What's the best you've ever gotten for your buck in gaming products?

Castle and Crusades PHB.
Keep on the Borderlands.
Various issues of Dragon.
1st edition DMs Guide.
Nights Dark Terror(BD&D) module.
 

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The Poor Wizard's Almanac series has to be right up there. And as far as inexpensive third-party d20 stuff, a fairly obscure PDF called Character Customization.

Besides that, several of the obvious choices - core rulebooks, AU, UA. I'm wondering if the Savage Worlds core book I just bought yesterday will belong to the same category at some point - it's certainly an interesting enough system.
 

D&D:
OD&D (white box) and supplements
1E Core books
3E Core books/SRD
Battlemats
Cardboard Heroes (fantasy)
HeroForge
City Guide and City Guide II: Coffer of Coins
Book of Templates and Book of Templates Deluxe Edition

Non-D&D RPG's:
First and second editions of Champions/Fantasy Hero books
Cardboard Heroes (supers)
 

D&D2nd ed Player's Handbook and DMG.
Call of Cthulhu 5th edition
Green And Pleasant Land (Cthulhu)
Shadowrun 2nd edition
Talislanta 4th edition
World's Largest Dungeon
 


In no particular order, the top tier:
Moldvay/Cook Basic/Expert sets
1e AD&D PHB, DMG, MM
1983 Greyhawk Boxed Set
Dragon Magazine Archive
A set of gamescience dice I bought in 1982

second tier:
3.5 core
Stone to Steel
Cities by Chaosium
Counter Collection I & II (used in every game I have DM'd since 2003)

So glad the question wasn't "what is the least useful".....
 

The products I've gotten the most use out of:
- 3.5 Core books
- 3.0 Core Books
- Eberron Campaign Setting Book
- Tome and Blood
- Chessex Battlemat
- Forgotten Realms Campaign Setting
- Expanded Psionics Handbook
- Draconomicon
- Unearthed Arcana
- My Multitude of Minis
 

GURPs Basic- wore out two copies.
GURPs Spec Ops 1e
PHB 3e
DMG 3e & 3.5e

The one that I got ripped on was the World's Largest Dungeon- with all the on line talk and all that it just was not worth the coin.
 

The Book of the Righteous

It totally changed the way I look at Clerics, Paladins, and gods and religion in RPGs forever. Even as a 20+ year RPGer, it never really clicked for me until I read that book. I always felt that the way RPGs approached clerics and religion in general was as something that got in the way of the game, instead of as an integral part of the world, but I just never saw anything that got my wheels turning to change that. This was reinforced in earlier editions of D&D by having all clerics cast almost the same exact spells no matter what, save if you were "Good" or "Evil". You didn't even need a god, just the fact that you were someone honoring "the Gods", faceless beings that they were. Even Deities & Demigods gave you little more than stats, and that was only so you could fight them.

At least in 3e you have a mechanic that allows for a slight diversity in spellcasting, though still extremely lacking. If you're lucky, you get two spells per level different than the cleric across the street.

That book doesn't really address that problem, but it does create a meaningful interaction of deities and the orders and organizations that result from their dogmas. Even if you don't use them out of the book, it gives you a fantastic base to build from.

For the money, that book is huge, well written and edited, and worth every penny. Easily Green Ronin's best book and my favorite d20 book out there today.


Disclaimer: I in no way work for Green Ronin, know the writers, etc. I am just an old gamer who got just as excited about a book as when I got my 1st edition DMG when I was 11.
 

Dungeon (adventures) magazine is my top billing. It's use has produced many, many hours of gaming across 3 D&D systems. It broke my heart to sell my AD&D issues recently, but it had to be done. I ran the best ones that I could, and I'm not going back now. I also really love Omega World, which pushes the overall value of the magazine even higher.

Next are the core books for 2e, 3e & 3.5 in that order based on longevity of play.

The rest of the stuff, no matter how cool, is far, far behind this basic combination of Dungeon + a core rules set.
 

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