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Official 3E D20 License Novels


Official 3E products

Core RulebooksPlayer's Handbook, Dungeon Master's Guide, and Monster's Manual.  These three books are necessary for playing Dungeon's & Dragons 3E.  You will be able to have limited playability with only the first two books but all three are recommended.
NEW 3.5E Core RulebooksPlayer's Handbook, Dungeon Master's Guide, and Monster's Manual.  These books are for the new 3.5 upgrade to D&D.  A lot of hype has gone into this and several changes are promised to the 3E system.  
Forgotten Realms Campaign Setting:  This comprehensive work details the Forgotten Realms world and is ideal for DMs who do not wish to run a custom campaign or the DM who is just looking for quick adventure ideas.
Epic Level Handbook:  A must for DMs with long standing campaigns or "Power Gamers."  This book has detailed rules and examples of high level gameplay.
Book of Vile Darkness:  Want to add spice to your villains?  Want to challenge your PCs with a truly evil force?  This book is not for the pious minded DM, this is a book that will breath new life into the evil of your campaign world.
Manual of the Planes:  Have high level wizards, sorcerers, or clerics in the party?  This sourcebook will give you all the preparation you need to organize great encounters with those "extra planar" entities that the characters keep hearing about.  The detailed descriptions of the various planes also give a rich environment for those who want to take their players on a truly "wild ride."
Deities and Demigods:  I can not stress the importance of this book.  Whether you have the standard D&D deities, or have come up with a custom pantheon, this is the book to have.  It gives detailed descriptions of the deities from several pantheons as well as guidelines on creating your own.
Savage Species:  Ever want to play a Troll Barbarian?  This book allows you to really "flesh out" your campaign world's monsters as well as gives the players extra races to chose from.
Psionic Handbook:  As an alternate path to power, mentalists have been given a great aid.  This book gives a great system for handling psionic abilities as well as giving a full listing of psionic powers.

 

Other great d20 licensed products

Dungeoncraft:  Created by Fantasy Flight Games, this product is a handy accessory for those who find their players delving into dungeons and caverns a lot.  This book helps you add a touch of realism and logic into your dungeon adventures.
Monster's Handbook:  If your players are like mine, they have already bought the Monster's Manual for themselves and nearly memorized all monsters.  This book allows you to take a boring old goblin and turn him into a unique fight for the PCs.
Spells & Spellcraft:  This book is nice for DMs and Players alike.  Experience isn't a factor in understanding/implementing this supplement.  Spellcasting classes could really benefit from the spells, abilities, and rules presented in this book.
Traps & Treachery:  Rogues in your campaign complaining that you aren't giving them enough of a chance to exercise some of their abilities?  This sourcebook details dozens of traps (both magical and mundane) that can be used to spice up that nasty fortress and challenge all levels of players. 
Mythic Races:  Dozens of new PC races are presented here.  Game balance is preserved by level adjustments and most of these races and cultures are easily entered into an existing campaign world.
Relics and Rituals:  Detailing new magic items and spells, this sourcebook is very handy for spellcasters who are looking for a slightly different "flavor" for their characters.
The Divine and the Defeated:  This is not your usual sourcebook.  This book gives a detailed history as well as the statistics for the Scarred Lands pantheon.  Even if you have no intention of buying any other products from this campaign world, I would suggest this book for its sheer detail,
Creature Collection:  Want to throw your players a curve ball?  This sourcebook has many new creatures, some with bizarre new powers.  You are sure to be able to find a challenge for your players at any level.
The Slayers Guide to Hobgoblins:  I am recommending this book and all the others in this line due to the detail they put into the cultures behind the monsters.  It is well worth the time and money to buy it due to the ideas that it is sure to spawn for your campaign.
Experts:  Simply put, players and DMs who use a pre-made campaign world will find this book useful but no more than any other sourcebook.  For DMs who have a custom campaign, this book will be invaluable.

 

Novels

Herald Mage Books --This series, by Mercedes Lackey, is one of the most diverse serial novels that I have ever read.  I personally recommend By the Sword.  You have to read a few of these books before you get the overall feel of the series.  If you want a good "feel" for the world, read The Last Herald Mage, it is arguably the best trilogy from the series.
J.R.R. Tolkien -- That's right, the creator of the Hobbit.  His in depth fantasy world set the standard for everything that followed within the genre.  The plots are overused but classic.  I advise everyone to read the Hobbit, if nothing else in the series, as it is such a timeless classic that will live forever in your mind..
Memory, Sorrow, and Thorn series -- This series was created by Tad Williams and encompasses The Dragonbone Chair, The Stone of Farewell, and To Green Angel Tower.  This is quite honestly one of the greatest series that I have ever read.  The characters are complete and real, the action is fast paced and believable, and the plot has enough twists and surprises to keep you guessing right up to the last chapter.  If you can, get all three books at once and read them straight through without having to wait for the next volume.
The Forgotten Realms -- The official campaign world of Dungeons and Dragons.  This is where most of the novels have taken place.  To encompass all of the series that have been written for this world would take me more than one page to even attempt so I will just group them here and let you chose the ones that you like.  Personally, I recommend the Icewind Dale Trilogy but you can start with any of them.
Dragonlance -- This is the world created by Margaret Weis and Tracy Hickman to base their infamous chronicles.  The world is well fleshed out and the characters are unforgettable.  Raistlin and Tas remain two of the most adored characters in all of the Dungeons and Dragons novels.  Read Dragonlance Chronicles first to get fully drawn into this wonderful world and familiarize yourself with its greatest heroes/villians.
DeathGate Cycle -- Another wonderful world created by Margaret Weis and Tracy Hickman.  I would recommend this series for lovers of adventure and intrigue.  This wonderful world is in my opinion is far more encompassing and engrossing than Dragonlance, although this one is only seven novels.  The characters will step off of the pages and come alive in your mind, and some of them will have a "familiar" appearance.