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<blockquote data-quote="Alzrius" data-source="post: 9195232" data-attributes="member: 8461"><p>I'm only a few books shy of having everything WotC made for 3.0 and 3.5 (and getting closer to completion all the time), and there's a lot of great content if you know where to look. </p><p></p><p><em>Unearthed Arcana</em> had a lot of interesting variations on particular rules, and could really change up how the game played depending on which of them you implemented.</p><p></p><p>The <em>Magic Item Compendium</em> was a sea-change on the pricing guidelines for magic items (although the fact that it needed over a half-dozen pages of errata, mostly to fix the new prices, didn't help), for the better in my opinion.</p><p></p><p>The <em>Rules Compendium</em> was an easy-to-use reference for managing various aspects of running the game.</p><p></p><p>The <em>Stronghold Builder's Guidebook</em> is a gem for how many options it allows for in terms of building zany, over-the-top magical fortresses. While it never addressed the issue of PCs not being able to afford most of what was there (i.e. if you spent your level-appropriate gp on a fortress, you wouldn't have the magic items necessary to face appropriate encounters), but for a GM looking to build his NPCs a powerful stronghold, it's invaluable.</p><p></p><p>The <em>Forgotten Realms Campaign Setting</em> is easily the single best take on that campaign world before or since.</p><p></p><p>There are a lot more; those are just off the top of my head.</p></blockquote><p></p>
[QUOTE="Alzrius, post: 9195232, member: 8461"] I'm only a few books shy of having everything WotC made for 3.0 and 3.5 (and getting closer to completion all the time), and there's a lot of great content if you know where to look. [I]Unearthed Arcana[/I] had a lot of interesting variations on particular rules, and could really change up how the game played depending on which of them you implemented. The [i]Magic Item Compendium[/i] was a sea-change on the pricing guidelines for magic items (although the fact that it needed over a half-dozen pages of errata, mostly to fix the new prices, didn't help), for the better in my opinion. The [i]Rules Compendium[/i] was an easy-to-use reference for managing various aspects of running the game. The [i]Stronghold Builder's Guidebook[/i] is a gem for how many options it allows for in terms of building zany, over-the-top magical fortresses. While it never addressed the issue of PCs not being able to afford most of what was there (i.e. if you spent your level-appropriate gp on a fortress, you wouldn't have the magic items necessary to face appropriate encounters), but for a GM looking to build his NPCs a powerful stronghold, it's invaluable. The [i]Forgotten Realms Campaign Setting[/i] is easily the single best take on that campaign world before or since. There are a lot more; those are just off the top of my head. [/QUOTE]
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