Is it worth it to get the players handbook, dungeon masters guide and monster manual, if you have the core set?

By Dainank, in WFRP Rules Questions

Is it worth it to get the players handbook, dungeon masters guide and monster manual, if you have the core set?

Could someone please tell me!

Thank You!

Players guide always.

Gamemasters guide not really ever

Creature guide maybe later

Player's Guide: Yes. It has critical updates and changes that fix all sorts of problems with the game. Highly recommended, and I wouldn't start a campaign without it. Review and details at: http://www.transitivegaming.blogspot.com/2013/07/whats-actually-new-in-wfrp-players-guide.html

Creature Guide: Yes. It's not perfect, but it has several small but important rules changes. There are over 30 new monsters, plus minor revisions to a number of monsters from the Tome of Adventure (mostly giving them new powers to better model their abilities from previous editions or the minis game). I got the Creature Guide and the Creature Vault, and I'm very pleased with both. You probably won't need them for the first several sessions, but for a long campaign the GM will eventually want one or both of them to expand your options. Either can stand on their own if need be, but the Creature Guide and Vault really do enhance and compliment each other nicely. Review and details at: http://www.transitivegaming.blogspot.com/2013/08/whats-new-in-wfrp3-creature-guide.html

Game Master's Guide: I don't know yet, I just bought it recently myself and haven't actually read through it yet. Once I have, I'll probably blog a detailed break down of it like I did for the two books.

Edited by r_b_bergstrom

Not really necessary.

The Vaults are useful.