I've never played dnd and have zero knowledge or experience, a complete blank slate, but I love fantasy games and shows and thought I'd love to try it.
I don't know where to start, I've seen 2 kits on amazon but I heard people say it's a waste of money.
When I get into something I really get into it and want to know everything about it.
If anyone can stir me in the right direction, it'd be much appreciated.
The ESSENTIALS KIT is a good place to start. The adventure is not bad as an introductory adventure, and the reduced rules that it contains are enough to play it.
Now, if you want to play DnD for real, with all the basic rules, you'll need (if you're going to be the DM): -Player's Handbook - Dungeon Master's Guide -Monster Manual https://dnd.wizards.com/products/dd-core-rules-gift-set
Regarding the settings of your games, either you can create your own following the advice of the DMG, or you can buy one of the many there are (official and third-party). To start with, my recommendation would be the Sword Coast Adventure Guide, which is the default setting for 5e. https://dnd.wizards.com/products/tabletop-games/rpg-products/sc-adventurers-guide
If you don't want the physical books, here at DnD beyond you can buy them digitally which are much cheaper (and are updated with errata, etc...).
The first thing you will need to find if you want to play or run the game is a group of like minded individuals :)
D&D is a social game involving the interactions of several people/characters with each other and the fantasy world around them. The DM moderates and adjudicates the interactions of the world (including creatures, NPCs, storylines) with the players and their characters. The storyline can be something published by WotC, a third party or something the DM creates themselves. All can be fun. The DM can also take published material and modify it to fit their game if they wish (it can save preparation time).
Both DMing and playing are a lot of fun but very different. Some folks prefer one over the other. Personally, I do both.
You don't need to know all the rules to play the game. You don't even need to know all the rules to DM but it does help to be as familiar as possible.
In terms of running a game, the introductory modules Lost Mines of Phandelver from the Starter Kit or Dragon of Icespire Peak from the Essentials Kit can both be reasonably good starting points. Both of these include an abbreviated rules set and characters that could be used to run them. They represent a reasonably small investment to try out the hobby. Whether DMing or playing, expect to make mistakes. They aren't a big deal. This isn't a board game where the rules are set in stone. If the group makes a mistake interpreting something, change it up when you figure out how it should be played. One thing to keep in mind is that not every encounter should be resolved by fighting, sometimes there are other methods especially when encountering creatures that are stronger than you are.
In the longer term, a player would probably want a copy of the Players Handbook while a DM would want the PHB, Dungeon Masters Guide and the Monster Manual to start with. Those are the core rulebooks. Beyond that, it is whatever adventures or additional supplementary rules/options that you or your group might find interesting :)
I've got a group of 6 others so there will be 7 of us but I know the recommended number is 4-6 so I hope we will be ok. I am currently the only one buying anything and they're just going to play with me, which I don't mind cause I'm sure they'll get into it and want to buy too.
I would be DM but can I still play aswell or is that not how it works. I think starting off I'll definitely take one from online and then modify maybe when I'm more comfortable with the game
It's good to know mistakes don't matter as my group is a very go with the flow and non serious group so I really feel it'll be fun.
Is there anything other then - The Essential Kit - Player's Handbook - Dungeon Masters Guide - Monsters Manual that I would need or you would recommend?
Thank you for the reply, I'm so excited to start playing but I just want to get all the things from the start so I don't get frustrated and disheartened as it'll take the fun out of it
It is completely possible to get started using only free basic rules (though the character options are limited).
The first purchase I recommend if you are starting from zero is the (physical) essentials kit. It comes with a full adventure and some stuff for physical session, but the thing that puts it over the top is it comes with 2 codes: 1 gets you the adventures and 3 additional sequel adventures on D&D beyond for free, the second gives you half off a digital purchase of the PHB on D&D beyond.
You probably don't need the monster manual to run premade adventures as they usually use either free monsters or have them in the index of that adventure. The DMG is mostly for building your own word (important rules are already in the basic rules), it does have a lot of cool magic items though.
You can pick up more books as you go. Good books for more player options are: XGtE, TCoE, and the new (not yet digital) MP:MotM. These books are available as a physical bundle, but will not unlock digitally if you buy them. Make sure someone has the master subscription to enable book sharing if you plan to use DDB.
And lastly, if you have any questions, you can always ask in the forums and the community here will try to help.
It is completely possible to get started using only free basic rules (though the character options are limited).
The first purchase I recommend if you are starting from zero is the (physical) essentials kit. It comes with a full adventure and some stuff for physical session, but the thing that puts it over the top is it comes with 2 codes: 1 gets you the adventures and 3 additional sequel adventures on D&D beyond for free, the second gives you half off a digital purchase of the PHB on D&D beyond.
You probably don't need the monster manual to run premade adventures as they usually use either free monsters or have them in the index of that adventure. The DMG is mostly for building your own word (important rules are already in the basic rules), it does have a lot of cool magic items though.
You can pick up more books as you go. Good books for more player options are: XGtE, TCoE, and the new (not yet digital) MP:MotM. These books are available as a physical bundle, but will not unlock digitally if you buy them. Make sure someone has the master subscription to enable book sharing if you plan to use DDB.
And lastly, if you have any questions, you can always ask in the forums and the community here will try to help.
I just bought the essentials kit, I can't wait fie it to get here. Thank you for the information, I'll definitely do that and buy things as I go. I'm currently reading through the rules on this site
Also without sounding silly, what do the extra rules add to the game?
They basically add two things: - New options like class (artificer), and many subclasses for existing classes. Also new spells, feats, etc... - Optional rules. For example, although each time it seems to tend more to the standard than to an optional rule, the possibility of modifying races or creating new ones.
Then they also add some stuff for the DM. But the main thing is new customization options, content for players, and things collected from setting books that become "official" for any setting.
Personally, I wouldn't bother with the Starter Set. You know what you've gotten with the Essentials Kit, the Starter Set gives you 4 fewer dice (only 1d6 v 4d6, and 1d20 v 2d20), it doesn't give you the character creation rules (they give you premade ones), doesn't give you the sidekicks (so without going online.to find them, you have to have a fullish party to play) and only costs marginally less. The only thing going for it over the Essentials is that I've heard it has a better adventure (albeit shorter), but I'd buy it on DDB personally. With the Essentials Kit, be aware that you can redeem a code and get a copy of your adventure on DDB for free as well as a further three short adventures thatnwill all you to take your party upto level 13 (they're not quite as good as the other adventures you can buy, but they're free!).
I would probably give the Monster Manual a miss, even if you're going to continue as DM and want to homebrew adventures, personally. It doesn't have a whole lot to it, and it'll be clumsy using it in a game. You'll either have to flick through it to find statblocks (really not convenient in the middle of a battle with four different types of enemies or scan the statblocks and create collages for each fight...not a great thing to be doing when you want to be concentrating on the game. Instead, the are monster cards that you can buy (three sets, monsters CR 0-5, monsters CR 6-16, NPCs & creatures), which all told costs around the same or a bit less that the MM and covers the majority of monsters from the MM and certainly the ones you'll be encountering with any frequency. They're the size of a playing card (some are double size) and contain the same info that the MM does - except you can just lay the necessary ones out on the table for really easy reference. I'd hold off until you've played through Dragon of Icespire Peak first to see if you enjoy the game before buying them, but I'd definitely recommend them over the Monster Manual.
Other than that, in a few months they'll be releasing Mordenkainen Presents: Monsters of the Multiverse as an individual book. That has 30 playable race options as well as more monsters for you to use (no cards for them so far as I'm aware though, sorry). You can get it as part of a set with Xanathar’s Guide to Everything and Tasha's Guide to Everything and a cool DM screen which is much higher quality than the one from the Essentials Kit, but they're cheaper to get separately, you just don't get the collector's box or special covers, so yeah. Again, wait until you've finished Icespire Peak first.
There's a reason why I keep saying wait until you've finished Dragon of Icespire Peak. D&D is a great game, but it is expensive. It's more of a hobby than a game, really. Make sure you are going to enjoy it before buying this other stuff, then buy what you want after doing some research. Feel free to come back and ask more about these things, we don't mind ensuring that you know what you are looking buying (albeit you'll be getting our opinions too).
Eventually, I'd recommend getting battle mats - things you can draw maps on and wipe them off. Use markers for characters and monsters etc so people can see what's happening. It makes it much easier to have an in depth and tactical fight. Again, once you know you'll definitely enjoy the game.
The one thing I would recommend buying now is more dice. You can get them pretty cheap (I paid £8 for six sets) and it makes things so much easier for each player to have their own set and borrowing the occasional die than trying to share one set between the 6 players and the DM.
As for having 6 players (plus DM) when it's recommended to have 3-5 (plus DM), that's fine. Most of the encounters in DoIP are scaled anyway, so just follow the scaling further (it'll say, for example, 2 Orcs plus 1 for every character). It'll be slightly easier than it is aimed to be, but for a first time, that's not a terrible thing. If they're not scaled, usually the monster is too powerful for the party anyway (like the Manticore that they may be encountering at level 1) so it's not an issue. I wouldn't add many more players in though - that will break the game.
Lastly, a recommendation specifically for DoIP. Cryovain is actually underpowered if the party takes him seriously and gets the dragon longsword. We killed him in three rounds with two players and a sidekick. It was somewhat anticlimactic. Be prepared to beef him up a bit, particularly his HP so you can make the final fight an exciting one. Obviously, it depends on how the party is doing. Giving him the normal HP, and if it goes down too fast, use discretely add more on behind your screen. Sometimes it's fun to have an easy boss - we just had one lose due to bad rolls and a specific spell that prevented him acting - and it was an interesting turn. I wouldn't recommend that form your first one though. If the party is actually struggling for somenreason, you can always take HP off an opponent too.
Rollback Post to RevisionRollBack
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
The essentials kit arived today and like you said I think it's best for me to play quite a bit before I even think about buying more cause I didn't realized how much content came with it. The cards actually look so much more useful so I definitely think I'd get them if anything.
It definitely does seem so much more of the hobbie, there is so much stuff and all a heafty price, I do really want to like it though.
I can already see what a welcoming and helpful community this is and I'm so glad because it's such a big game and I'm so confused. I've been reading the starting rules Manual and I'm honestly worried it's going to be too hard to get a hang of and my party is going to lose interest.
Thank you so much for the reply it had a lot of information I desperately needed and I definitely need to see where my team is at and change things accordingly because I honestly don't know. There is 3 of us really looking forward, 1 quite looking forward and then I fear the other 3 aren't into it and aren't going to play it seriously and honestly I'm kind of afraid I'm going to make a fool of myself being DM, but I won't know until we're all free and hopefully it goes well, if not I'm thinking of playing the online one even if it's not quite the same
Its one of those things that there are a lot of rules and it can get messy trying g t figure out how things are resolved...but once you get started and doing it, it comes together. It's no where near as hard as it seems at first.
If you don't understand anything, don't worry. If you're in the game, just make it up and note it down. Research it afterwards and move on. We're always happy to guide and help, so you can always ask here and we'll try to answer your question. Remember, your buddies are learning too, so there is no shame in saying "I don't know, I'll find out for next time, but for now, let's do it thus way".
D&D is really one of those games that you have to play to really get it. And I'm sure you will. If you have any questions, feel free to fire away.
Rollback Post to RevisionRollBack
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Welcome aboard. I hope you get as much enjoyment from D&D as I do.
The Essentials Kit will keep you going for a spell. Later, when you feel like you're ready expand, getting the Core 3 books (Player's Handbook, Dungeon Master's Guide and the Monster Manual) will also carry your interest for years. You will need to share your Player's Handbook (PHB) but you can keep the DMG and the MM just to yourself. Your friends will probably decide they want a PHB of their own. I believe I got my Core 3 books from Amazon at a good price (well actually it was a gift).
In the meantime, I recommend you stick your nose in at your local hobby store or find some other D&D players just to help you get acquainted with how the game flows. Once you are comfortable with that, then you can run D&D with your group without many hiccups. D&D is a social game. One of the main rules is, the Dungeon Master decides what the rules are. You are empowered to adjust the rules in your group so everyone has a good time. But initially I recommend trying to play it straight by the rules until you get a sense for how they work.
One of the first things you and your buddies will need to understand are the skills and abilities of each of the Player Characters (PCs). The second thing that trips people up are the rules around 'action economy'. These are the things your PC can do each time they have a turn in combat. The PC can move, draw a weapon, attack, drink a potion, cast a spell, and many other things, but they can't do everything in a single turn. Action Economy describes what you can do in a single turn. The third thing is to get a feel for what your player does when (s)he is not in combat. In this regard, you can do almost anything, but the environment is supposed to react in a sensible manner to what your PC does. So if your PC goes blundering into someone's home just to see what they have, expect the Non-player character (NPC) to react as you might expect and ask you to leave. Don't expect this to be like a video game where you can attempt to pick the pockets of everyone without consequence.
Good luck and have fun!
Rollback Post to RevisionRollBack
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Even if you're going to be the DM, I'd hold off on the DMG and the MM early on. Aside from the DMG unfortunately not being good for learning to run games, if you use published adventures they cover all the technical parts you really need or you can extrapolate from what the PHB tells you. If money's no object, sure, splurge - otherwise prioritize what you're really going to get use out of early on, which is the PHB, maybe the player expansion books (Xanathar's and Tasha's), and unless you're looking to create adventures of your own a module or two. Most of the PHB is freely available through the Basic Rules and SRD, but the PHB is worth it to fill out the players' options beyond the bare minimum.
With the Essentials Kit you have Dragon of Icespire Peak and you can get the 3 followup modules for free here, as well as a 50% off voucher for the PHB here on DDB as well. The Frozen Sick module is free on the site as well. With all that, you're set for the time being. Make use of that first, then see what else you want after.
Rollback Post to RevisionRollBack
Want to start playing but don't have anyone to play with? You can try these options: [link].
I've never played dnd and have zero knowledge or experience, a complete blank slate, but I love fantasy games and shows and thought I'd love to try it.
I don't know where to start, I've seen 2 kits on amazon but I heard people say it's a waste of money.
When I get into something I really get into it and want to know everything about it.
If anyone can stir me in the right direction, it'd be much appreciated.
https://dnd.wizards.com/get-started
The ESSENTIALS KIT is a good place to start. The adventure is not bad as an introductory adventure, and the reduced rules that it contains are enough to play it.
Now, if you want to play DnD for real, with all the basic rules, you'll need (if you're going to be the DM):
-Player's Handbook
- Dungeon Master's Guide
-Monster Manual
https://dnd.wizards.com/products/dd-core-rules-gift-set
Later you can purchase supplements to the rules, such as those that come in the Rules Expansion Gift Set (you can purchase the books separately).
https://dnd.wizards.com/products/rules-expansion-set
Regarding the settings of your games, either you can create your own following the advice of the DMG, or you can buy one of the many there are (official and third-party). To start with, my recommendation would be the Sword Coast Adventure Guide, which is the default setting for 5e.
https://dnd.wizards.com/products/tabletop-games/rpg-products/sc-adventurers-guide
If you don't want the physical books, here at DnD beyond you can buy them digitally which are much cheaper (and are updated with errata, etc...).
The first thing you will need to find if you want to play or run the game is a group of like minded individuals :)
D&D is a social game involving the interactions of several people/characters with each other and the fantasy world around them. The DM moderates and adjudicates the interactions of the world (including creatures, NPCs, storylines) with the players and their characters. The storyline can be something published by WotC, a third party or something the DM creates themselves. All can be fun. The DM can also take published material and modify it to fit their game if they wish (it can save preparation time).
Both DMing and playing are a lot of fun but very different. Some folks prefer one over the other. Personally, I do both.
You don't need to know all the rules to play the game. You don't even need to know all the rules to DM but it does help to be as familiar as possible.
In terms of running a game, the introductory modules Lost Mines of Phandelver from the Starter Kit or Dragon of Icespire Peak from the Essentials Kit can both be reasonably good starting points. Both of these include an abbreviated rules set and characters that could be used to run them. They represent a reasonably small investment to try out the hobby. Whether DMing or playing, expect to make mistakes. They aren't a big deal. This isn't a board game where the rules are set in stone. If the group makes a mistake interpreting something, change it up when you figure out how it should be played. One thing to keep in mind is that not every encounter should be resolved by fighting, sometimes there are other methods especially when encountering creatures that are stronger than you are.
In the longer term, a player would probably want a copy of the Players Handbook while a DM would want the PHB, Dungeon Masters Guide and the Monster Manual to start with. Those are the core rulebooks. Beyond that, it is whatever adventures or additional supplementary rules/options that you or your group might find interesting :)
This is also a good place to start:
https://www.dndbeyond.com/how-to-play-dnd
@Feykiller
Thank you for the reply them link were exactly what I was looking for
I would be playing as DM as my friends that are playing are not buying yet, so if I get:
- The Essential Kit - Player's Handbook - Dungeon Masters Guide - Monsters Manual
I'd be set to play and then if I enjoy the game to then buy add ons so to say
Also without sounding silly, what do the extra rules add to the game?
@David42
I've got a group of 6 others so there will be 7 of us but I know the recommended number is 4-6 so I hope we will be ok. I am currently the only one buying anything and they're just going to play with me, which I don't mind cause I'm sure they'll get into it and want to buy too.
I would be DM but can I still play aswell or is that not how it works. I think starting off I'll definitely take one from online and then modify maybe when I'm more comfortable with the game
It's good to know mistakes don't matter as my group is a very go with the flow and non serious group so I really feel it'll be fun.
Is there anything other then - The Essential Kit - Player's Handbook - Dungeon Masters Guide - Monsters Manual that I would need or you would recommend?
Thank you for the reply, I'm so excited to start playing but I just want to get all the things from the start so I don't get frustrated and disheartened as it'll take the fun out of it
It is completely possible to get started using only free basic rules (though the character options are limited).
The first purchase I recommend if you are starting from zero is the (physical) essentials kit. It comes with a full adventure and some stuff for physical session, but the thing that puts it over the top is it comes with 2 codes: 1 gets you the adventures and 3 additional sequel adventures on D&D beyond for free, the second gives you half off a digital purchase of the PHB on D&D beyond.
You probably don't need the monster manual to run premade adventures as they usually use either free monsters or have them in the index of that adventure. The DMG is mostly for building your own word (important rules are already in the basic rules), it does have a lot of cool magic items though.
You can pick up more books as you go. Good books for more player options are: XGtE, TCoE, and the new (not yet digital) MP:MotM. These books are available as a physical bundle, but will not unlock digitally if you buy them. Make sure someone has the master subscription to enable book sharing if you plan to use DDB.
And lastly, if you have any questions, you can always ask in the forums and the community here will try to help.
Here’s everything you need to get started for free:
Here’s the Basic Rules & SRD: (https://www.dndbeyond.com/sources/basic-rules)
Here’s your “intro to D&D on DDB resources: (https://www.dndbeyond.com/how-to-play-dnd)
Here’s a free adventure (written by Matt Mercer) for whichever one of you will end up DMing: (https://www.dndbeyond.com/sources/wa/frozen-sick)
Here is me welcoming you to D&D!!
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I just bought the essentials kit, I can't wait fie it to get here. Thank you for the information, I'll definitely do that and buy things as I go. I'm currently reading through the rules on this site
They basically add two things:
- New options like class (artificer), and many subclasses for existing classes. Also new spells, feats, etc...
- Optional rules. For example, although each time it seems to tend more to the standard than to an optional rule, the possibility of modifying races or creating new ones.
Then they also add some stuff for the DM. But the main thing is new customization options, content for players, and things collected from setting books that become "official" for any setting.
Personally, I wouldn't bother with the Starter Set. You know what you've gotten with the Essentials Kit, the Starter Set gives you 4 fewer dice (only 1d6 v 4d6, and 1d20 v 2d20), it doesn't give you the character creation rules (they give you premade ones), doesn't give you the sidekicks (so without going online.to find them, you have to have a fullish party to play) and only costs marginally less. The only thing going for it over the Essentials is that I've heard it has a better adventure (albeit shorter), but I'd buy it on DDB personally. With the Essentials Kit, be aware that you can redeem a code and get a copy of your adventure on DDB for free as well as a further three short adventures thatnwill all you to take your party upto level 13 (they're not quite as good as the other adventures you can buy, but they're free!).
I would probably give the Monster Manual a miss, even if you're going to continue as DM and want to homebrew adventures, personally. It doesn't have a whole lot to it, and it'll be clumsy using it in a game. You'll either have to flick through it to find statblocks (really not convenient in the middle of a battle with four different types of enemies or scan the statblocks and create collages for each fight...not a great thing to be doing when you want to be concentrating on the game. Instead, the are monster cards that you can buy (three sets, monsters CR 0-5, monsters CR 6-16, NPCs & creatures), which all told costs around the same or a bit less that the MM and covers the majority of monsters from the MM and certainly the ones you'll be encountering with any frequency. They're the size of a playing card (some are double size) and contain the same info that the MM does - except you can just lay the necessary ones out on the table for really easy reference. I'd hold off until you've played through Dragon of Icespire Peak first to see if you enjoy the game before buying them, but I'd definitely recommend them over the Monster Manual.
Other than that, in a few months they'll be releasing Mordenkainen Presents: Monsters of the Multiverse as an individual book. That has 30 playable race options as well as more monsters for you to use (no cards for them so far as I'm aware though, sorry). You can get it as part of a set with Xanathar’s Guide to Everything and Tasha's Guide to Everything and a cool DM screen which is much higher quality than the one from the Essentials Kit, but they're cheaper to get separately, you just don't get the collector's box or special covers, so yeah. Again, wait until you've finished Icespire Peak first.
There's a reason why I keep saying wait until you've finished Dragon of Icespire Peak. D&D is a great game, but it is expensive. It's more of a hobby than a game, really. Make sure you are going to enjoy it before buying this other stuff, then buy what you want after doing some research. Feel free to come back and ask more about these things, we don't mind ensuring that you know what you are looking buying (albeit you'll be getting our opinions too).
Eventually, I'd recommend getting battle mats - things you can draw maps on and wipe them off. Use markers for characters and monsters etc so people can see what's happening. It makes it much easier to have an in depth and tactical fight. Again, once you know you'll definitely enjoy the game.
The one thing I would recommend buying now is more dice. You can get them pretty cheap (I paid £8 for six sets) and it makes things so much easier for each player to have their own set and borrowing the occasional die than trying to share one set between the 6 players and the DM.
As for having 6 players (plus DM) when it's recommended to have 3-5 (plus DM), that's fine. Most of the encounters in DoIP are scaled anyway, so just follow the scaling further (it'll say, for example, 2 Orcs plus 1 for every character). It'll be slightly easier than it is aimed to be, but for a first time, that's not a terrible thing. If they're not scaled, usually the monster is too powerful for the party anyway (like the Manticore that they may be encountering at level 1) so it's not an issue. I wouldn't add many more players in though - that will break the game.
Lastly, a recommendation specifically for DoIP. Cryovain is actually underpowered if the party takes him seriously and gets the dragon longsword. We killed him in three rounds with two players and a sidekick. It was somewhat anticlimactic. Be prepared to beef him up a bit, particularly his HP so you can make the final fight an exciting one. Obviously, it depends on how the party is doing. Giving him the normal HP, and if it goes down too fast, use discretely add more on behind your screen. Sometimes it's fun to have an easy boss - we just had one lose due to bad rolls and a specific spell that prevented him acting - and it was an interesting turn. I wouldn't recommend that form your first one though. If the party is actually struggling for somenreason, you can always take HP off an opponent too.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
The essentials kit arived today and like you said I think it's best for me to play quite a bit before I even think about buying more cause I didn't realized how much content came with it. The cards actually look so much more useful so I definitely think I'd get them if anything.
It definitely does seem so much more of the hobbie, there is so much stuff and all a heafty price, I do really want to like it though.
I can already see what a welcoming and helpful community this is and I'm so glad because it's such a big game and I'm so confused. I've been reading the starting rules Manual and I'm honestly worried it's going to be too hard to get a hang of and my party is going to lose interest.
Thank you so much for the reply it had a lot of information I desperately needed and I definitely need to see where my team is at and change things accordingly because I honestly don't know. There is 3 of us really looking forward, 1 quite looking forward and then I fear the other 3 aren't into it and aren't going to play it seriously and honestly I'm kind of afraid I'm going to make a fool of myself being DM, but I won't know until we're all free and hopefully it goes well, if not I'm thinking of playing the online one even if it's not quite the same
Its one of those things that there are a lot of rules and it can get messy trying g t figure out how things are resolved...but once you get started and doing it, it comes together. It's no where near as hard as it seems at first.
If you don't understand anything, don't worry. If you're in the game, just make it up and note it down. Research it afterwards and move on. We're always happy to guide and help, so you can always ask here and we'll try to answer your question. Remember, your buddies are learning too, so there is no shame in saying "I don't know, I'll find out for next time, but for now, let's do it thus way".
D&D is really one of those games that you have to play to really get it. And I'm sure you will. If you have any questions, feel free to fire away.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
my own advice...don't buy anything...anywhere.
Print this out: https://media.wizards.com/2020/dnd/downloads/dnd_essentials_rulebook.pdf
once you've got that all figured out and played a couple games...welcome to the rabbit hole
Guide to the Five Factions (PWYW)
Deck of Decks
SorchaN,
Welcome aboard. I hope you get as much enjoyment from D&D as I do.
The Essentials Kit will keep you going for a spell. Later, when you feel like you're ready expand, getting the Core 3 books (Player's Handbook, Dungeon Master's Guide and the Monster Manual) will also carry your interest for years. You will need to share your Player's Handbook (PHB) but you can keep the DMG and the MM just to yourself. Your friends will probably decide they want a PHB of their own. I believe I got my Core 3 books from Amazon at a good price (well actually it was a gift).
In the meantime, I recommend you stick your nose in at your local hobby store or find some other D&D players just to help you get acquainted with how the game flows. Once you are comfortable with that, then you can run D&D with your group without many hiccups. D&D is a social game. One of the main rules is, the Dungeon Master decides what the rules are. You are empowered to adjust the rules in your group so everyone has a good time. But initially I recommend trying to play it straight by the rules until you get a sense for how they work.
One of the first things you and your buddies will need to understand are the skills and abilities of each of the Player Characters (PCs). The second thing that trips people up are the rules around 'action economy'. These are the things your PC can do each time they have a turn in combat. The PC can move, draw a weapon, attack, drink a potion, cast a spell, and many other things, but they can't do everything in a single turn. Action Economy describes what you can do in a single turn. The third thing is to get a feel for what your player does when (s)he is not in combat. In this regard, you can do almost anything, but the environment is supposed to react in a sensible manner to what your PC does. So if your PC goes blundering into someone's home just to see what they have, expect the Non-player character (NPC) to react as you might expect and ask you to leave. Don't expect this to be like a video game where you can attempt to pick the pockets of everyone without consequence.
Good luck and have fun!
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Even if you're going to be the DM, I'd hold off on the DMG and the MM early on. Aside from the DMG unfortunately not being good for learning to run games, if you use published adventures they cover all the technical parts you really need or you can extrapolate from what the PHB tells you. If money's no object, sure, splurge - otherwise prioritize what you're really going to get use out of early on, which is the PHB, maybe the player expansion books (Xanathar's and Tasha's), and unless you're looking to create adventures of your own a module or two. Most of the PHB is freely available through the Basic Rules and SRD, but the PHB is worth it to fill out the players' options beyond the bare minimum.
With the Essentials Kit you have Dragon of Icespire Peak and you can get the 3 followup modules for free here, as well as a 50% off voucher for the PHB here on DDB as well. The Frozen Sick module is free on the site as well. With all that, you're set for the time being. Make use of that first, then see what else you want after.
Want to start playing but don't have anyone to play with? You can try these options: [link].
Thank you I definitely think ill do that, theres so much content at hand but it would be nice to have the PHB.
Once ive played for a while and if i find i really like it ill look into bundles to try save a bit