What specific stuff from d20 products are you using?

johnsemlak

First Post
Just wondering what specific stuff from 3rd party/d20 products is seeing a lot of use in people's games.

Examples: Relics and Rituals Ritual Magic system, or Traps and Treachery's Thug NPC class.

In my campaign we stick pretty close to WotC stuff.

However, I'm using some stuff for my character from Hammer and Helm, including their Clanheart magic stuff, as well as the Knight of the Black Forge PrC.
 

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johnsemlak said:
Just wondering what specific stuff from 3rd party/d20 products is seeing a lot of use in people's games.

Examples: Relics and Rituals Ritual Magic system, or Traps and Treachery's Thug NPC class.

In my campaign we stick pretty close to WotC stuff.

However, I'm using some stuff for my character from Hammer and Helm, including their Clanheart magic stuff, as well as the Knight of the Black Forge PrC.

3 campaigns - I'm answering collectively for all players/DM's in these groups

1) FR:
- Psionic rules and powers from Mindscapes
- Banewarrens adventure
- was using MC's Alt Ranger before we just switched to 3.5
- ToH monsters

2) Scarred Lands ( Most everything is 3rd party obviously, but here are a few specifics ):
- Taverns from Necro's book of Taverns
- AEG's Toolbox gets some use for general reference
- Atlas' Seven Cities Book for drop in layout, buildings and NPC's

3) Gladiator Campaign
-PrC & Equipment from Mongooses Gladiator book
- Sands of Sicaris Adventure scenario's from Paradigm
- Ogrun race from IK Lock & Load primer
- Monster Handbook ( FFG ) humanoid add on rules

Also, much stuff from Dragon mag ( actually, mostly just feats ) and adventures ideas from Dungeon mag - noit really third party though I guess...

Now my homebrew I am creating will be relying on input from many products including:

-FFG Path of Books PrC's ( mostly for NPC's )
-FFG's Races of Legend for inspiration on balancing new Races I'm creating
-Class options and other bits from ATLAS' Dynasties & Demogoges
-GR's BoTR for help with Pantheon details
IK , Freeport and Sorecery and Steam for tech rules and ideas
- Here's a strange one: insert Cards from the Confronation ( Rackham ) minatures blister packs for inspiration for new spells and magic items

and many others...


-
 

1) I'm using the classes from Arcana Unearthed.
2) The reputation rules from Hamlet of Thumble.
3) Magic item creation rules from Artificiers Hanbook.
4) Fighting styles and other guild rules from the Path series by FFG, Quint Fighter, and Guildcraft.
5) Feats from AEG's feats.
6) Occupations from MEG's Player Archieve.
7) Alchemy and herbalism rules from Bastions book of same name.
8) Drinking rules as well as contests from Tournements, Fairs, and Taverns.
9) I'm stealing some cool ideas from Possessors by Philip Reed.
10) I'll be using the mindflayer stuff from Unveiled Masters
11) I use Dragon material from AEG's Dragons, Mongoose's Slayer Guide to Dragons, and FFG's Dragon Lore.
12) Gerneral world details I get from Troll Lord's World Builder and AEG's Toolbox.


There are many, many other books I will also be using. But that's a good start. Why own the books if not to use them I say. :D
 

Well most of my Scarred Lands campaigns use as much SL stuff as I can muster. But I have used other d20 stuff, such as the occasional monster from Tome of Horrors. Plus I have on occasion, altered monsters thanks to the Monster's Handbook. Haven't used much else but I might later.

Most of my Forgotten Realms games I say "Bring it on!" (Which just means if you want to use, go right ahead.)
 

Let's see...

Feats have been drawn from Netbook of Feats, Green Ronin, SSS, Malhavoc, Mongoose, and other places to fierce to mention.

PrCs have come from the above as well, replacing NBoF with NBoC.

Core classes have come from Malhavoc and a brief flirtaiton with a couple from AEG's Swashbuckling Adventures (we liked the Alchemist and the Wanderer).

Adventures? None. I create my own.

Worlds? ditto.

Equipment? Several different places that get lost in the shuffle.

Overall I have generall come to trust Green Ronin, Mongoose and Malhavoc. I don't use all their material blindly, but I have found a lot of material from each of these groups that really makes my games happier.
 

johnsemlak said:
Just wondering what specific stuff from 3rd party/d20 products is seeing a lot of use in people's games....

Well, I am using Arcana Unearthed almost exclusively* in one campaign. I bet you could guess that.

For another campaign, a shared world, we stuck fairly close to WotC 3.0 material.

However, if I do a 3.5 campaign, I'll incorporate bits of stuff from Atlas, Malhavoc and Sword & Sorcery Studios. Part of me would like to run a Nyambe/AU/CoC combo. Gotta pick up Mongoose stuff. I've seen too many recommendations.

Like Wombat, I also write all my own adventures, but I broke with a longstanding tradition and ordered Thumble.

*Plus dashes of other Malhavoc products.
 

Books of Eldrich Might - a few things, not much
Book of the Righteous - Everything but a few feats and suchlike
If Thoughts Could Kill - Everything but power pushing and variant psion
Mindscapes - No mindscape combat (or psi combat at all), few feats
The Mind's Eye WotC web feature - Pretty much all

As you can probably deduce, I run a psionics heavy game.

--Seule
 


I'm using not much to be honest. A few spells, maybe a few feats, but most of my non-core stuff is from other WotC and Paizo things. I am using some things. A lot from Western Europe: a magical medieval society for example.

I'd like to bring the ritual magic rules from R&R in, but my players aren't super interested. I'll use Dragon Magic from BoEM3 soon. I used monte's ranger till 3.5. I've used some monsters from different places (ToH). think that Cry Havoc sounds like the level of detail I need for a mass combat system as wel, so I'll get that when it's out in actual book format.

I don't like some d20 stuff (eg. the thug npc class, which i think is unecessary). Some stuff is cool, but kinda unbalanced (demonolgy rules from Mongoose). A lot of stuff introduces too much new to a system, like new skills or whole new mechanics, when they don't need too. I like the way WotC's stuff intergrates into the core rules, and the way they shy away from new mechanics if they can use an old one.
 

In one game, I'm using Return to the Temple of Elemental Evil as the main plot. I've also allowed all the Mongoose Quint books, and AEG's Toolbox is in my GM bag of tricks.

In my other game, I'm using Freeport and Savage Species, and will probably use a lot more third-party stuff as the game goes on...
 

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