So I'm looking to create an adventure for D&D that's based on the Forgotten Realms setting that will also be a podcast. The question is couldn't a dm run an adventure just with a dm screen and just use the basic rules set forth in the Forgotten Realms setting and advance the game to D&D 5.0 as the story itself progresses without a dm guide book?
Short answer: yes, it is most definitely possible.
Longer answer: yes, it is definitely possible, but could lead to a somewhat "lesser" experience. I always felt the DM's guide is not a mandatory book to have, to be honest, but it surely has A TON of information that could come in handy to tweak your game with a lot of additions and optional rules or variants that you can be 100% sure are balanced for the game, and should therefore deliver a seamless experience with the rest of the system (which is one of the main problems you are faced with when creating house-rules, you might inadvertently ruin the balance of the game), aside from also having a lot of "tools" that can greatly help a new DM. So, yeah, one can definitely run a campaign without the DM's Guide, but it's still a buy I would advise.
LeK thank you for the response. What it really comes down to is if I don't have to spend the cash on something I really do not require...well I'd rather save the cash...at least this early in my particular process.
LeK thank you for the response. What it really comes down to is if I don't have to spend the cash on something I really do not require...well I'd rather save the cash...at least this early in my particular process.
LeK thank you for the response. What it really comes down to is if I don't have to spend the cash on something I really do not require...well I'd rather save the cash...at least this early in my particular process.
I am positive you do not need it to start playing, but I am also quite sure you'll end up buying it at some point down the line if you guys take a liking of the game ;)
Always remember the most important rule of all though: enjoy the game! Everything in any book is a guideline for you to create something to enjoy, don't let anyone tell you otherwise and twist and shape the game as you guys need to make it truly fun for you.
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Short answer: yes, it is most definitely possible.
Longer answer: yes, it is definitely possible, but could lead to a somewhat "lesser" experience. I always felt the DM's guide is not a mandatory book to have, to be honest, but it surely has A TON of information that could come in handy to tweak your game with a lot of additions and optional rules or variants that you can be 100% sure are balanced for the game, and should therefore deliver a seamless experience with the rest of the system (which is one of the main problems you are faced with when creating house-rules, you might inadvertently ruin the balance of the game), aside from also having a lot of "tools" that can greatly help a new DM. So, yeah, one can definitely run a campaign without the DM's Guide, but it's still a buy I would advise.
I agree with all of this. If you're going to run a published adventure 100% by the book, the DMG isn't as necessary (though adventures will someones reference rules in the DMG, like short or long-term madness.) The second you want to start deviating from a written adventure or writing your own, the DMG becomes very useful.
The DMG also contains a lot of miscellaneous but useful advice on running the game, and optional rules that you might want to use for specific campaigns (e.g. honor points, sanity points, lingering injuries.)
Xanathar's Guide to Everything has some overlap with the DMG, so if one of your players has XGtE it can help you put off buying the DMG. Specifically, XGtE improves on the encounter building, traps, and magic item crafting rules from the DMG.
Obviously there are many resources available, but once you get past a handful of sessions it will be increasingly useful to have access to the DM guide. Even if just for access to magic items and the like it can be very worthwhile. I would make it a stretch goal for your group, perhaps even see if they are enjoying the game enough to help purchase the next step in the experience.
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"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
I just want to thank everyone for your comments and advice. I guess either before this ongoing campaign begins or shortly thereafter I'll invest in the digital dungeon master's guide. :)
I don’t think anyone else said this, but from what you said in your initial post, I’m not sure you know the following:
The basic rules have the actual rules needed to play, and a few race and class options. You really could play with just this, but you will have fewer options than with the “core rulebooks”
the three core books are the dungeon masters guide, the monster manual, and the players handbook.
the players handbook is the most “required” of the core rules, as it holds the actual rules (which are also included in the basic rules) but also many race and class options not included in the basic rules, and also spells.
After that, the monster manual is the next most critical, but really only for a dungeon master, as it has a ton of monsters, many of which will be referenced in official adventures.
After ther the dungeon masters guide is the least important, containing magic items, and many tips and optional rules. If you stick with D&D you will probably want it at some point, but may never actually need it.
After that, the monster manual is the next most critical, but really only for a dungeon master, as it has a ton of monsters, many of which will be referenced in official adventures.
After ther the dungeon masters guide is the least important, containing magic items, and many tips and optional rules. If you stick with D&D you will probably want it at some point, but may never actually need it.
Worth pointing out that Hoard of the Dragon Queen, Rise of Tiamat and Princes of the Apocalypse have online supplements that include the monster stat blocks and magic items they reference so you can play them with only the Basic Rules.
After that, the monster manual is the next most critical, but really only for a dungeon master, as it has a ton of monsters, many of which will be referenced in official adventures.
After ther the dungeon masters guide is the least important, containing magic items, and many tips and optional rules. If you stick with D&D you will probably want it at some point, but may never actually need it.
Worth pointing out that Hoard of the Dragon Queen, Rise of Tiamat and Princes of the Apocalypse have online supplements that include the monster stat blocks and magic items they reference so you can play them with only the Basic Rules.
After that, the monster manual is the next most critical, but really only for a dungeon master, as it has a ton of monsters, many of which will be referenced in official adventures.
After ther the dungeon masters guide is the least important, containing magic items, and many tips and optional rules. If you stick with D&D you will probably want it at some point, but may never actually need it.
Worth pointing out that Hoard of the Dragon Queen, Rise of Tiamat and Princes of the Apocalypse have online supplements that include the monster stat blocks and magic items they reference so you can play them with only the Basic Rules.
Also Lost Mine of Phandelvar I think.
LMoP has all the monster stat-blocks needed right in the adventure book :)
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
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Hello everyone.
So I'm looking to create an adventure for D&D that's based on the Forgotten Realms setting that will also be a podcast. The question is couldn't a dm run an adventure just with a dm screen and just use the basic rules set forth in the Forgotten Realms setting and advance the game to D&D 5.0 as the story itself progresses without a dm guide book?
Thanks for any and all replies!
Lew N
Short answer: yes, it is most definitely possible.
Longer answer: yes, it is definitely possible, but could lead to a somewhat "lesser" experience. I always felt the DM's guide is not a mandatory book to have, to be honest, but it surely has A TON of information that could come in handy to tweak your game with a lot of additions and optional rules or variants that you can be 100% sure are balanced for the game, and should therefore deliver a seamless experience with the rest of the system (which is one of the main problems you are faced with when creating house-rules, you might inadvertently ruin the balance of the game), aside from also having a lot of "tools" that can greatly help a new DM. So, yeah, one can definitely run a campaign without the DM's Guide, but it's still a buy I would advise.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
LeK thank you for the response. What it really comes down to is if I don't have to spend the cash on something I really do not require...well I'd rather save the cash...at least this early in my particular process.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
The Forum Infestation (TM)
Obviously there are many resources available, but once you get past a handful of sessions it will be increasingly useful to have access to the DM guide. Even if just for access to magic items and the like it can be very worthwhile. I would make it a stretch goal for your group, perhaps even see if they are enjoying the game enough to help purchase the next step in the experience.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
As others have said, DMG isn't necessary, but if you're invested enough to podcast your sessions I would think it's important.
Hello again.
I just want to thank everyone for your comments and advice. I guess either before this ongoing campaign begins or shortly thereafter I'll invest in the digital dungeon master's guide. :)
I don’t think anyone else said this, but from what you said in your initial post, I’m not sure you know the following:
The basic rules have the actual rules needed to play, and a few race and class options. You really could play with just this, but you will have fewer options than with the “core rulebooks”
the three core books are the dungeon masters guide, the monster manual, and the players handbook.
the players handbook is the most “required” of the core rules, as it holds the actual rules (which are also included in the basic rules) but also many race and class options not included in the basic rules, and also spells.
After that, the monster manual is the next most critical, but really only for a dungeon master, as it has a ton of monsters, many of which will be referenced in official adventures.
After ther the dungeon masters guide is the least important, containing magic items, and many tips and optional rules. If you stick with D&D you will probably want it at some point, but may never actually need it.
Legendary Bundle ~ Master Tier
The Forum Infestation (TM)
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games