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What d20 Purchases to you Regret?
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<blockquote data-quote="Psion" data-source="post: 1322094" data-attributes="member: 172"><p><em><strong>Updated post thread necromancy</strong></em></p><p></p><p>Any list I make is going to be incomplete, but these are a few that stick out:</p><p></p><p>Purchases I regret (I'll stick to things I actually have spent money on):</p><p></p><ul> <li data-xf-list-type="ul"><strong>Rings of Power</strong> - Shoddy retro-mechanics in a thin overpriced book of mostly fluff.</li> <li data-xf-list-type="ul"><strong>Miniatures Handbook</strong> - Looked intriguing, but as support for the RPG, it really tanks.</li> <li data-xf-list-type="ul"><strong>Stronghold Buider's Guide</strong> - Very dry, long, complicated shopping list.</li> <li data-xf-list-type="ul"><strong>Strongholds & Dynasties</strong> - More fluff than utility, not to mention that the book is primarily illustrated by the plainest maps in the industry -- basically geometric shapes on graph paper.</li> <li data-xf-list-type="ul"><strong>Dragonlords of Melnibone</strong> - Great background material cribbed from the BRP game material. Dissapointingly shallow adaptation to d20.</li> <li data-xf-list-type="ul"><strong>Sorcery & Steam</strong> - Nice background material, but the rules material did not form a cohesive whole the way that it needed to.</li> <li data-xf-list-type="ul"><strong>Those half-sheet sized adventures by AEG and FFG</strong> - I thought these were a great idea, and there are a few gems. Unfortunately, the quality, attention to detail, and idea content is very lite, and many plots in them are very repetitive.</li> <li data-xf-list-type="ul"><strong>d20 Modern Weapons Locker</strong> Y'know, I don't mind gun books, and though MAG was great. But as this one goes, it was both a bit dry, and it just tread over the same ground UMF went over.</li> <li data-xf-list-type="ul"><strong>Book of Exalted Deeds</strong> Power for roleplay disadvanages? I thought we learned better than this by now... and to see it from WotC themselves. (sigh). The moral definitions were tiresome and in some case, harmful to efforts to distinguish alignment as a useful tool. Too many of the mechanics mirror BoVD -- good and evil are supposed to be different. Of these teh worst is: "Good poisons & diseases" struck me as dumb, not to mention inconsistent with the (equally dumb) stance that "ability damage is evil." I find the arch-celestial stats about as useful as the stats in...</li> <li data-xf-list-type="ul"><strong>Deities & Demigods</strong> (How did I miss this) I don't mind the idea of gods being confrontable and having stats. I really don't. But a whole deity monster manual trivializes the effort. TSR published a 2e series of books on FR deities that was so popular that even non-FR fans ran out to buy it because it focussed on the <em>priests</em>, but in 3e, it seems we forgot what we have learned and reverted to the deities as monsters model. Bleah!</li> </ul><p></p><p>Stuff I couldn't do without (other than the core books):</p><ul> <li data-xf-list-type="ul"><strong>Toolbox</strong> - Great material to get you going when you are running on the fly or the players do things unexpected.</li> <li data-xf-list-type="ul"><strong>Relics & Rituals</strong> - Still one of the definitive books in my collection. The rituals system is simply fantastic and is a gem among d20 products (notice that it is one of few third party subsystems that other publishers are using the OGL to adapt to their own products.) A great selection of spells presented in a manner that lets you dump the SL baggage, but still get ideas from it.</li> <li data-xf-list-type="ul"><strong>Creature Collection II</strong> - One of the most interesting collection of unique yet adaptable creatures out there.</li> <li data-xf-list-type="ul"><strong>Legions of Hell</strong> - Still sets a standard among monster books. Update this to <em>Book of Fiends</em> as you wish</li> <li data-xf-list-type="ul"><strong>Psionics Handbook</strong> - A staple, the best psionics system the game has ever had. I will add that I prefer to run it with <em>Mindscapes</em>.</li> <li data-xf-list-type="ul"><strong>Plot & Poison</strong> - Lots of great, unique ideas for your dark elf villains, along with a flurry of ideas that you can use in any game.</li> <li data-xf-list-type="ul"><strong>Book of Eldritch Might I & III</strong> - Two great magic supplements.</li> </ul></blockquote><p></p>
[QUOTE="Psion, post: 1322094, member: 172"] [i][b]Updated post thread necromancy[/b][/i] Any list I make is going to be incomplete, but these are a few that stick out: Purchases I regret (I'll stick to things I actually have spent money on): [list] [*][b]Rings of Power[/b] - Shoddy retro-mechanics in a thin overpriced book of mostly fluff. [*][b]Miniatures Handbook[/b] - Looked intriguing, but as support for the RPG, it really tanks. [*][b]Stronghold Buider's Guide[/b] - Very dry, long, complicated shopping list. [*][b]Strongholds & Dynasties[/b] - More fluff than utility, not to mention that the book is primarily illustrated by the plainest maps in the industry -- basically geometric shapes on graph paper. [*][b]Dragonlords of Melnibone[/b] - Great background material cribbed from the BRP game material. Dissapointingly shallow adaptation to d20. [*][b]Sorcery & Steam[/b] - Nice background material, but the rules material did not form a cohesive whole the way that it needed to. [*][b]Those half-sheet sized adventures by AEG and FFG[/b] - I thought these were a great idea, and there are a few gems. Unfortunately, the quality, attention to detail, and idea content is very lite, and many plots in them are very repetitive. [*][b]d20 Modern Weapons Locker[/b] Y'know, I don't mind gun books, and though MAG was great. But as this one goes, it was both a bit dry, and it just tread over the same ground UMF went over. [*][b]Book of Exalted Deeds[/b] Power for roleplay disadvanages? I thought we learned better than this by now... and to see it from WotC themselves. (sigh). The moral definitions were tiresome and in some case, harmful to efforts to distinguish alignment as a useful tool. Too many of the mechanics mirror BoVD -- good and evil are supposed to be different. Of these teh worst is: "Good poisons & diseases" struck me as dumb, not to mention inconsistent with the (equally dumb) stance that "ability damage is evil." I find the arch-celestial stats about as useful as the stats in... [*][b]Deities & Demigods[/b] (How did I miss this) I don't mind the idea of gods being confrontable and having stats. I really don't. But a whole deity monster manual trivializes the effort. TSR published a 2e series of books on FR deities that was so popular that even non-FR fans ran out to buy it because it focussed on the [i]priests[/i], but in 3e, it seems we forgot what we have learned and reverted to the deities as monsters model. Bleah! [/list] Stuff I couldn't do without (other than the core books): [list] [*][b]Toolbox[/b] - Great material to get you going when you are running on the fly or the players do things unexpected. [*][b]Relics & Rituals[/b] - Still one of the definitive books in my collection. The rituals system is simply fantastic and is a gem among d20 products (notice that it is one of few third party subsystems that other publishers are using the OGL to adapt to their own products.) A great selection of spells presented in a manner that lets you dump the SL baggage, but still get ideas from it. [*][b]Creature Collection II[/b] - One of the most interesting collection of unique yet adaptable creatures out there. [*][b]Legions of Hell[/b] - Still sets a standard among monster books. Update this to [i]Book of Fiends[/i] as you wish [*][b]Psionics Handbook[/b] - A staple, the best psionics system the game has ever had. I will add that I prefer to run it with [i]Mindscapes[/i]. [*][b]Plot & Poison[/b] - Lots of great, unique ideas for your dark elf villains, along with a flurry of ideas that you can use in any game. [*][b]Book of Eldritch Might I & III[/b] - Two great magic supplements. [/list] [/QUOTE]
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