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<blockquote data-quote="Dykstrav" data-source="post: 5690886" data-attributes="member: 40522"><p>For 3.5 supplements, I'd assume that you get the core rulebooks.</p><p></p><p>I'd also pick up <em>Spell Compendium</em>. There's some stuff in it that you should carefully consider or disallow (depending on your preferred style of play and all that), but overall, I feel that there's enough wheat amongst the chaff to make it worthwhile.</p><p></p><p>I personally enjoy the binder class from <em>Tome of Magic</em>. There's also a shadow-based caster and a caster that uses true names, so that might interest you if you dig alternative magic systems. I'd avoid <em>Tome of Battle</em>, since it gets very 4E-esque in how it handles martial-type characters and there's some definite power creep.</p><p></p><p><em>Monster Manual II</em> and <em>III</em> are worth checking out, I'd probably pick both of those up. <em>Monster Manual IV</em> and <em>V</em> have some interesting monsters, but there's definitely strangeness there. You can probably live without them, especially since <em>IV</em> and <em>V</em> devote considerable space to re-hashing existing monsters. If your campaign focuses on a particular monster type, there are several source books dealing with them: <em>Draconomicon</em> for dragons, <em>Libris Mortis</em> for undead, and <em>Lords of Madness</em> for aberrations. Whether or not these would be useful to you depends on how much you like/use those monster types.</p><p></p><p>I found <em>Unearthed Arcana</em> to be awesome because I enjoy tinkering with the system. If you enjoy reading gaming books for the sake of reading them and modifying the game and/or rules, it's worth a serious look.</p><p></p><p>I don't know if I would really worry too much about the character-focused books (<em>Complete Warrior</em>, <em>Complete Divine</em>, et cetera). If you're the DM, chances are that you're not going to be making a whole lot of characters. I'd leave the responsibility for getting player-oriented resources on your players.</p><p></p><p>All that being said, here's my own personal must-have list for being a 3.5 DM:</p><p></p><p><strong>Player's Handbook, Dungeon Master's Guide, Monster Manual: </strong>For obvious reasons.</p><p><strong>Unearthed Arcana:</strong> Because I like to house rule and tinker with things.</p><p><strong>Tome of Magic: </strong>Because I like binders and occasionally shadowcasters.</p><p><strong>Monster Manual II:</strong>I like many of the classic D&D monsters here, although this is actually for 3E.</p><p><strong>Spell Compendium: </strong>Tons of new spells, even if some of them need nerfing.</p><p><strong>Draconomicon, Libris Mortis, Fiendish Codex II:</strong> Tyrants of the Nine Hells: Because I like dragons, undead, and devils.</p></blockquote><p></p>
[QUOTE="Dykstrav, post: 5690886, member: 40522"] For 3.5 supplements, I'd assume that you get the core rulebooks. I'd also pick up [I]Spell Compendium[/I]. There's some stuff in it that you should carefully consider or disallow (depending on your preferred style of play and all that), but overall, I feel that there's enough wheat amongst the chaff to make it worthwhile. I personally enjoy the binder class from [I]Tome of Magic[/I]. There's also a shadow-based caster and a caster that uses true names, so that might interest you if you dig alternative magic systems. I'd avoid [I]Tome of Battle[/I], since it gets very 4E-esque in how it handles martial-type characters and there's some definite power creep. [I]Monster Manual II[/I] and [I]III[/I] are worth checking out, I'd probably pick both of those up. [I]Monster Manual IV[/I] and [I]V[/I] have some interesting monsters, but there's definitely strangeness there. You can probably live without them, especially since [I]IV[/I] and [I]V[/I] devote considerable space to re-hashing existing monsters. If your campaign focuses on a particular monster type, there are several source books dealing with them: [I]Draconomicon[/I] for dragons, [I]Libris Mortis[/I] for undead, and [I]Lords of Madness[/I] for aberrations. Whether or not these would be useful to you depends on how much you like/use those monster types. I found [I]Unearthed Arcana[/I] to be awesome because I enjoy tinkering with the system. If you enjoy reading gaming books for the sake of reading them and modifying the game and/or rules, it's worth a serious look. I don't know if I would really worry too much about the character-focused books ([I]Complete Warrior[/I], [I]Complete Divine[/I], et cetera). If you're the DM, chances are that you're not going to be making a whole lot of characters. I'd leave the responsibility for getting player-oriented resources on your players. All that being said, here's my own personal must-have list for being a 3.5 DM: [B]Player's Handbook, Dungeon Master's Guide, Monster Manual: [/B]For obvious reasons. [B]Unearthed Arcana:[/B] Because I like to house rule and tinker with things. [B]Tome of Magic: [/B]Because I like binders and occasionally shadowcasters. [B]Monster Manual II:[/B]I like many of the classic D&D monsters here, although this is actually for 3E. [B]Spell Compendium: [/B]Tons of new spells, even if some of them need nerfing. [B]Draconomicon, Libris Mortis, Fiendish Codex II:[/B] Tyrants of the Nine Hells: Because I like dragons, undead, and devils. [/QUOTE]
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