| Post/Author/DateTime | Post |
|---|---|
| survivesurvivor09-06-05, 10:07 PM | Hi guys, sorry but totally new at dnd, my 1st n only brush with rpgs was with the marvel rpg (the 1 previewed in inquest), and loved it loads, but was crushed when it died. grrrr anyway, i picked up a player's handbook, intending to play a 1-player campaign with my younger bro n hopefully convert a few of my marvel rpger friends, but we are totally at sea when reading the player's handbook. now i'm thinking of getting the dummy's guide, but i've heard/seen this dnd basic adventure game pack with miniatures/dice etc inside. could any1 advise me on what should i get?? Thanx loads! :) |
| TheDarknessWithin09-06-05, 10:15 PM | well if you're just going to start out i suggest getting the core stuff. The v3.5 Dm's guide and the v3.5 Monster Manual. As it seems that you already have the Players Handbook I would suggest just getting these 3 for now. What exactly are you confused about in the Players Handbook? Some further information would be nice so that we could help you better. |
| OleOneEye09-07-05, 01:39 AM | Start off simple. Just because there are a lot of options, doesn't mean you have to use them all. For new players, only let them be a fighter, human at that. Don't let them choose feats that use one of the more advanced options like Improved Trip. Ignore all the combat options at first - don't worry about attacks of opportunity, sunder, tripping, grapple, etc. Let combat consist of swinging a sword and hitting or missing. After a couple games, you will have the basics down pat. Slowly add in the more advanced combat options one per game session or so. Once everyone is comfortable with combat, start allowing other character classes / races. |
| braindead34509-08-05, 02:12 AM | I would agree that race should be uniform for your first adventure, but I think that it doesn't matter what race you choose. Also, barbarians, fighters, monks, and rogues should be allowed as starting classes. The reasons are simple: 1. It gives the players some options. 2. All four classes avoid mucking about with magic, which gives the all the players a chance to learn things in small steps. 3. They all introduce the players to the combat system equally and introduce some factors that all players should know about (sneak attacks, 5' step rule, cleave, etc). |
| Pryrates09-08-05, 09:42 PM | Stick to the core books for now, you can get them cheaper on amazon by the way, then start to start off with run simple one session single quest type games. The cores races are all ok but class wise I recomend sticking with fighters and rouges using only basic rules, fight the orc, kill the orc, find the treasure. go over basic combat and movement and such. after a few sessions introduce some of the more indepth rules like sunder and trip attacks. throw in some traps and such as well. after that start allowing clerics and sorcerers so the players can get a taste of arcane and divine magics. After that just keep building up, stick to the core books until you and your group all have a clear understanding of whats in those before you start bringing in supplements and campaign setting material. Good Luck and welcome to DnD. |