| Post/Author/DateTime | Post |
|---|---|
| Kalinuial04-09-07, 05:37 PM | Hello, I am a new player who just got the basic game. I plan on getting the corerulebooks soon. I have 5 questions that I would appreciate feedback to: 1. How can I quickly and comprehensively understand all of the product expansions and accessories? 2. What is the difference b/w supplements such as Fantastic Locations and Eberron/Forgotten Realms? 3. In your experience, is it worth purchasing miniatures, tiles, and other such accessories? 4. Is it necessary that all players in the game read and know a lot about the game to have an enjoyable game, or can 1 really experienced player really lead all the players? 5. What purchases do you suggest or deterr for a beginner as myself? Thanks! |
| DarkNick04-09-07, 05:51 PM | 1. play lots of dnd is probably the easiest way. You don't need to understand all the expansions and products. I don't and I have been playing for years... 2. they have different content? Eberron and Forgotten Realms are like world settings that you can base your games in. Greyhawk is the 'standard' dnd world for 3.5. 3. yes, if you are planning on investing a lot of time and effort into the game, nobody else in your group has them, or you want to be a DM. 4. no and yes. I often find inexperienced players can be much less stuck in a rut like an experienced player. You don't really need any rules to play a character. All you need is a willingness to have some fun. It does help speed things up if they understand some of the basics though. 5. Core books plus dice is all you really need. Expand on your book collection when you become more familiar with the rules and know what sort of material you would like to get. As a DM some sort of grid is really handy - laminated so you can use whiteboard pens or simply lots of photocopied grids you can draw on, plus some tokens to represent the monsters and players. |
| Rogue Elendae04-09-07, 06:26 PM | Well, with regard to what I can offer my opinions on... 1) If you're implying getting acquainted with everything, as in multiple campaign settings, the Complete series, the Races series, etc. I'd say don't, at least not right off the bat. Concern yourself more with the core books, and perhaps see if you can find an established group willing to help coach you through the basics, rather than diving straight into DMing. Time spent as a player can be invaluable, especially to help establish some of your own style (ie; are you interested in roleplaying more than combat, are you a powergaming sort, etc.) 2) Eberron and Forgotten Realms are entire specific campaign settings, whole worlds with histories and such, their own deities, iconic characters (like FR's Drizzt Do'Urden, Artemis Entreri, Elminster, etc.), and often with specific races, classes, etc. to them. Fantastic Locations are maps and encounter descriptions of singular locales where one could have an adventure within a campaign, rather than entire worlds unto themselves. Eberron and FR have entire books devoted just to the setting itself, in addition to a Player's Guide that is meant to supplement the PHB with details specific to play in that setting. They also have several supplemental books that detail specifics of the setting. Fantastic Locations are typically one-shots with no major specifics as to the world they are set in. *Mind you, this is my understanding of the difference. I've done some previous looking into FR through my gaming group's book collection, and checked the entries for Fantastic Locations on the WotC website to confirm my belief, but I might be a bit off.* 3) I personally don't bother with tiles, miniatures, and the like. In my group, we just as often don't even use the official character sheets, but put down the information on notebook paper (saves on printer paper and toner, ya know?), and use dice, coins, scrap paper, etc. if we need to lay out the scenario for a big melee. Then again, we don't usually concern ourselves too much with the details of placement outside of "Can I flank this guy/sneak attack him?" or "Can I hit him with X spell/shoot him with my bow?" We're usually pretty loose with distances and almost ignore particulars. We're more about the storytelling than the dice-rolling and number-crunching. This might not be to your tastes, though. So if you want the specifics, you might want a battle mat, miniatures, and the like. It's your choice. 4) It's typically best that all the players have at least a basic understanding of the rules, in respect to how to play; it can be murder trying to explain the details of character creation to an entire group, then trying to lead them by the nose in how to play the first few sessions until they get to the point where they're not having to question everything. However, they don't need to have the PHB memorized or anything like that; I'd suggest at least having the basic understanding of character creation, as in: what stats are for what (ie; WIS is akin to one's common sense, but it also affects Will saves, which implies stubbornness/willfulness, INT is one's literal intellectual capacity, CON the durability to take a hit, as well as stamina, etc.), what skills and feats are for/what works for their character, basic factors of the class and race they want to play, etc. Also, they should know what dice are for what (d20 for basic rolls, d6 for stat-gen, etc.). However, it again will all depend on you and your players, as some people are patient enough to walk an entire group through character creation, and railroad their players a bit through the first sessions until they get the hang of things. Just be careful about how much you're leading the players; guiding them through the basics of the game can potentially develop into railroading them into a specific path, if they get too used to you telling them what to do and when. 5) I would say you want to start with the 3.5 ed. Core Books (DM Guide, Player's Handbook, and Monster Manual (MMI, not II, III, or IV. The MMII and MMIII are 3.0 ed., and I personally don't seen anything useful in MMIV. Plus, the MMI has a lot of stuff about the basics of using monsters that I don't think the others do.), and then consider things like DMGII (a personal fave), or the Complete Series, or the Races series, depending on your preferences. But I'd advise waiting until your grasp of the core rules is pretty firm before branching out. I'd personally further suggest waiting on established Campaign Settings like FR or Eberron, but would just sort of build the world as you go; the town where the PCs meet and start their adventure is the beginning, and you can just describe the places they go to from there. Just keep notes of anything you specifically name, and maybe start creating a map so you'll remember that the Goblin forest is west of the town, etc., and won't have to go fumbling for it if your players recall such facts. Also, a list of names and loose concepts for NPCs (ie; talkative shopkeep, gruff bartender, etc.) can be helpful, so you're not pulling such things out of nowhere and potentially slowing the game. Anyway, I'd advise starting slowly, and building up. If you can find a group of more experienced players (say at a local game shop, or what-have-you), see if you can join in, or get some pointers. It's often better than trying to plunge straight into DMing, where you're going to be the arbitrator of all the rules and teller of the main body of the story, having to take into account all the twists and turns the PCs can throw at you. Otherwise, get the core books, run small adventures as opposed to long, involved campaigns, and just try to work up slowly. If you're playing with a group that's as new to the game as you seem to be, then there should be no problems with starting slow and small. |
| RavenGraygem04-09-07, 06:37 PM | Welcome to the game. 1) Don't try. Just focus on one specific grouping that appeals to you, and work from there. The Forgotten Realms are a good example. Get the Campaign Setting for the basics, and the Monstrous Compendium for Realms-specific monsters. Then, if you want to play in The North, get the Silver Marches book. If you want to play in the south, then the Shining South is the book for you. And so on. 2) Eberron, Greyhawk, and the Forgotten Realms are campaign worlds you can play in. Each features detailed cultures and histories, as well as unique spells, monsters, and races. As DarkNick mentioned, Greyhawk is the default setting listed for D&D; if the book doesn't specifically say it's intended for Eberron or the Realms, it's set in Greyhawk. That doesn't mean, however, that you can't use material from one world in another or your own. The "default" books are often delibrately vague, so as to make it easier to use that material in any setting. 3) They can be useful, particularly if you want to add a highly visual aspect to your games. And some of them are just so darn neat :D . 4) DarkNick already covered this one pretty well. 5) The Campaign Setting books for the various settings are also good choices. They give you a broad overview of a particular world, along with rules for playing games set in said world. Even if you don't buy any of the other books for that world (or even dislike the setting in general), the Campaign Setting books give you a good look at the world in question and often contain lots of fun bits you can use in your own games. Edit: And I see Rogue Elendae already beat me to the punch, and with greater detail to boot. |
| FntsyWlkr04-09-07, 07:33 PM | 1. How can I quickly and comprehensively understand all of the product expansions and accessories? > You don't need to. Just understand the Player's Handbook. 2. What is the difference b/w supplements such as Fantastic Locations and Eberron/Forgotten Realms? > It depends on your DM/campaign. It's very unnecessary, unless your DM makes it so. 3. In your experience, is it worth purchasing miniatures, tiles, and other such accessories? > Yes. It helps me visually. If you campaign is more Role Playing than dice though, you can easily get by without it. 4. Is it necessary that all players in the game read and know a lot about the game to have an enjoyable game, or can 1 really experienced player really lead all the players? > Uhm you could. But it get really annoying to the player. Imaging playing basket ball, and when you get the ball making one person making all the baskets. Or, imagine working in an office and making one person make all the phone calls. It can work, but that person will/may resent everyone else. 5. What purchases do you suggest or deterr for a beginner as myself? > As a beginner: Player's Hand Book, Monster Manual (for summon spells), Spell Compendium (for more spells), set of dice, a little minature that looks like your character, mechanical pencil, eraser, extra paper, character sheet, and buy some snack food to share with the rest of the group. |
| CryoSilver04-10-07, 01:06 AM | 1. How can I quickly and comprehensively understand all of the product expansions and accessories? Not worth it. Get the basics down (especially rules that apply to everyone, and keep the book handy during games. Don't be afraid to put bookmarks or post-its on important pages. 2. What is the difference b/w supplements such as Fantastic Locations and Eberron/Forgotten Realms? Flavor, I'd guess. 3. In your experience, is it worth purchasing miniatures, tiles, and other such accessories? IMO, no. But most people don't have the programs and hardware I'm used to gaming with (AutoCAD and a projector). 4. Is it necessary that all players in the game read and know a lot about the game to have an enjoyable game, or can 1 really experienced player really lead all the players? I suggest everyone in the group know the PHB inside and out, and learn the rest as needed. 5. What purchases do you suggest or deterr for a beginner as myself? 3 core books, a good mechanical pencil and big eraser, 2 sets of dice, some scrap paper, and some cash for the pizza. Worry about the rest later. |
| ORC_Paradox04-10-07, 02:02 AM | 1. How can I quickly and comprehensively understand all of the product expansions and accessories? As pointed out, don't bother trying. Instead, let us know what sort of game you'd like to play/run. For example if you're interested in playing a horror game the boards could recommend Heroes of Horror and the Expidetion to Ravenloft. As well as other items that cover undead. For now, stick with the basic core rules and don't worry about the rest. 2. What is the difference b/w supplements such as Fantastic Locations and Eberron/Forgotten Realms? Fantastic locations are generic settings and could be dropped in anywhere. 3. In your experience, is it worth purchasing miniatures, tiles, and other such accessories? Yes. 4. Is it necessary that all players in the game read and know a lot about the game to have an enjoyable game, or can 1 really experienced player really lead all the players? No. I've played D&D and ran games for decades. I don't have every rule memorised- and my current group I'm with DOES know every little detail. And in the beginning, when none of us knew how to play, many mistakes were made. Don't worry about making mistakes. I'll tell the Game Police not to bust in your door and arrest you. :D 5. What purchases do you suggest or deterr for a beginner as myself? As posted, get comfortable with the core stuff first. There's also the PHB 2 and DMG 2, as well as all the monster manuals to expand your core set. |
| Kalinuial04-10-07, 06:22 PM | Thank you all for your advice. I can see 'pizza' is part of most of your D&D experiences. Actually, I have one more question..I keep hearing about graph paper. How do you all design/keep track of the places you are exploring if you aren't using tiles? Also, do you have other creative and cheap ways of representing miniatures/tiles?? I appreciate your advice guys and gals. |
| Rogue Elendae04-10-07, 07:20 PM | As FntsyWlkr said, with regard to things like miniatures and tiles, it really depends on how you want to play. If you're really interested in the roleplay apect, rather than combat, it's quite likely you can do without them. To my understanding, the most important aspect of things like battle mats and miniatures is really to have an idea of a melee field, more than to map where you're going and where you've been. If I really need a map of the area, especially if I (as either a player or DM) have a situation involving tunnels and twisting corridors that're easy to get lost in, I find that it's easiest to just keep a notebook or something close, so I've got access to scratch paper to doodle maps on. I've also never seen any reason to be more particular than "left turn here, right at the next T-junction," etc. in those maps. My group, whether it's me or any of the others DMing, tend to be more involved in the telling of the story and the description of our actions/what we intend to do (if we roll well), etc. rather than details of "you enter a 20' X 15' room." We tend to rely a lot on the DM telling us the basic description of something or someone and taking it from there--we can ask the right questions to get more, or make the right checks (Search, Spot, Listen, whatever) to glean more information regarding it. This play style doesn't exactly call for things like minis; we're usually of the mind that it would actually make things less fun and imaginative, since we're not given as much to create in our own minds. Plus, I feel that it helps when DMing, because if you're not stuck with a particular map of where to go, it's easier to free-form and retool your plot when your players make some off-the-wall decision that totally scraps your previous plans. And they always will, trust me. But I digress... Anyway, most of what I've heard as far as cheap ways of representing tiles is to have a grid made on whatever size paper to fit dimensions you want, then laminate it (or put it on a sheet of something like vinyl flooring material in permanent marker, that you can wipe it off later without losing the grid) and use dry-erase/wet-erase markers to draw in something intended to indicate whatever you want (walls, columns, chests, etc.). As for cheap alternatives to minis, I mentioned that my group uses just about anything that's available; we've used spare dice, coins, scraps of paper, anything that can take up a space. We're not usually concerning ourselves with the size of said object in proportion to the being it represents, largely because we're just using them to determine who's where in a melee and if we can flank/sneak attack an enemy, or hit them with spells or arrows from where we're positioned. That's often all that really matters when playing without precise details like grid mats and such; is my aim clear, can I get to him without being noticed, where am I in relation to our opponent, etc. I think it makes things less wargame-like, and allows for more imagination in the events of the battle when you're not so worried about what's possible in the frame of the grid. Again, however, that's my group's play style, and might not be applicable for yours, or any group you get involved with. If anything, I'd suggest that the cheapest alternative is pieces of paper (which you can size accordingly for small, medium, large, etc. creatures) with the name of the PC/creature on it, and some indicator of which direction it's facing (say, a red dot or a small arrow to show where it's "looking," so a player knows which way to come in order to flank or sneak attack) would be the most dirt-cheap option. All you need is paper and pencil, and you've got a straightforward enough token to tell you what you need to know. Hope that helps! |
| Kalinuial04-13-07, 12:13 AM | Whats a good place to buy D&D products? Any good used sale forums? Also, anyone have an opinion about the Wizard World/Universe Conference? Is it worth paying a $25 ticket to go to? |
| CryoSilver04-13-07, 12:47 AM | Check here: http://boards1.wizards.com/forumdisplay.php?f=266 And more specifically, here: http://boards1.wizards.com/showthread.php?p=11459253#post11459253 |
| RedUncle04-13-07, 04:13 AM | everybody's already written some very helpful stuff, but I'd like to add this - a very simple list: 1. memorize combat rules, and everything else will make sense - essentially, everything's understandable if you fully comprehend the concept of rolls and counter-rolls PLUS "mods" ... from there, you can wing it 2. don't get TOO hung up on rules - if you mess up, keep going! the rules will eventually make sense - they are extremely overwhelming to begin with... which can be a major turn-off... -- the most important thing is to have FUN!! too much focus on rules can often detract from the fun 3. prepare!!: create a handful of AWESOME NPCs - and a couple floor-plans for some dungeouns, houses, and a generic building... sometimes things move really really fast for the first-time DM, so it's great to have some prerendered crap on-hand and drink lots of coke!! rad :D |