Dynasties - the Open Mass Combat System II</p><p></p><p>The Auld Grump</p></blockquote><p></p>
[QUOTE="TheAuldGrump, post: 5488595, member: 6957"] Can we start adding Pathfinder stuff to the list yet? Pathfinder: Pathfinder Core - because sorcerers are cool now, m'kay? :) Advanced Player's Guide - archetypes are a handy way of doing alternate classes and races. Kingmaker - I am digging the exploration and nation building rules of Kingmaker, and the expansion thereon done in Book of the River Nations by Jon Brazer Enterprises . Nice, simple, and in a wilderness area the nation building can begin at fairly low level, 'bout the time they get their first fireball. :) D&D 3.X: Skull & Bones is excellent when crossed with Call of Cthulhu. Corsair (soon being reissued for Pathfinder, I think.) Advanced Bestiary and Deluxe Book of Templates - yeah, I like templates, and both have some really good ones. Heroes of Battle - yeah, it's WotC, but it changed the way I handle mass battles that are not player driven. Classic Play Book of the Sea/ Seas of Blood - two books, with the former being an expansion upon the latter. I almost always have naval combat in my games, and these fill the role nicely. Open Naval Combat Systems and trade rules. :) D20 Modern, with a Caveat - I use the stuff with Spycraft 2.0 Elements of Magic: Mythic Earth. Yum! The magic that I use for Steampunk. Thrilling Tales! - ain't used it, but wanna. Stand Alone: Spycraft 2.0 (I have a dire feeling in regards to the upcoming 3.0... mostly because 2.0 hit my sweet spot, rather than thinking 3.0 will be bad - 2.0 is just soooo gooood. :) ) True 20 - a good, solid, generic system building off of the D20 rules. Fantasy Craft - there are parts of this that I really like, and one chapter that I really don't like. Try it out, lots of folks really like the part that I don't. :p Chopped Up Into Little Pieces, Then Cannibalized: Quintessential Fighter - the Open Mass Combat System Quintessential Wizard - rules for Libraries Call of Cthulhu - when I mix a little Cthulhu into other D20 games. Classic Play Book of Strongholds & Dynasties - the Open Mass Combat System II The Auld Grump [/QUOTE]
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