RPG core rules, supplements, and other gaming aids I use. Click on the links to find out more information and read reviews.
13th Age Physical Book
Pro: Novel and interesting mechanics that feel like a natural progression of 3.x & 4e D&D
Con: The mechanics of The Icons and their affiliation with PCs gives it an extra step of complexity for homebrew settings
Anima: Beyond Fantasy Physical Book
Pro: Beautiful book and robust, crunchy system, if you want to recreate an Anime/Manga/Final Fantasy feel to your game
Con: English is not its 1st language and N. America is not its home continent, good luck finding someone to help you learn the ropes
Dungeon Crawl Classics Physical Book
Pro: Tight mechanics in an OSR package that exudes vibes of 1978
Con: Players may need a crash course on AD&D to put their expectations and minds in the right frame
Savage Worlds Deluxe: Explorer’s Edition Physical Book
Pro: Quick to learn, genre neutral, digest size is easy to carry
Con: Not a particularly crunchy system, magic/super science feels like a weakness
Savage Worlds Deluxe Fantasy Companion: Explorer’s Edition Physical Book
Pro: Good additions for standard fantasy races, monsters, magic items, spells
Con: No rules beefing for the magic system, book art
The Dungeon Dozen Physical Book
Pro: Very useful and alternatively quirky d12 tables, “Why the Ancient Empire Fell” to “Symptoms of Post-Traumatic Delving Disorder”
Con: Not the easiest supplement book to use at the table, not as useful if your games are dour and very serious
Pro: Takes Wet and Dry Erase Markers with ease. I’ve even been able to remove six month old permanent marker with ease. Folds down to smaller than a standard 8.5 x 11″ sheet. Cheaper and more durable than a Chessex mat.
Con: Takes a little time to break in before it likes to lay flat. Marks in the creases take extra work to clean. It doesn’t have the same pleasing tactile feel as a Chessex mat.