| Post/Author/DateTime | Post |
|---|---|
| KageKaryuudo03-17-07, 10:57 PM | I played D&D a couple of years back and I've recently decided to get back into it. But things have changed quite a bit since I played last, and I have no clue where to start. Does anyone know what I should start off buying? I'm kinda lost with all this new stuff. |
| Rerecros03-17-07, 11:04 PM | You just need a Players Hand Book and some dice if you are a player, and in-addition to that the Dungeon master's guide and monster manual if you are a DM. Everything Else is preference, but I suggest you pick up the complete series. |
| KageKaryuudo03-17-07, 11:08 PM | Oh okay. Thanks. :) |
| Scribbler03-18-07, 01:37 AM | Not all groups use the most recent rule set, so you might be able to find someone who uses the edition that you're used to. If you're getting into DnD 3.5, the first, and only, thing you need is the Player's Handbook. All of the other books offer other options, but not all DMs use them all (I'd probably say that most don't, actually). If you're interested in getting more books, check to make sure you can use something before you get it. I can only advise you about the other books that I have, but if you want to get something else after you get started.. let's see.. Player's Handbook II is a nice, all-around resource. If you want a book for specific character types, the Complete series is good. Complete Arcane is about spellcasters like wizards, Complete Divine is about divine spellcasters like clerics, Complete Warrior is about fighter-types, and Complete Adventurer is about skill-focused classes like rogues. Each offers feats, spells, and such, as well as three new base classes for that archetype. Complete Mage is a sequel to Complete Arcane, so much of it won't be very useful without that; Complete Scoundrel is the sequel for Complete Adventurer--I don't actually have that one, but you probably still want the first one first. Complete Psionic uses the system in the Expanded Psionic Handbook--it's useless unless you have the XPH, so it definitely shouldn't be your second book purchase. If you want to try out one of the extra systems, like psionics (Expanded Psionics Handbook), martial maneuvers (Tome of Battle), or incarnum (Magic of Incarnum), there are a few books like that (also Tome of Magic, which has three different variant systems in it). I like these all, but you might want to be fairly familiar with the base rules first. If you're considering DMing, ignore that other advice and get the other two core rulebooks first, the Dungeon Master's Guide and the Monster Manual. Possibly also the Dungeon Master's Guide II. Again, nothing after the PHB is actually necesary for a player, but there's some info if you're looking for anything else. Sorry if that's a littel incomprehensible, it's kinda late here. |
| Mystyc03-18-07, 02:14 AM | Honestly, I would recommend actually playing first. Have someone who is caught up make you a very simple character sheet and play a session with it while they help you along with terminology and routines. Then, when you go to read up in the Players Handbook about all the new 3.5ness, you'll have a much clearer idea of what it's talking about. |
| KageKaryuudo03-24-07, 06:37 PM | Thanks for all your suggestions, guys. I'll be sure to check out those books. Oh, and this is kinda off topic, but I was wondering what the difference is between DnD miniatures and regular DnD. The miniatures seems to be a simplified version, but thats just what little I've seen. Is there even any difference at all? |
| Mystyc03-25-07, 01:46 AM | D&D Minis is a simplified version of D&D combat. Social skills and roleplaying are not involved. There are no pro- or antagonists, like the PCs or a major villain -- rather, it's two players against each other on specially prepared terrain maps. I don't play myself, but it actually looks pretty fun, and I kind of wish I did. |