While in Barnes and Noble, shopping on Amazon, or even just looking in the dndbeyond store, I've noticed so many books written by WotC. It's ridiculous how much time and effort is spent. Personally, I own most of the resource books and a few modules (in hard copies of course), and I was wondering if any other DMs had opinions on these books. I've only used the books I own, so I was looking for feedback to see if there were any good new ones. My whole group uses these books, either for new races, subclasses, spells, whatever, and I can't decide on which to buy. Any feedback is accepted!
Happy DMing to all!
Edit: I know this is probably a copy of a thread really far back, but I didn't know where to look, so I started a new one.
I can't really comment much on the modules, since I haven't had a chance to play through the few I started.
Think they are often rated:
Curse of Strahd
Lost mines of phandelver
Dragon heist
I voted dungeon of the mad mage because I like the look of it (but I haven't played it yet).
I have Dungeon of the Mad Mage, and I really enjoy it. There are so many levels, each can be extended, re-purposed for your own dungeon, and developed further, or undeveloped if you want to. There is a storyline on each level, its inhabitants, backstories, quests, and so much more. You can leave it by itself, or seperate it. For example, level 9 (of 24) is Dweomercore, and that is a evil wizarding school. You could take it out of Undermountain and make it your own school. There are so many possibilities. I wholeheartedly suggest that module.
I have all of those books in digital form. The modules are all so Forgotten Realms centric that I haven't actually used them. I browsed a few for some inspiration but couldn't fit any to my world. If you are setting your adventures in Forgotten Realms the modules are helpful.
As far as the resource guides go, I found that adding more races, more classes just increased the DM load. Most of my players are new to D&D. That might be different if they had played for a long time and were well versed enough in the rules to help out. As it is, I tend to ignore some battle mechanics to make encounters easier.
If you really want more resource material, I would buy them in publication date since each book implicitly builds on the previous resource books.
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While in Barnes and Noble, shopping on Amazon, or even just looking in the dndbeyond store, I've noticed so many books written by WotC. It's ridiculous how much time and effort is spent. Personally, I own most of the resource books and a few modules (in hard copies of course), and I was wondering if any other DMs had opinions on these books. I've only used the books I own, so I was looking for feedback to see if there were any good new ones. My whole group uses these books, either for new races, subclasses, spells, whatever, and I can't decide on which to buy. Any feedback is accepted!
Happy DMing to all!
Edit: I know this is probably a copy of a thread really far back, but I didn't know where to look, so I started a new one.
it's been a long time...
I can't really comment much on the modules, since I haven't had a chance to play through the few I started.
Think they are often rated:
I voted dungeon of the mad mage because I like the look of it (but I haven't played it yet).
I have Dungeon of the Mad Mage, and I really enjoy it. There are so many levels, each can be extended, re-purposed for your own dungeon, and developed further, or undeveloped if you want to. There is a storyline on each level, its inhabitants, backstories, quests, and so much more. You can leave it by itself, or seperate it. For example, level 9 (of 24) is Dweomercore, and that is a evil wizarding school. You could take it out of Undermountain and make it your own school. There are so many possibilities. I wholeheartedly suggest that module.
it's been a long time...
I have all of those books in digital form. The modules are all so Forgotten Realms centric that I haven't actually used them. I browsed a few for some inspiration but couldn't fit any to my world. If you are setting your adventures in Forgotten Realms the modules are helpful.
As far as the resource guides go, I found that adding more races, more classes just increased the DM load. Most of my players are new to D&D. That might be different if they had played for a long time and were well versed enough in the rules to help out. As it is, I tend to ignore some battle mechanics to make encounters easier.
If you really want more resource material, I would buy them in publication date since each book implicitly builds on the previous resource books.