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  1. #41
    Community Member Woody00's Avatar
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    Quote Originally Posted by Vikkus View Post
    Oh I will have to get that one.
    Yeah its a fun book and answers alot really weird questions in game( how much is a tun of beer?). All items are mundane and has everything from plows and clothing to really good rp stuff. Like items and stock for a blacksmiths shop, several pages of arcane and divine spell components and the items( beakers, astrolabs, ect) and how many you need to fill a wizards lab. Other usefull items abound like the spider poles in the thieves section.

    It had a really short print run and did'nt stay on the shelves long. Before Ebay and Amazon it was one of those "OMG I found it!!" type of supplement books.
    Quote Originally Posted by MadFloyd View Post
    Good point. I agree, we did a terrible job here and need to do better.

    Thank you.

  2. #42
    Community Member Flyhalfer's Avatar
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    You only need 5 books.

    ADnD Players Handbook
    ADnD Dungeon Master’s Guide
    ADnD Monster Manual
    ADnD Monster Manual II
    ADnD T 1 (To get off on the right foot, best beginning/teaching module ever!)


    After that all you need is a pencil, note book paper and graph paper.



    It’s been my experience that, if you are playing a campaign, you can play for years of great fun with only the following on your character sheet:

    In fact you should be able to forget it at home and not skip a beat.

    If you pretty much only play stand alone modules, which I’ve always found to be fun, the more detailed rules versions are probably the best

    Str
    Dex
    Con
    Int
    Wis
    Cha

    Name
    Race
    Class
    Alignment
    Level
    AC
    HP
    Gender
    Height
    Weight
    Age
    Proficiencies
    Spells
    Equipment
    Magic
    Money
    In game character notes

  3. #43
    Founder clanqui's Avatar
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    The X-Crawl books.

  4. #44
    Community Member thekamurai's Avatar
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    I think you have some of these but I find I always have certain books with me when I play 3.5:

    Complete Champion - Some of the best Divine flavored feats, prc's and some other nifty tidbits (I never leave home without it)
    Complete Warrior - Great tactical feats and some neat prc's as well (I consider this a must have when making a melee type)
    Complete Adventurer - More excellent feats as well as additional prc's
    Unearthed Arcana - Great rules for dealing with Level Adjustment buy-off and variant base classes. Plus Gestalt rules
    Tome of Battle: Book of Nine Swords - This book is full of win, use with caution.
    Spell Compendium - Simply can't do without this nifty resource
    Dragon Magic - Dragonfire Adept, some other cool stuff (invocations, auras, etc)
    Races of Stone - Deepwarden prc, Goliath Race and a couple other great additions
    Champions of Ruin - The feat "Craven" i believe is in this book, great for any sneak attacker
    Frostburn - Neanderthals, snow casting, snowflake wardance, some really good stuff in this book.

    I'm sure theres more but I find these books super useful.

  5. #45
    Community Member Woody00's Avatar
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    If you're a DM that likes torture your players this series is a must. They aren't base on any system so its pretty simple to transfer them over to whatever you are playing.
    Quote Originally Posted by MadFloyd View Post
    Good point. I agree, we did a terrible job here and need to do better.

    Thank you.

  6. #46
    Community Member Vikkus's Avatar
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    Quote Originally Posted by Woody00 View Post
    If you're a DM that likes torture your players this series is a must. They aren't base on any system so its pretty simple to transfer them over to whatever you are playing.
    Those are great adventures. I ran the Dungeon of Doom for my group. That was alot of fun. Some of those traps are well thought out.
    My gaming experience began long ago with a red box, six dice, a marker crayon and my imagination.

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