Which of these should I buy?

Post/Author/DateTimePost
#1

TippingChair

Jan 26, 2015 19:14:32

I'm very new to tabletop role-playing games, and I'm looking to get started playing D&D with a couple of friends.

From what little I know, these are the most important things to have.

  • Starter Set
  • Dungeon Master's Guide
  • Player's Handbook
  • Monster Manual

Let me continue. I understand that the starter set comes with some small booklets to get started and some dice. However, is there anything in the Starter Set that isn't in the other 3 books? I want to know if instead of buying the Starter Set, I could buy the DM Guide, Player's Handbook, and some dice separately? Is there anything that I'm missing out on if I skip the starter set? Is the DM Guide and Player Handbook enough to start playing?

#2

seti

Jan 26, 2015 19:30:23

You're not missing a thing if you skip over the starter set. (aside from a nicely done, simple, starter adventure, and pre-made PCs.)

 

If you're totally new to TTRPGs, however, you might want to seriously consider getting the starter set, seeing if you and your friends like it, then moving up to the free pdfs on the official D&D site.

 

If you're still liking it, and want to get into it for a long time (ie: years) then think about buying the 3 core hard cover books.

 

That's my advice, as it can suck to spend 100+ bucks on a game/game system books that wind up just holding up a wobbly table in a few weeks or months.

 

 

 

To answer your questions directly, Yes, you can buy the PHB. It has everything you need to play. The MM is pretty necessary, as it has monsters. The DMG is the least necessary, as all it really has is DMing advice, world-building advice, traps, treasure, magic items, tons of random tables, and some nice customization tools/ideas. 

 

You could try learning D&D from the free pdfs http://dnd.wizards.com/articles/features/basicrules

 

The upside of the link is that it's free. The downside is that it doesn't really explain how to play, or include an intro adventure...

#3

pukunui

Jan 26, 2015 19:39:39

TippingChair wrote:
#4

AaronOfBarbaria

Jan 26, 2015 19:45:12

You can get enough to get started  (more than, actually) with the free basic rules and some dice.

 

The starter set is worth picking up or a pretty well done adventure you can play through or use to show yourself how to put together an adventure.

The player's handbook is worth picking up if you want more options on hand for players to use for their characters.

The dungeon master's guide is worth picking up for its advice and tools to aid you in building your own worlds and adventures, and if you want to have a wealth of optional rules to potentially add to your game.

The monster manual is worth picking up if you want more monsters to use than present in the free basic rules.

 

Summary: getting into playing is free, except the dice, and then you can decide what you want more of and go buy that.

#5

ArcShot

Jan 26, 2015 19:55:14

In your situation I would try the Starter Set first, coupled with the free Basic rules. You can test the water with your toes in this way, before deciding whether you like to plunge in or not. The hardcover books are not cheap so it is wiser to gauge the game first with the Starter set. The hardcover books will always be around for you to pick up later. 

(Reply to #2)

TippingChair

seti wrote:
#7

joeburgos

Jan 26, 2015 20:05:09

The Starter Box is your friend, though I predict you'll pick up the D&D bug and will get the PHB too :-)

(Reply to #6)

Azzy1974

TippingChair wrote:
#9

Zardnaar

Jan 26, 2015 22:00:59

I would recommend the starter set as it has a good adventure in it and a set of dice as well. It is really good value for money. 

#10

Azylynne

Jan 26, 2015 22:29:27

What I would recommend... if your group was serious in getting into D&D...

 

1st - Basic Rules PDF from the Wizards Site, I think every player should get a free copy and generally ready it over.  DM should really get to know it, especially the mechanics of the game.

 

2nd - 2 or more copies of the Players Handbook, one of which the DM should read over. 

 

3rd - Starter Set.  Although I really liked the new rules, umm, it was free on the website!  But, the Lost Mines is a good starter adventure path for new DMs and players.  Plus you can come here to get a lot of feedback and help.  I think all the players should chip in a few bucks to make this purchase.  I also would, at this time, have players either buy their own dice or chip in to get a few sets of dice for the group.

 

4th - When Ready, Dungeons Master Guide - this is good stuff for additional variant rules, world and encounter building, and magic items.  I know there may be a DMG lite.pdf out there, just never downloaded it.  I really like the Magic Item list and use the Treasure Tables for homebrewed encounters.  Enjoying it.

 

5th - When Ready, Monsters Manual.  I don't necessarily think the MM is really important if you are running canned adventures, like the Lost Mines, or all the free Expeditions or Tiamat stuff, but once you start homebrewing and running your own adventures, this book helps.

Good luck!

 

 

#11

JohnLynch

Jan 26, 2015 23:33:06

I would recommend the starter set to anyone who was giving 5th edition a go for the first time. The adventure is really important to understand how D&D 5th edition adventures work (as opposed to how they worked in earlier editions). I'll echo what the others have said in saying that the PHB, DMG and MM are all optional. If you like the starter set but aren't comfortable in making your own adventures yet, I would recommend against buying either the MM or DMG. There's adventures available now (many haven't had a good experience with Hoard of the Dragon Queen. My group did, but then again I'm an experienced DM who didn't just run it by the book) and there'll be another one available in March. So depending on how you often you play on a weekly/monthly basis, you should expect 30 hours of playtime at the table with the starter set. If you like it but want to hold off on making your own adventures then I'd recommend an pre-published adventure (and potentially the one coming out in March). If you're running a pre-published adventure the DMG is pretty superfluous for a new group (or even an old group) while the monster manual isn't really necessary either (but can help to show your players pictures and some background information on what they're fighting).

 

IMO the monster manual is much more important than either the player's handbook or dungeon master's guide. And even the monster manual is optional.