| Post/Author/DateTime | Post |
|---|---|
| #1kooljoshboyJul 16, 2013 18:43:03 | Hello! Myself and a few friends are trying to start a DnD group. I am just wondering does anyone have any suggestions regarding what books to buy for being a player. We are probably going to start off just using pre-built campaigns to ease us into the game. Also does anyone have any tips regarding how we decide upon a DM or can we roate for each campaign? Thank you for the future advice . |
| #2ghost007Jul 16, 2013 18:55:29 | Must: Players Handbook 1, Monster Manual-1 (Recommended Monster Manual-3) DM: Being a DM can be stressful, lot of preparation, so initially rotate is the best. Let everyone experience what it entails, gets everyone to know the rules better. Then whoever really enjoys doing it, can rotate among them. |
| #3CentauriJul 16, 2013 19:37:56 | Pick up the 4e core books: Player's Handbook, Dungeon Master's Guide, Monster Manual. Work with your DM, not against them. Make their ideas work and they'll make your ideas work. |
| #4Mr.DurrikenJul 17, 2013 7:15:54 | Rules Compendium. Best at the table reference you can have. Includes all errata. If you are starting, you might consider the Dungeon Master's Kit and Monster Vault rather than the Dungeon Master's Guide and Monster Manual. They both include a bunch of tokens, an adventure, and foldout maps along with the books. Dungeon Master's Kit also has a decent DM's screen. It's all the extras. And the creatures in the Monster Vault use better math than the ones in the Monster Manual (until you get to MM3). TjD |
| #5Tech-PriestJul 17, 2013 16:08:33 | You could just save the $, and have everyone get a DDI account, or pitch in for say, a year-subscription on one acct. |
| #6RedSiegfriedJul 17, 2013 19:59:07 | I recommend that you start with the Essentials line since it's cheaper, more up to date, and a simpler entry point with reduced character building complexity for new players. Plus, it uses the SAME RULES as all the rest of the Core (hardcover) books and is 100% compatible with them. To start with Essentials, people in your group should have (or share) the following: Everyone: The Beginner's Set (the Red Box). Everyone should go through that either individually or as a group. It has a solo adventure and then a group adventure you can play and walks you through the process of creating a character as you learn the basic game. Players: Either or both of the "Heroes Of ..." books, depending on which race and class you want to be, and also, preferably, the Rules Compendium. DM: Either or both of the "Heroes Of ... " books, depending on which race and class the players want to be, the DM's Kit, the Rules Compendium and the Monster Vault. Do not ... repeat ... do not, simply get a DDi account as a substitute for the books. It's not a substitute and if you use it without the books you will not be able to learn how to play the game and you'll miss out on a lot of good info that the books have and only end up with an encylopedia of game elements that will make little sense without the books. A DDi account is an excellent SUPPLEMENT to the books, and I highly recommend it, but it is NOT a replacement for them. |
| #7LawfulNiftyJul 18, 2013 1:12:28 | You might want to start with the Red Box, especially if you're not sure who's going to DM. The introductory adventure is "Choose Your Own Adventure"-style, so everyone can get a taste of being a PC and then decide who wants to DM. But you don't strictly need it, as the Heroes Of... books will also tell you how to create a character. There's lots of ways you can get into D&D. You can download Keep on the Shadowfell plus pre-made characters and quick-start rules, for free, from DndClassics.net. You could get the Rules Compendium and a DDi subscription, which will get you the Character Builder and all the published monsters in Adventure Tools. Personally, I have the PHB 1 and 2 (which I never use, but they are fun to leaf through), the DM Kit, the Monster Vault, and the Rules Compendium, and I subscribe to DDi while I have an active game. The DM kit is a great way to start DMing, as it includes tokens, maps, monsters, and a really good adventure with plenty to build off of if you want to expand on it for a longer arc. |
| #8CentauriJul 18, 2013 2:11:00 | Do not ... repeat ... do not, simply get a DDi account as a substitute for the books. It's not a substitute and if you use it without the books you will not be able to learn how to play the game and you'll miss out on a lot of good info that the books have and only end up with an encylopedia of game elements that will make little sense without the books. A DDi account is an excellent SUPPLEMENT to the books, and I highly recommend it, but it is NOT a replacement for them. Quite true. Not only is there a lot of good advice for how to run the game, but a lot of the fiction is very fun and designed to give the reader ideas. I highly recommend The Manual of the Planes. |
| #9infraredphoenixJul 19, 2013 13:34:55 | I need some help... I just Started. Havent even played a game yet. (need friends) Got my charater rolled up, Human Shaman with a Dampyr Bloodline feat. I cant find ANYTHING in the books i ordered in at the library... am i just too odd. Unearthed Arcana Adventurers Vault Rules Compendum Dungeonscape Are my books too old? What am I doing wrong... |
| #10CentauriJul 19, 2013 14:43:51 | I need some help... I just Started. Havent even played a game yet. (need friends) Got my charater rolled up, Human Shaman with a Dampyr Bloodline feat. I cant find ANYTHING in the books i ordered in at the library... am i just too odd. Make sure that the books you have are for the correct version of the game. Your character is a 4th Edition character, so when it comes to the rules you'll want to use 4th Edition books. Other books are interesting for ideas and fiction, but not rules. What sources did you use to create the character? |
| #11Sir_Joseph_the_CroweJul 19, 2013 19:06:56 | Hello! Myself and a few friends are trying to start a DnD group. I am just wondering does anyone have any suggestions regarding what books to buy for being a player. We are probably going to start off just using pre-built campaigns to ease us into the game. Also does anyone have any tips regarding how we decide upon a DM or can we roate for each campaign? Thank you for the future advice Regardless of what version (edition) of D&D you play, you generally need these three books: Player's Handbook - All about making a character from their abilities to their equipment and spells. And plenty of advice. Dungeonmaster's Guide - All about running the game. Plus magic items. And plenty of advice. Monster Manual - From Aboleth to Zombie, heroes need the occasional monster to slay. Herein ye shall find them. As far as advice on who DM's? Which one of you has the thickest skin with an ability to be firm but fair? Every DM has his own style. What's awesome for one group of players is not so awesome for another group of players. Even within the same group, one person is likely to emerge as the best choice for that particular group of players. If you're lucky, everyone will have some DM skills and thus you will have the luxury of having a lot of options. I'd say take turns until you find the best situation for the group. Among my friends, each of us has a campaign we have designed. I have a fairly complex multi-continental world with an emphasis on the various cultures. My brother has a less detailed world, but a very rich cosmology. One friend has a magic-rich world similar to harry potter, another has a world based on "what if the middle ages had a zombie apocalypse and there was also magic?". We often simply roll a d20. Highest roll gets to choose who is DM for the day. |