punga wrote:Definitely Deities & Demigods, first cover. It was just plain fun to see Gods statted out.Unlike most, I have lots of love for 2nd edition (first edition I was exposed to), and I don't begrudge most changes made to the game. But changing the name of Deities & Demigods to Legends & Lore...that was very much a step in the wrong direction.
ashmire13 wrote:You could do worse than read this.http://www.amazon.com/Meridian-Handbook ... 0452009278I've an early hardback copy and as a early/mid teen, it was fantastic to read through the details of the myths.
MetamorphosisSigma wrote:Don't forget the Githyanki and Githzerai, too. Those four creatures alone (all by Charles Stross, I believe, currently a hack scifi writer but back then a great teenage monster creator ), along with EGG's contributions, make the book a keeper, IMO.
Ankles wrote:Say Guys, what gives?What's all that hatred toward Monster Manual II for? ... What's not to love about MM II?
Falconer wrote:My vote went without hesitation to the Players Handbook. The reason is that I as referee can have any number of manuals and maps and tables and notes on my side of the screen (I tend to use OD&D/JG materials), but what I really need in a published book is an attractive and thorough book aimed solely at presenting the game to players. To me, the PHB has never been outdone in that goal—the players never need to go to another book, and they are never given information they don't need. For the spells and equipment lists alone it is worth the price, but having all the races and classes detailed is handy indeed, not to mention all the adventuring advice. The only thing I wish was added is the excellent "Portentous Runes & Glyphs" section from the 1980 The World of Greyhawk folio. I know this is nebulous, but for me, if a character is 1e PHB-legal then it is a "real" D&D character in my eyes. The PHB is the real thing, everything else is an optional expansion or poor imitation in my eyes.
MetamorphosisSigma wrote:MM II introduced the Demons/Devils war (later to be developed into the Blood War), it fleshed out the "lesser" Lower Planes of Evil, it described Nirvana and gave us the Modrons.-------------(i.e., you've answered your own question ).
Ankles wrote:And you certainly don't need the DMG, since you can run a game without it, using the PH to create the NPCs, govern the situations and create magical items.
Keith the Thief wrote:Page 105 of PHB directs you to the DMG for "To Hit" tables.Is there a hidden combat matrix somewhere else in the PHB?The magic items in the old modules are often described in the DMG so I think you'd be missing something without it, but I see your point.
Keith the Thief wrote:We've "gotten the band back together", BTW, and my old college group is starting an AD&D campaign using Google+ video chat.It's pretty damn cool. I've been collecting for years. Now I might actually get to use my D&D stuff!
Ankles wrote:Now there's a thought... Any idea if there's something like a "virtual game table" where you can sit and play with peoples from around the world? You know, with an igrained dice roll engine so the players can't cheat?
Gnat the Beggar wrote:A few dice, pencil and paper, the Player's Handbook, and a DM Screen (Any printing from 1st through 10th) is all you need to play AD&D.And you really only need the inside panels of the earlier prints (1st - 6th) of the DM Screen since the outside panels are just artwork and Psionics tables.