i think what he was getting at is that it's been discussed several times on these and many forums. He just listed a ton of tips/advice links from this site, which based on what you gave us to go on is pretty helpful.
Was there something specific you wanted to know? I too started as a DM before playing so maybe I can help. The one thing I did do, was read alot about being a DM from threads like the ones listed above, and others (on reddit, blogs, etc.). Alot of people love (and for good reason) Matt Colville (link to his youtube channel) as he goes into detail about alot of things. I personally prefer reading than watching videos, and came across the Angry GM and feel that his advice is great, and in a fun way (well at least fun to me).
here are a few tips that were given to me, that I'll give to you:
The game is yours. The rules are more guidelines than anything else (think Barbossa and the Pirate's Code :O)
Don't worry about knowing all of the rules, if you're playing with a group of new people, they don't know them either. Make it up as you go, note it down and look it up later. Then discuss with your group what the RAW (rules as written) are vs. what you ruled, and decide which you prefer, make a decision on how you'll continue to rule/play and move on.
expect the unexpected. Your players most likely won't do what you think they will do. You can try to lead them to water, but it doesn't mean they'll drink it if they get there (they will probably check it for traps first, then try to kill it 2nd).
expect the unexpected. Your players most likely won't do what you think they will do. You can try to lead them to water, but it doesn't mean they'll drink it if they get there (they will probably check it for traps first, then try to kill it 2nd).
Got that right. Course, they'll only check it for traps if they're experienced; otherwise they'll just kill it.
Thanks, also the rules part I can relate to, in my campaign right now we have a system for reacts where rather then only getting 1 you get unlimited BUT they're all timed.
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Marvarax andSora (Dragonborn) The retired fighter and WIP scholar - Glory
Brythel(Dwarf), The dwarf with a gun - survival at sea
Jaylin(Human), Paladin of Lathander's Ancient ways - The Seven Saints (Azura Claw)
Urselles(Goblin), Cleric of Eldath- The Wizard's challenge
Viclas Tyrin(Half Elf), Student of the Elven arts- Indrafatmoko's Defiance in Phlan
A few questions. Are you trying to play AL legal? Are you using one of the hardcover adventures? Are you doing your own module?
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GM of The Bonus Role - We are playing a 5E game set in my homebrew world of Audra check us out Sunday's at 10 AM CST and follow us at the following social media links. https://www.twitch.tv/thebonusrole @BonusRole
Thanks, also the rules part I can relate to, in my campaign right now we have a system for reacts where rather then only getting 1 you get unlimited BUT they're all timed.
What do you mean they are all timed? Like in real life with a stop watch?
Thanks, also the rules part I can relate to, in my campaign right now we have a system for reacts where rather then only getting 1 you get unlimited BUT they're all timed.
What do you mean they are all timed? Like in real life with a stop watch?
Yes, and it's more like someone fires an arrow and then I count down from 3 and you have to respond before I reach zero.
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Marvarax andSora (Dragonborn) The retired fighter and WIP scholar - Glory
Brythel(Dwarf), The dwarf with a gun - survival at sea
Jaylin(Human), Paladin of Lathander's Ancient ways - The Seven Saints (Azura Claw)
Urselles(Goblin), Cleric of Eldath- The Wizard's challenge
Viclas Tyrin(Half Elf), Student of the Elven arts- Indrafatmoko's Defiance in Phlan
AL legal, I'm assuming that means strict by the rules, no. Also I don't own any of the adventure books the campaign is one I made on the fly, and module, wtf is that.
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Marvarax andSora (Dragonborn) The retired fighter and WIP scholar - Glory
Brythel(Dwarf), The dwarf with a gun - survival at sea
Jaylin(Human), Paladin of Lathander's Ancient ways - The Seven Saints (Azura Claw)
Urselles(Goblin), Cleric of Eldath- The Wizard's challenge
Viclas Tyrin(Half Elf), Student of the Elven arts- Indrafatmoko's Defiance in Phlan
AL legal, I'm assuming that means strict by the rules, no. Also I don't own any of the adventure books the campaign is one I made on the fly, and module, wtf is that.
AL legal means setup viable for Adventurer's League, which implies using only the Player's Handbook and only one other sourcebook for the character creation, plus I think there are some limitations for DM as well, but I am not sure.
Module is just another way of calling an adventure or a piece of a capaign, so you already replied to that question as well :)
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
1) Its a game its more important to have fun than to hold fast to any rules.
2) While it may seem like a minor thing the ability to take unlimited reactions may have odd effects on balance if it is causing problems go back to standard play.
3)Get as much of the prep work out of the way as possible before the game starts, if you have a list of locations that you want the party to visit, a list of encounters that you want to happen and a list of NPC that may show up you have 90% of the work done.
4)Start an archive. Seriously save everything. How organized it is is up to you but being able to find stuff is easier. Any NPC, any Event or Encounter, any Location. Even if you've used it every game having an Archive of material you've come up with in the past gives you a bank of resources and inspiration to draw from.
5) This is the most important one. As the DM you are not your Player's opponent. It is your job to make sure everyone is having a good time. If someone clearly isn't, call a break, pull them to the side and ask them whats wrong, what they aren't enjoying and, what you can do to fix it.
The rest are a few general rules of thumb but didn't need to be numbered in my head. Do not force fun into the campaign, players will find humor and bring it on their own. Never kill a character because you don't like something the player did or said. If you end up with a rule's lawyer at your table remember this phrase "I am using DM fiat". If you make a mistake its fine, keep playing, look it up later, stopping to flip through the books kills the flow and bogs down the game. Occasionally call for a roll that you don't need, ask the players to roll Perception checks when they are walking through town, or an Insight check when talking to an important NPC, the rolls don't have to mean something but it gives the impression you have things going on behind the scenes. Forget the phrase "You can't do that" instead "You can do that, but it may not be the best idea" if the players are wanting to head off into the mountains to hunt wolves and you planned to send them into a cave in the swamp let them go hunt a wolf or two and have them find a cave that leads to your planned event/encounter.
If you do pick up a hardcover adventure I recommend treating each of the chapter as an individual session, some of the larger ones even multiple sessions. Take a 15 min break every 2-4 hours to update your notes, stretch your legs and hydrate.
Good Luck, Have Fun
Rollback Post to RevisionRollBack
GM of The Bonus Role - We are playing a 5E game set in my homebrew world of Audra check us out Sunday's at 10 AM CST and follow us at the following social media links. https://www.twitch.tv/thebonusrole @BonusRole
1) Its a game its more important to have fun than to hold fast to any rules.
2) While it may seem like a minor thing the ability to take unlimited reactions may have odd effects on balance if it is causing problems go back to standard play.
3)Get as much of the prep work out of the way as possible before the game starts, if you have a list of locations that you want the party to visit, a list of encounters that you want to happen and a list of NPC that may show up you have 90% of the work done.
4)Start an archive. Seriously save everything. How organized it is is up to you but being able to find stuff is easier. Any NPC, any Event or Encounter, any Location. Even if you've used it every game having an Archive of material you've come up with in the past gives you a bank of resources and inspiration to draw from.
5) This is the most important one. As the DM you are not your Player's opponent. It is your job to make sure everyone is having a good time. If someone clearly isn't, call a break, pull them to the side and ask them whats wrong, what they aren't enjoying and, what you can do to fix it.
The rest are a few general rules of thumb but didn't need to be numbered in my head. Do not force fun into the campaign, players will find humor and bring it on their own. Never kill a character because you don't like something the player did or said. If you end up with a rule's lawyer at your table remember this phrase "I am using DM fiat". If you make a mistake its fine, keep playing, look it up later, stopping to flip through the books kills the flow and bogs down the game. Occasionally call for a roll that you don't need, ask the players to roll Perception checks when they are walking through town, or an Insight check when talking to an important NPC, the rolls don't have to mean something but it gives the impression you have things going on behind the scenes. Forget the phrase "You can't do that" instead "You can do that, but it may not be the best idea" if the players are wanting to head off into the mountains to hunt wolves and you planned to send them into a cave in the swamp let them go hunt a wolf or two and have them find a cave that leads to your planned event/encounter.
If you do pick up a hardcover adventure I recommend treating each of the chapter as an individual session, some of the larger ones even multiple sessions. Take a 15 min break every 2-4 hours to update your notes, stretch your legs and hydrate.
Good Luck, Have Fun
I wish I could "up" this post more than once.
Impeccably said sir, well done.
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
If you're doing adventure league, check out the PDF's at the bottom of this page on Wizard's site. That will give you a good starting point for rules/how to run and play the game.
Modules can be purchased from the DMsGuild as mentioned there, and this site is basically the homepage for Adventure's League information.
AL has rules that must be followed and not modified by the DM to remain "legal". A big part of AL play is for you players being able to play a session at one table, then go to a convention with that same character and play there. You keep track of your progress on your Character sheet and with the Log Sheets. There is much more information on those pages I linked.
There is also nothing stopping you from following AL rules without doing the log sheet/DCI number's if you guys just plan to only play together and never take your characters in that campaign to a store/convention/etc. to play with them.
edit: and i just realized you said not AL legal, where the first time I read it as you wanted AL legal. Ignore this post if you don't care about AL lol.
1) Its a game its more important to have fun than to hold fast to any rules.
2) While it may seem like a minor thing the ability to take unlimited reactions may have odd effects on balance if it is causing problems go back to standard play.
3)Get as much of the prep work out of the way as possible before the game starts, if you have a list of locations that you want the party to visit, a list of encounters that you want to happen and a list of NPC that may show up you have 90% of the work done.
4)Start an archive. Seriously save everything. How organized it is is up to you but being able to find stuff is easier. Any NPC, any Event or Encounter, any Location. Even if you've used it every game having an Archive of material you've come up with in the past gives you a bank of resources and inspiration to draw from.
5) This is the most important one. As the DM you are not your Player's opponent. It is your job to make sure everyone is having a good time. If someone clearly isn't, call a break, pull them to the side and ask them whats wrong, what they aren't enjoying and, what you can do to fix it.
The rest are a few general rules of thumb but didn't need to be numbered in my head. Do not force fun into the campaign, players will find humor and bring it on their own. Never kill a character because you don't like something the player did or said. If you end up with a rule's lawyer at your table remember this phrase "I am using DM fiat". If you make a mistake its fine, keep playing, look it up later, stopping to flip through the books kills the flow and bogs down the game. Occasionally call for a roll that you don't need, ask the players to roll Perception checks when they are walking through town, or an Insight check when talking to an important NPC, the rolls don't have to mean something but it gives the impression you have things going on behind the scenes. Forget the phrase "You can't do that" instead "You can do that, but it may not be the best idea" if the players are wanting to head off into the mountains to hunt wolves and you planned to send them into a cave in the swamp let them go hunt a wolf or two and have them find a cave that leads to your planned event/encounter.
If you do pick up a hardcover adventure I recommend treating each of the chapter as an individual session, some of the larger ones even multiple sessions. Take a 15 min break every 2-4 hours to update your notes, stretch your legs and hydrate.
Good Luck, Have Fun
Thanks this should be a lot of help, I'll keep this in mind for my current campaign and the new ones I do,
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Marvarax andSora (Dragonborn) The retired fighter and WIP scholar - Glory
Brythel(Dwarf), The dwarf with a gun - survival at sea
Jaylin(Human), Paladin of Lathander's Ancient ways - The Seven Saints (Azura Claw)
Urselles(Goblin), Cleric of Eldath- The Wizard's challenge
Viclas Tyrin(Half Elf), Student of the Elven arts- Indrafatmoko's Defiance in Phlan
Thanks I might be AL legal I just use whatever the website has without any of the books.
The game system is really built around the source material. Playing without buying any books is like playing soccer without a ball. Technically possible, but kicking around a can is about 1/100th as fun. For a proper game players need access to the players hand book, and a DM needs access to the DM guide and the Monsters Manual. If you were a super experienced DM then you could forgo the DM guide but the monster manual is more or less essential for reference.
Thanks I might be AL legal I just use whatever the website has without any of the books.
The game system is really built around the source material. Playing without buying any books is like playing soccer without a ball. Technically possible, but kicking around a can is about 1/100th as fun. For a proper game players need access to the players hand book, and a DM needs access to the DM guide and the Monsters Manual. If you were a super experienced DM then you could forgo the DM guide but the monster manual is more or less essential for reference.
Just my two cents
Basic Rules (free) + SRD (free) = most of the PHB + most of the DMG + most of the MM.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Thanks I might be AL legal I just use whatever the website has without any of the books.
The game system is really built around the source material. Playing without buying any books is like playing soccer without a ball. Technically possible, but kicking around a can is about 1/100th as fun. For a proper game players need access to the players hand book, and a DM needs access to the DM guide and the Monsters Manual. If you were a super experienced DM then you could forgo the DM guide but the monster manual is more or less essential for reference.
Just my two cents
Basic Rules (free) + SRD (free) = most of the PHB + most of the DMG + most of the MM.
I agree from a "stat block" point of view. If you've never played before though I don't find them exactly "hand holding" in their approach. If cost is the deciding factor then 100% for sure use the Basic Rules and SRD. From there pick up a free adventure posted on the DM Guild, which will help guide you into crafting your own adventures.
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So I've been thrust into the position of being a DM before I could even play a game of DND by self so, does anyone have an advice for being a DM
Marvarax and Sora (Dragonborn) The retired fighter and WIP scholar - Glory
Brythel(Dwarf), The dwarf with a gun - survival at sea
Jaylin(Human), Paladin of Lathander's Ancient ways - The Seven Saints (Azura Claw)
Urselles(Goblin), Cleric of Eldath- The Wizard's challenge
Viclas Tyrin(Half Elf), Student of the Elven arts- Indrafatmoko's Defiance in Phlan
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/8534-dm-advice-tips-for-large-groups-of-players
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/8176-tips-for-a-new-dm-on-using-physical-terrain
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/8096-planning-to-dm-for-the-first-time
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/6923-new-to-dm
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/6695-so-youre-going-to-dm-tips-for-beginners
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/6580-new-dm-looking-for-any-tips-help
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/6018-new-to-d-d-and-made-dm-help
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/5098-what-is-the-role-of-a-dm
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/915-common-mistakes-made-by-new-dms
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/5630-new-dm-teaching
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/5557-potential-dm-crisis
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/5550-beginner-dm-what-to-do-after-lmop
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/5208-im-not-a-very-good-dm
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/5132-new-dm
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/5115-its-time-for-dm-idea-sharing-folks
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https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/5114-havent-dmed-confusing-words-much-and-am-looking
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/1485-becoming-a-dm
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/4908-the-dastardly-plotter-tavern-inn-a-thread-for
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/2863-first-time-dm-need-some-help
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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Well not exactly what I was expecting in terms of advice but thanks
Marvarax and Sora (Dragonborn) The retired fighter and WIP scholar - Glory
Brythel(Dwarf), The dwarf with a gun - survival at sea
Jaylin(Human), Paladin of Lathander's Ancient ways - The Seven Saints (Azura Claw)
Urselles(Goblin), Cleric of Eldath- The Wizard's challenge
Viclas Tyrin(Half Elf), Student of the Elven arts- Indrafatmoko's Defiance in Phlan
i think what he was getting at is that it's been discussed several times on these and many forums. He just listed a ton of tips/advice links from this site, which based on what you gave us to go on is pretty helpful.
Was there something specific you wanted to know? I too started as a DM before playing so maybe I can help. The one thing I did do, was read alot about being a DM from threads like the ones listed above, and others (on reddit, blogs, etc.). Alot of people love (and for good reason) Matt Colville (link to his youtube channel) as he goes into detail about alot of things. I personally prefer reading than watching videos, and came across the Angry GM and feel that his advice is great, and in a fun way (well at least fun to me).
here are a few tips that were given to me, that I'll give to you:
How do you get a one-armed goblin out of a tree?
Wave!
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Thanks, also the rules part I can relate to, in my campaign right now we have a system for reacts where rather then only getting 1 you get unlimited BUT they're all timed.
Marvarax and Sora (Dragonborn) The retired fighter and WIP scholar - Glory
Brythel(Dwarf), The dwarf with a gun - survival at sea
Jaylin(Human), Paladin of Lathander's Ancient ways - The Seven Saints (Azura Claw)
Urselles(Goblin), Cleric of Eldath- The Wizard's challenge
Viclas Tyrin(Half Elf), Student of the Elven arts- Indrafatmoko's Defiance in Phlan
A few questions. Are you trying to play AL legal? Are you using one of the hardcover adventures? Are you doing your own module?
GM of The Bonus Role - We are playing a 5E game set in my homebrew world of Audra check us out Sunday's at 10 AM CST and follow us at the following social media links.
https://www.twitch.tv/thebonusrole
@BonusRole
Yes, and more lime some fires an arrow at you, you get 3 seconds to respond.
Marvarax and Sora (Dragonborn) The retired fighter and WIP scholar - Glory
Brythel(Dwarf), The dwarf with a gun - survival at sea
Jaylin(Human), Paladin of Lathander's Ancient ways - The Seven Saints (Azura Claw)
Urselles(Goblin), Cleric of Eldath- The Wizard's challenge
Viclas Tyrin(Half Elf), Student of the Elven arts- Indrafatmoko's Defiance in Phlan
AL legal, I'm assuming that means strict by the rules, no. Also I don't own any of the adventure books the campaign is one I made on the fly, and module, wtf is that.
Marvarax and Sora (Dragonborn) The retired fighter and WIP scholar - Glory
Brythel(Dwarf), The dwarf with a gun - survival at sea
Jaylin(Human), Paladin of Lathander's Ancient ways - The Seven Saints (Azura Claw)
Urselles(Goblin), Cleric of Eldath- The Wizard's challenge
Viclas Tyrin(Half Elf), Student of the Elven arts- Indrafatmoko's Defiance in Phlan
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Okay, then my advice is as follows.
1) Its a game its more important to have fun than to hold fast to any rules.
2) While it may seem like a minor thing the ability to take unlimited reactions may have odd effects on balance if it is causing problems go back to standard play.
3)Get as much of the prep work out of the way as possible before the game starts, if you have a list of locations that you want the party to visit, a list of encounters that you want to happen and a list of NPC that may show up you have 90% of the work done.
4)Start an archive. Seriously save everything. How organized it is is up to you but being able to find stuff is easier. Any NPC, any Event or Encounter, any Location. Even if you've used it every game having an Archive of material you've come up with in the past gives you a bank of resources and inspiration to draw from.
5) This is the most important one. As the DM you are not your Player's opponent. It is your job to make sure everyone is having a good time. If someone clearly isn't, call a break, pull them to the side and ask them whats wrong, what they aren't enjoying and, what you can do to fix it.
The rest are a few general rules of thumb but didn't need to be numbered in my head. Do not force fun into the campaign, players will find humor and bring it on their own. Never kill a character because you don't like something the player did or said. If you end up with a rule's lawyer at your table remember this phrase "I am using DM fiat". If you make a mistake its fine, keep playing, look it up later, stopping to flip through the books kills the flow and bogs down the game. Occasionally call for a roll that you don't need, ask the players to roll Perception checks when they are walking through town, or an Insight check when talking to an important NPC, the rolls don't have to mean something but it gives the impression you have things going on behind the scenes. Forget the phrase "You can't do that" instead "You can do that, but it may not be the best idea" if the players are wanting to head off into the mountains to hunt wolves and you planned to send them into a cave in the swamp let them go hunt a wolf or two and have them find a cave that leads to your planned event/encounter.
If you do pick up a hardcover adventure I recommend treating each of the chapter as an individual session, some of the larger ones even multiple sessions. Take a 15 min break every 2-4 hours to update your notes, stretch your legs and hydrate.
Good Luck, Have Fun
GM of The Bonus Role - We are playing a 5E game set in my homebrew world of Audra check us out Sunday's at 10 AM CST and follow us at the following social media links.
https://www.twitch.tv/thebonusrole
@BonusRole
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
If you're doing adventure league, check out the PDF's at the bottom of this page on Wizard's site. That will give you a good starting point for rules/how to run and play the game.
Modules can be purchased from the DMsGuild as mentioned there, and this site is basically the homepage for Adventure's League information.
AL has rules that must be followed and not modified by the DM to remain "legal". A big part of AL play is for you players being able to play a session at one table, then go to a convention with that same character and play there. You keep track of your progress on your Character sheet and with the Log Sheets. There is much more information on those pages I linked.
There is also nothing stopping you from following AL rules without doing the log sheet/DCI number's if you guys just plan to only play together and never take your characters in that campaign to a store/convention/etc. to play with them.
edit: and i just realized you said not AL legal, where the first time I read it as you wanted AL legal. Ignore this post if you don't care about AL lol.
How do you get a one-armed goblin out of a tree?
Wave!
To sum up all of my advice in one sentence: Play with your players, not against them or their characters.
Thanks I might be AL legal I just use whatever the website has without any of the books.
Marvarax and Sora (Dragonborn) The retired fighter and WIP scholar - Glory
Brythel(Dwarf), The dwarf with a gun - survival at sea
Jaylin(Human), Paladin of Lathander's Ancient ways - The Seven Saints (Azura Claw)
Urselles(Goblin), Cleric of Eldath- The Wizard's challenge
Viclas Tyrin(Half Elf), Student of the Elven arts- Indrafatmoko's Defiance in Phlan
Marvarax and Sora (Dragonborn) The retired fighter and WIP scholar - Glory
Brythel(Dwarf), The dwarf with a gun - survival at sea
Jaylin(Human), Paladin of Lathander's Ancient ways - The Seven Saints (Azura Claw)
Urselles(Goblin), Cleric of Eldath- The Wizard's challenge
Viclas Tyrin(Half Elf), Student of the Elven arts- Indrafatmoko's Defiance in Phlan
The game system is really built around the source material. Playing without buying any books is like playing soccer without a ball. Technically possible, but kicking around a can is about 1/100th as fun. For a proper game players need access to the players hand book, and a DM needs access to the DM guide and the Monsters Manual. If you were a super experienced DM then you could forgo the DM guide but the monster manual is more or less essential for reference.
Just my two cents
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)