Best D&D rulebook ever


3.5/d20/OGL


Just as we are on the verge of the fourth edition of the Game, I am wondering: what is the best D&D rulebook ever published?

After long consideration, my vote goes to the *D&D Rules Cyclopedia*, published in 1991 for the Dungeons & Dragons Game.

Combining in one sourcebook all the material from the Basic to Master boxed sets, it had everything a DM or player could ask for: character generation and game rules, spells, monsters, equipment and treasure, high level rules, mass combat, variant rules, campaigning advice, description of deities and the planes, and even a world atlas complete with full color maps (the never-too-praised Known World setting!).

Simply the best - back in the old days, you could go everywhere with just that tome and have everything you needed at your fingertips.
Is it hoping too much that something like that will ever see the light even for the 3.5 or 4 edition?

Liberty's Edge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Aidan wrote:
Just as we are on the verge of the fourth edition of the Game, I am wondering: what is the best D&D rulebook ever published?

I'm casting my votes for 1E's _Manual of the Planes_ and _Oriental Adventures_. Both books opened up whole new worlds for playing D&D, which vastly expanded the potential for DMs to generate unforgettable games. _OA_ is also important for introducing the non-weapon proficiencies (precursor to 3E's skills for those of you who weren't lucky enough to be alive before CDs existed of the Soviet Union fell). Those non-weapon proficiencies took two-dimensional player characters and began to flesh them out on paper as "real" people. And who wasn't crawling the walls with curiosity to know how skilled their samurai was at Tea Ceremony and Origami?

Dark Archive

That would be the Player's Handbook. With that one book and enough imagination, you don't even need the DMG or any other rulebooks.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Rules Cycopedia for the win.

Try to find a typo in there. Just try it.

Edit: apparently fewer than my post even

Dark Archive

I gotta agree with the Rules Cyclopedia.

Most handy reference book ever.

The box sets were better to learn the game from, but the sheer referencey goodness of the RC is top notch.


Haven't you been paying attention? The 4e Player's Handbook will be the best rulebook ever! :P

Liberty's Edge

I'm partial to the Book of Nuisances, but I'm a little on the odd side.

Liberty's Edge

MaxSlasher26 wrote:
Haven't you been paying attention? The 4e Player's Handbook will be the best rulebook ever! :P

No, that space is reserved for 5E. :P

Grand Lodge

3.0 DMG is by far the best D&D book published. (at least) Half the book details how to DM well, putting things in perspective and managing the game to maximize all players' enjoyment. A chapter on adventure design, campaign design, world building, and setting a good gaming atmosphere make the REAL DMG hands down the Best.

Admittedly, as the first of its kind it needed development and the DMG II is a close 2nd greatest.

Naturally, the 3.5 DMG is by far the worst D&D book ever published. An evolutionary step backwards, what a pathetic piece of crap! I refused to ever buy one, despite being the DM. In fact, the release of the b.s. DMG is what first made me begin to despise WotC.

-W. E. Ray


first run of the third edition player handbook. It came with a charcter generator, sample battlemat cut out counters, sample encounter with monsters. All you need to start playing D&D third edition and then some for only $20.


Molech wrote:


Naturally, the 3.5 DMG is by far the worst D&D book ever published. An evolutionary step backwards, what a pathetic piece of crap! I refused to ever buy one, despite being the DM. In fact, the release of the b.s. DMG is what first made me begin to despise WotC.

-W. E. Ray

Oh pooh! 3.5 DMG was mor expansive and better than 3.0. and I love leather bound 3.5 DMG my players got me for Christmas. Its cool!

Molech wrote:


Admittedly, as the first of its kind it needed development and the DMG II is a close 2nd greatest.

I agree the DMG II was really good. I recomend that every DM take the time to read through the DMGII, especially the stuff on player styles.

Scarab Sages

Tome of Battle

I love the whole maneuvers section and flavor of the classes.
(I ignore the legendary weapons section.)


fray wrote:

Tome of Battle

I love the whole maneuvers section and flavor of the classes.
(I ignore the legendary weapons section.)

I second that, the Book of Nine Swords rules.

And I think Weapons of Legacy could be in competition for worst D&D book ever. The legacy mechanic was so badly designed.

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