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Ivius
2007-05-06, 06:29 PM
I recently bought all of the core books, and was wondering which source books are a high priority. From what I hear and the SRD, the EPH is made of win, so that's a definite. I'm thinking of Dungeonscape, as it's made by Rich, but I don't know too much about it. The Complete ________ series and ToB seem decent, I might get those. Any suggestions? I mostly DM, but when I do play, it's usually casters.

deadseashoals
2007-05-06, 06:32 PM
Spell Compendium is super useful for casters.

brian c
2007-05-06, 07:17 PM
Complete Arcane or Complete Divine are great for whichever type of caster, better than Spell Compendium IMO. For DMing though, Dungeonscape is terrific: I'm setting up an adventure right now with a BBEG that has levels in Dungeon Lord, a PrC in that book, and it's just great.

Tellah
2007-05-06, 07:19 PM
For a DM, I recommend starting with a monster book. The purchase of just one can really help you focus your game. Libris Mortis (http://www.wizards.com/default.asp?x=dnd/news/20041001news) expands your options for a game based around undead; Fiendish Codex II (http://www.wizards.com/default.asp?x=products/dndacc/953877200), which came out pretty recently, has tons of good stuff for a devil-hunting campaign. If you love beholders and mindflayers like I do, get Lords of Madness (http://www.wizards.com/default.asp?x=products/dndacc/177410000).

In terms of environmental books, Stormwrack (http://www.wizards.com/default.asp?x=products/dndacc/178670000) reigns supreme. Stormwrack has great rules for naval combat, expanded material for aquatic campaigns, and tons of pirate business. Nearly every game ventures into the sea at some point, and while you certainly could just wave your hand and say "the voyage took four weeks," everyone everywhere ever loves pirates.

Tome of Battle (http://www.wizards.com/default.asp?x=products/dndacc/953787200) is my favorite splat book; it makes makes melee fighters fun to play and more nearly balanced with casters. Get that and Complete Warrior (http://www.wizards.com/default.asp?x=products/dndacc/176640000) and you'll have a much more balanced game on your hands. Complete Adventurer (http://www.wizards.com/default.asp?x=products/dndacc/177290000) adds a lot of fun options, but nothing really pops out as utterly necessary. Complete Arcane (http://www.wizards.com/default.asp?x=products/dndacc/179250000) has Sublime Chord, the prestige class that really makes bards shine, but it might make your Wizard even more monstrous than he was before, so be careful with that one. Of all the splat books, I'd recommend Tome of Battle for you as a DM as a means of introducing new material, and encourage your players to buy the Complete books that best serve their respective classes. Skip over Complete Psionic (http://www.wizards.com/default.asp?x=products/dndacc/953670000).

Finally, see if you can get your hands on the Book of Challenges (http://www.wizards.com/default.asp?x=products/dndacc/881680000). It's 3.0, but all of the material is useful in a 3.5 game. It's a series of quite clever encounters that can be placed in the middle of a dungeon to add an intriguing, cerebral element. If your players are hungry for challenges for their creative thinking skills, this one's a winner.

lacesmcawesome
2007-05-06, 08:16 PM
Spell Compendium is super useful for casters.

Definitely. I agree wholeheartedly. I looked through a copy of one and I loved it. I woulda bought it if funds were available.

Magic Item Compendium is great too.

Complete Arcane might be something to look into.

Tor the Fallen
2007-05-06, 08:20 PM
For a DM, I recommend starting with a monster book. The purchase of just one can really help you focus your game. Libris Mortis (http://www.wizards.com/default.asp?x=dnd/news/20041001news) expands your options for a game based around undead; Fiendish Codex II (http://www.wizards.com/default.asp?x=products/dndacc/953877200), which came out pretty recently, has tons of good stuff for a devil-hunting campaign. If you love beholders and mindflayers like I do, get Lords of Madness (http://www.wizards.com/default.asp?x=products/dndacc/177410000).

In terms of environmental books, Stormwrack (http://www.wizards.com/default.asp?x=products/dndacc/178670000) reigns supreme. Stormwrack has great rules for naval combat, expanded material for aquatic campaigns, and tons of pirate business. Nearly every game ventures into the sea at some point, and while you certainly could just wave your hand and say "the voyage took four weeks," everyone everywhere ever loves pirates.

Tome of Battle (http://www.wizards.com/default.asp?x=products/dndacc/953787200) is my favorite splat book; it makes makes melee fighters fun to play and more nearly balanced with casters. Get that and Complete Warrior (http://www.wizards.com/default.asp?x=products/dndacc/176640000) and you'll have a much more balanced game on your hands. Complete Adventurer (http://www.wizards.com/default.asp?x=products/dndacc/177290000) adds a lot of fun options, but nothing really pops out as utterly necessary. Complete Arcane (http://www.wizards.com/default.asp?x=products/dndacc/179250000) has Sublime Chord, the prestige class that really makes bards shine, but it might make your Wizard even more monstrous than he was before, so be careful with that one. Of all the splat books, I'd recommend Tome of Battle for you as a DM as a means of introducing new material, and encourage your players to buy the Complete books that best serve their respective classes. Skip over Complete Psionic (http://www.wizards.com/default.asp?x=products/dndacc/953670000).

Finally, see if you can get your hands on the Book of Challenges (http://www.wizards.com/default.asp?x=products/dndacc/881680000). It's 3.0, but all of the material is useful in a 3.5 game. It's a series of quite clever encounters that can be placed in the middle of a dungeon to add an intriguing, cerebral element. If your players are hungry for challenges for their creative thinking skills, this one's a winner.

Tellah, I just wanted to tell you that I really value your wit, knowledge, and helpfulness. And I love how you frequently link to what you're talking about. It's awesome.

Dhavaer
2007-05-06, 11:14 PM
Player's Handbook 2
Spell Compendium
Complete Mage (best to get Complete Arcane first, though)
Complete Warrior (<3 Hexblade)

ocato
2007-05-06, 11:31 PM
Complete Adventurer is a lot more important if you have a bard-enthusiast in your life. Like, it might as well be the source of the perform skill.

TheOOB
2007-05-07, 12:49 AM
You really get the most bang for your buck from books that introduce new systems or concepts to the game then books that just expand upon existing ones. Tome of Battle, Tome of Magic, Magic of Incarnum, Expanded Psionics Handbook and such all allow players(and villans) to play completely new kinds of characters that do things in new and different ways. The complete books, while having a lot of good material, just don't seem to have quite the value of the books that introduce new systems.

axraelshelm
2007-05-08, 05:20 PM
Dragon compendium lovely book of collected stuff from dragon magazine has my favorite Pole arm related feats in it.

Jarchh
2007-05-08, 05:24 PM
Thought about complete scoundrel? it's imo the best written complete book todate, skill tricks help every class and help to add some nice flavour to games, and is just generally a nice book with a few nice PrC, magic items,feats and some fluff.

Fax Celestis
2007-05-08, 05:32 PM
Magic of Incarnum is a bit complex, but is surprisingly balanced and fighter-centric, as well as exceedingly versatile. I'd put it at the top of my list.

Ikkitosen
2007-05-08, 05:47 PM
Skip Spell Compendium until you have given the non-casters some love. All those extra spells are a considerable power boost. I can only really comment from a player's perspective, but ToB is great for fighter types. After that maybe Complete Scoundrel for skill monkey love (NOT a form of bestiality!).