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DebAtwood
Deb Atwood

Mon

Oct 29
2001

02:12Z

A shocking question... from me, anyway...

So those who know me, may guess, this has to do with either rules or 
dice.  *chuckles*  Quite correct...

In fact, it sort of has to do with both.

I am working on preparing for a new game, which I'll begin to run when I've 
got things set up (like, oh, a world built and a plot considered!) and 
after I've recovered from childbirth (that would be happening in 4 
weeks!).  I've decided I'm going to run D&D 3E.  So far, I've picked up the 
PHB and DMG.

So my question is this... given that I'm intending to build my own world, 
that I'm not hack and slash in style, but I do still intend to include 
combat... what books would you recommend from the 3E system and why?  Its 
been a long time since I've even been *buying* gaming equipment (hells, a 
long time since I've used rules that aren't Amber, which get mostly tossed 
out anyway).  So I don't want to just start spending a ton of money, which 
I don't really have anyway between two kids and the house and the new car 
loan (*groans*).

Oh, and for those who know me well, stop chuckling over the idea of me and 
dice and rules... *grins*

D.

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PickWall
JEREMY PICKWALL

Mon

Oct 29
2001

03:04Z

A shocking question... from me, anyway...

What I would recommend depends on how you're world is devised.  You have the only two you really need, the other books provide more ideas.  The Monster Manual is certainly hand if you need a source for creatures, but if your campaign is light, an you want to be truly original, (or strapped for cash), it can be skipped.  (The PH contains a fair number of creatures already anyway.)

As for the rest, here is what I already have, and what I think about them:

Hero Builder's Guide Book:  Has more comic appeal than any real value.  It contains various ways of viewing character classes and how certain races can fit each class--some are good, some are funny, but most are commonsense to experience roleplayers (especially dramatists).   

The following are books rlated to certain character classes.  These all devote most of their pages to feats, prestige classes, and of course a few spells.  The all contain short articles on how to play an effective [insert class here], but they don't contain that much more than can be garnered from the PH.  They also have nice building templates, but I'm not sure if that's something you'd find useful.

Defenders of the Faith (Clerics and Paladins):  If you're not using the 3rd Ed. pantheon, this book loses some of its value; it is still a good source for Paladins.  If religion is playing a substantial roll in your campaign then it might be worth it.

Sword and Fist (Fighters and Monks):  Many of the prestige classes are tied to Ki, giving an oriental flavor to it.  Many of the feats are tied to martial arts as well.  Unless you're putting some oriental flavor into your campaign I'm afraid the rest of the book is too combat oriented for you to be worth it.

Tome and Magic:  Only really useful to those players who only play arcane spellcasters and new ideas so they aren't copies of some archetype or if your a DM looking to make an NPC magus of some sort--like one that scribes scrolls into his/her skin as if they were tatoos.  I'm still looking for an opportunity to try that one on my PCs...  (They'll never view person covered in tatoos the same way again.)

On the whole, you've probably invested enough.  The rest you can flip though in the bookstore and get what you need.  I'm just a sucker for a full bookshelf.
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NoctIfer
Noctifer

Mon

Oct 29
2001

04:43Z

A shocking question... from me, anyway...

>So my question is this... given that I'm intending to build my own world, 
>that I'm not hack and slash in style, but I do still intend to include 
>combat... what books would you recommend from the 3E system and why?  Its 
>been a long time since I've even been *buying* gaming equipment (hells, a 
>long time since I've used rules that aren't Amber, which get mostly tossed 
>out anyway).  So I don't want to just start spending a ton of money, which 
>I don't really have anyway between two kids and the house and the new car 
>loan (*groans*).

Okay...IMO, of course.

You need the MM.  It's got your basic monsters, along with some new ones, and 
will give you enough to work off of to create new ones.  Thats the only book 
I think you _need_.  Here's a list of some of the best and worst of the d20 
system that I own and my feelings about them.

Forgotten Realms Campaign Setting: You don't _need_ it, particularly since 
you're home brewing, but of the books you don't _need_, this one should be at 
the top of the list.  It's got new feats, prestige classes, and interesting 
campaign information that you can easily lift and insert into your home brew. 
 I'm currently getting ready for a home-brew game and this is the book I 
reference most often, aside from the core rules.

Magic of Faerun: Another FR supplement, this one about magic, spells and 
those who use them.  Chock full of neat-o ideas that can be used in any 
campaign setting, as well as an interesting view on magic.  Again, it's a 
lift and use sort of thing.

Let me pause for a moment...I tend to like campaign-specific sourcebooks, 
because they give me jumping off points to ideas and how they can integrate 
into a campaign, not just a static rules-only description.  With my schedule, 
it's nice to have that sort of thing to rely on.  The two mentioned above are 
high-quality books, coming close to the campaign material they published back 
in the 1st ed days for FR.

Psionics Handbook: A bit over-powered, don't bother unless you plan on making 
psis really significant in your campaign world.  

Sword and Fist/Defenders of the Faith/Tome and Blood: Not your dad's Complete 
Handbook, that's for sure.  These books contain interesting information about 
various classes, including new spells, prestige classes, etc.  A worthy buy, 
but they shouldn't be high on the list.

Manual of the Planes: A bit boring for me, but at least they toned down the 
tedious Planescape stuff they were getting into the latter days of 2nd ed.  
Don't bother unless you plan on using the planes a lot, and even then I'd 
consider just making up your own.

Creature Collection/Creature Collection II (by White Wolf for their D20 
world): Interesting stuff, but a dearth of anything that's not icky and evil 
(fairly typical White Wolf style...which doesn't fit well into a medeival 
fantasy game, btw).  Still, lots of neat monsters...if you have problems 
coming up with unique and interesting creatures for them to deal with, pick 
'em up.  If you can get past the fact that the only good guys tend to be 
fuzzy, intelligent critters, that is.

Oriental Adventures: Good rules, horrible campaign world (I've always had 
issues with color-coded universes...reads like a bad WW game in some 
parts)...don't bother unless you're going to have Oriental stuff in your 
game.  Worth a look-see to see how they created the classes, but nothing you 
need to purchase the book for.  Borrow it from a friend for ideas and go with 
them.

Hero Builder's Guidebook: If you've been gaming for more than a year and 
puberty is little more than a vague recollection of being uncomfortable for a 
few years, don't bother.  It's surprisingly low quality, low meat for 3rd 
ed...reminded me very much of a 2nd edition product.  If you have gamers that 
are _very_ new to fantasy role playing, suggest they pick it up, but explain 
that your world will be heavier on the drama than the book suggests.

Enemies and Allies: Better than I thought it'd be, but put it off until after 
you've picked up the "class" books.  Interesting ideas for secret societies, 
parties and NPCs of various levels, but I'd bet you wouldn't have trouble 
coming up with better ones.

Guess that's my 2 coppers (how droll...)

Lucifer >:}

Lucifer >:}

--

"The mind is its own place, and in itself
Can make a heav'n of hell, a hell of heav'n" --Milton, Paradise Lost, Bk. 1

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