What products should I get?

Iron Kingdoms!

If there is one campaign setting that is both a "change of pace", has high production values, and won't kill your pocketbook... it is the Iron Kingdoms...

I had the pleasure of designing monsters for their Monsternomicon and I must say that Privateer Press of all the companies I've worked for has impressed me the most with their work ethic and dedication to putting out the "best product they can".

Joseph Miller
PP Wordsmith

PS: Their Lock and Load Character Primer is out this month as well and so now I can start up my campaign... Woot!
 

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And I'll plug my PDF. Joe's Book of Enchantment. While focused on the Enchantment school of magic it has a little of everything inside: Skills, feats, prestige classes, spells, domains, magic items, monsters, NPCs with plot hooks, and even more. Check out the reviews here and ENWorld where it has 3 fours and a five. (Hey, could someone else review so it would become eligible for the top reviews list!?!)
 

Well, as long as we are pluggin our stuff. I'll toss in a word for the Psionics Companion. It requires the Psionics Handbook from WotC to use, but fixes the problems that book creates. It also has ALOT of new material, including organizations and a guide on how t integrate psioncs into a magic-rich world. You can find it at RPGNow.com

A campaign setting that uses it, Lands of Molokai, should be out in summer or fall.
 

Serious Suggestions

If looking for the best D20 releases, I recommend:

Privateer Press' Monsternomicon -- The only 3rd party book of monsters you must own.

Atlas Games' Touched by the Gods -- A great collection of organizations for use in any campaign.

If you have those and want more, try the Freeport books from Green Ronin or Fantasy Flight Games' Mythic Races.

All of these are a little off the beaten path when it comes to fantasy products and all are excellent.
 

I'd check out:

1. Relics and Rituals by Sword and Sorcery Studio
2. Tome of Horrors by Necromancer Games (my company)
3. Traps and Treachery by FFE

Those three probably add the most to your core gaming. RR adds new spells and Pclasses that are great as well as good magic alternatives. Tome of Horrors brings all the forgotten 1E monsters over to 3E and it is a steal at 400+ monsters, all illustrated, in a hardback over 300 pages for only 29.95. Traps and Treachery is a great way to expand traps in your campaign (until our Grimtooth book comes out, that is).

But if you had to get just one, I would say that RR is the single most universally applicable and useful "core book" for d20.

Clark
 

Eternalknight said:
I am looking at getting some books or pdfs. I am after good, solid sources, and need a little bit of everything. A good sourcebook, some rules Wizards of the Coast haven't bought out, etc. Basically, I want to run a campaign with only the three core rulebooks, plus other d20 publisher's stuff. What recommendations do you give?

If you wait a month or so Eternal, You'll get see the first player's guide from S&SS. I think a lot of people will be pleased with it.
 

I want to pipe in with suggestions also...

If you want a totally different magic system, get Elements of Magic, an online PDF book. It's a really great alternate magic system that has no real relation to the standard fire and forget system.

If you are looking for a alternate magic item book, get Artificers Handbook when it comes out later this month. It's a must buy on my list and one I will get as soon as I can possibly get it.

Ummm, if you want a gritty campaign setting, get Scarred Lands. Not a big pantheon of gods and a definate original idea on a old genre (IMHO of course). From what I have read its not as uncommon for a Paladin to work in the same party as a Necromancer because of the recent history that has laid the smackdown on the continents (okay, sorry wrestling pun but I just got done watching wrestling and was in the mood). Morals are more gray and each region is very distinct in feel and mood.

If you want splatbooks, then just about any from FFG will do. Traps and Treachery I and II, Seafarers handbook if you want to focus on a water or coastal city, Mythic Races for new races, the Path series, and the Monster Handbook are all good books, especially if you want to modify or create your own monsters.
 

If you want swashbuckling and swinging from the chandeliers try Swashbuckling Adventures, and its sourcebooks Swashbuckling Arcana (very different magic than straight D&D) and Heroes, Villains, and Monsters (an npc and monster book, new feats, and abilities as well).

The game has lots of feats, over 90 prestige classes, a bunch of alternate classes, and is a lot of fun to boot. The fact that it is set in a period analogous to our 1600s or so means reliable guns and cannon, and the disappearance of most forms of armor. (1600s is what I default to when I run games anyway, so I am biased...)

The Auld Grump, afflicted by a cultural addiction to things that go 'Boom!'
 


*smirks* Hey at least he spelled the title right. Besides Will, don't think you want to make a Demon Prince/God mad at you... ;)
 

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