I also consider the blue-cover Basic Set to be the indispensable introduction to this edition, since it plugs even more holes than the newsletter.ĪD&D1: Deities & Demigods really is the fourth core rulebook it contains at least one piece of vital information lacking in the PHB (what happens if you have an ability score of 19, which is entirely possible for a 1st level elf, dwarf, halfling, or half-orc PC?). OD&D1: This game is sparse enough that all of the supplements feel core, but The Strategic Review contains vital clarifications on combat and magic as well as three whole classes (rangers, bards, illusionists). Probably VGTM and MTOF, until they were supplanted by MOTM. 5E: Xanathar's, and Tasha's (which is definitely shaping up to be 5E's analogue to 1E's UA).4E: All the additional "core" books (PHB 2/3, MM 2/3, DMG 2).3.5: Expanded Psionics Handbook, since it also wound up in the SRD.Probably also Psionics Handbook and Savage Species. 3.0: Epic Level Handbook, since it wound up in the SRD.Maybe the Player's Option books (which I've seen described as part of a D&D 2.5)? Tome of Magic? 2E: Not sure here, as there were so many.1E: Unearthed Arcana (though I gather some considered it pretty broken, I've seen people call the game D&D 1.5 from then onward). (Less sure if folks considered the Immortals Rules essential.) BECMI: Expert, Companion, and Master Rules.Moldvay Basic: Expert Rulebook (the only option).Original D&D: All four supplements, but especially Greyhawk.Ones that seem like pretty obvious general choices off the top of my head: This can be either general observations, or just for your own group. Out of curiosity, what would you consider the essential non-core sourcebooks for each edition of D&D? The general rules expansions, books of races and classes, and so forth that were considered key additions to the core game.
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