Hi all, just registered and would like some advice. I played the game back in 1st Ed Red Box in my young days...a la Stranger Things. We also had another go in the 90s with work friends.
The time feels right to try have a game with the Wife and a few friends, having not played in over 30 years.... (but I still love lore such as Dragonlance and loved Vox Machina)
I noted the various guides here but it was so much to take in.
Can I ask what advice to buy, given that we dont know if people will enjoy the game, so dont want to go mad initially. Is there a box that gets you the basics in terms of players who hasn't played before, either pre made characters or easy build your own guides etc.
I would be DM. Is there a box that has a good Adventure that comes along with it. It would be a small group, maybe 3-4 adventurers.
I used to love the really old stuff like Keep on the Borderlands/Rahasia/Journey to the Rock, but I am sure things have moved on from there.
Is there anything to buy that sounds like it covers the above? something to whet the appetite so to speak and leave the players hopefully wanting more?
Have a look at the starter set, and or the essential set. The starter set adventure is free on beyond, so is a lower cost if you want to use the website.
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CENSORSHIP IS THE TOOL OF COWARDS and WANNA BE TYRANTS.
Have a look at the starter set, and or the essential set. The starter set adventure is free on beyond, so is a lower cost if you want to use the website.
Ok thanks for the info.
The Starter set- I presume this is the full on game box set? Is that the Storm wreck Isle adventure? I presume its beginner friendly?
Regards starter set adventure. (phandelver is it?) Is it available in a box/hard copy? I think my wife/friends would be more suited to physical items rather than playing via online materiel, certainly at first anyway.
You can buy nothing. The basic rules are available for free here online. As is the starter adventure Lost Mines of Phandelver. The adventure is designed for first players and DMs who are just learning, so it should be a good start for your group. The main downside is there’s only one subclass of each class available for free, so the players won’t get a lot of choice about their character. But it should give you enough to play a bit and decide if you like it. If you do, you might hold off until next year before you buy a players handbook or dungeon masters guide or monster manual. All there of those are being revised right now and will be re-released next year.
You can buy nothing. The basic rules are available for free here online. As is the starter adventure Lost Mines of Phandelver. The adventure is designed for first players and DMs who are just learning, so it should be a good start for your group. The main downside is there’s only one subclass of each class available for free, so the players won’t get a lot of choice about their character. But it should give you enough to play a bit and decide if you like it. If you do, you might hold off until next year before you buy a players handbook or dungeon masters guide or monster manual. All there of those are being revised right now and will be re-released next year.
Thanks for the info.
I just have a feeling the players would struggle to be committed initially with online material and info. I was kinda hoping there would be a beginner box, I think the players might be better suited to having physical books/references/maps or whatever you get. Can you get Lost Mines of Phandelver. as a physical set?
LMoP is no longer published, that being said there are still physical copies available for sale around the interweb and at local game shops most likely. LMoP was replaced as the starter set by Dragons of IceSpire peak.
LMoP is free digitally as mentioned above already.
You can download the Basic Rules from the Wizards of the Coast website, in a form much better for printing, as well as character sheets.
Can I ask what advice to buy, given that we dont know if people will enjoy the game, so dont want to go mad initially. Is there a box that gets you the basics in terms of players who hasn't played before, either pre made characters or easy build your own guides etc.
I just have a feeling the players would struggle to be committed initially with online material and info. I was kinda hoping there would be a beginner box, I think the players might be better suited to having physical books/references/maps or whatever you get. Can you get Lost Mines of Phandelver. as a physical set?
I also second buying nothing and just try out all the free stuff first. Just because you spent money on something does not mean your family and friends will be more invested. Half of my friends are not even interested in trying it out, and half the friends that did try it did not like it enough to continue after their second or third session, and that is with me buying the Starter Set and they do not have to pay anything to play. My group of friends is relatively nerdy too, so I cannot imagine the general population having a higher rate of interest. TTRPG is an extremely niche hobby, and from most people's point of view, sitting around play pretend is more boring than fun.
The Lost Mines of Phandelver is from the old physical Starter Set box, but it is available for free digitally online. While I highly recommend the physical Starter Set box, all you are really getting out of it from buying the physical box right now is the convenience of having the adventure booklet in hand (so you free up your digital screen for monster databases/statblocks and running encounters); the box also have a few dice and character sheets, but they are not really worth it, and it is better to get those separately for free (you can roll dice on Google for free, and character sheets can be printed out for free too; if you really want physical dice, you can get them cheaply from LGSs). If you like the convenience of having a physical booklet like me, then go ahead and buy it. For most people though, I do not think convenience of the booklet is enough of a sell.
The Essentials Kit box have a bit more extra goodies, but they are really cheap goodies in the form of cardboard trinkets. And if you do plan to get it, I recommend getting the OLD PRINTING of the Essentials Kit, where it comes with a Beyond code to unlock the digital version; if the box does not mention anything about a code, then it is the NEW PRINTING, so try to avoid those. The old Starter Set and Essentials Kit happen in around the same geographical location, so you can combine both if you want to give your players more content to explore.
Even though I highly recommend those two boxes, in my opninion, you are better off running a one shot or a short campaign utilizing free resources first before spending any money on products. Matt Colville has a series on YouTube on how to GM, and I recommend ripping off the starting adventure he presents at the beginning of the series. If you really want to spend money on D&D, spend it on food and drinks instead and maybe some physical dice (you can use dice for other games, so it is not a total waste if D&D did not pan out). Boxes, books, minis, playmats, etc. can all come later once you have a group that consistently plays with you.
Good luck. One tip. This version is very different from the one you played. So don’t try any remember any of the old rules, they’ll just confuse things. Just read this one over fresh and you’ll be much better off.
Is there anything else I can get that enhances the Lost Mines of Phandelver box I bought? Extra maps or anything else.
While I wouldnt say money isnt an issue, I dont mind buying something (maps or anything) if it would facilitate a good first game for the players.
You can print out the map from TLMOP on Beyond for free. If you really want to spend money on a map on poster paper, there is one in the Essentials Kit box, and you will get other paper/cardboard trinkets that can be fun to handout.
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This is mostly down to preference, but some players prefer theater-of-the-mind combat while others prefer a gridded battlemap combat. My group and I personally prefer grids because it is more visual. If you prefer grids as well, then you will want to get some minis and a good mat. Again, I do not think it is a good idea to spend money on this stuff unless you know for sure you will keep using them in the future. Individual items might not be super expensive, but they add up over time.
One way to help generate interest and investment is to take your players to a quick trip to your LGS, and have them pick out a mini for their character. If you are sticking with the pregenerated characters (which I highly recommend; if you are a new GM and your players are new too, character generation will take a really long time), you can get the official set of Icons of the Realms minis for those pregenerated characters. If you want to save money, you can just borrow minis from another boardgame or use LEGO minifigures. There are also spell effect templates, vehicles, terrain pieces, etc. on top of your regular monster minis. While they look really nice and add a lot of pizzazz, they can seriously eat up your wallet if you are not careful.
For mats, the recommended size varies depending on your set up. I got the biggest mat I can find since my friends and I generally play on the floor so space is not an issue. Even if we play on a table, since we use digital character sheets, we do not use a lot of space on the table, so we can dedicate more of the real estate to a big mat. I also have a more modest sized mat if we plan to play and eat at the table, so there is enough space for food. There also dungeon tiles and modular buildings if you want to get real fancy, but just like minis, the cost will easily add up over time.
You may also want to get special markers for the mat, so you can draw stuff on the mat. You can use whiteboard markers, but these will stain your play mat more easily over time.
Wizards recently released campaign cases for terrain and monsters, as well as DM screens for dungeons and wilderness adventures, so you may want to look into those if you are interested in official products. Again, be careful with your wallet.
— — — — — — —
There are spellbook cards (and cards for magic items, class features, and monsters) that may make things easier on your players. If your players have difficulty referencing and updating their physical character sheets, cards might help make things easier. If your players use D&D Beyond, then the cards are not necessary in my opinion since Beyond has a pretty good character sheet with a good UI. If you do use physical cards, they will take up valuable real estate on the table, so factor that into consideration if you plan to use mats.
— — — — — — —
You may want to buy a collapsible portable table. You can play D&D on the dinner table of course, but there may be a time where you need to clear out the dinner table for dinner but the session is not exactly over, so it is easier to just play on a portable table dedicated to gaming and keep your dinner table free. And with a portable table, you can play D&D anywhere, and the table can be used for more than just D&D.
— — — — — — —
I myself do not use third party books, but quite a few veteran GMs use them. I do not think you need them starting out, but it is good to know what is out there. Matt Colville himself have written "Stronghold and Followers" and "Kingdoms and Warfare", and they seem like good supplements. There is a third party book series called The Monsters Know What They Are Doing, if you want to make your combat encounters a bit more deadly. Kobold Press has a lot of books for 5e, ranging from campaign settings, character options, spells, monsters, and more. That is just the tip of the iceberg.
There is so much third party stuff out there to explore, and if you are creative and into homebrew, practically everything is third party, even things that are not meant for D&D or TTRPGs. For example, I absolutely love the board game Betrayal at House on the Hill, and one day, I plan to run a horror themed D&D session using that board game, and that game has absolutely nothing to do with D&D.
Really do appreciate all the advice folks. The box arrived today and will start to get my head round planning to DM this week with an aim to play a game in a few weeks.
Last few questions if I can-
1- DM Screen. Is anything advisable at first or just get on with it?
2- I could imagine the players being more 'into' their characters if they make them themselves rather than using the Starter Box 5 Characters. Is it easy to get complete newcomers to make a set of characters...and do I need to buy/get anything specific to do it?
If there were 3 players, would you advise any needed balance (for example you NEED 1 melee fighter and at least 1 healer??) or can any balance of 3 manage with decent DM'ing? A 4th player may join but not sure yet.
Thanks again, all been a big help for somebody who has a lot to take in
1- DM Screen. Is anything advisable at first or just get on with it?
If you are using a laptop/tablet, that is basically your digital GM screen. It is so much better than a physical regular paper/cardboard GM screen in my opinion.
The only thing a physical GM screen has over a laptop/tablet is that it is easier to roll physical dice, since you are not dropping your dice on your keyboard (laptop) and it is easier to fudge rolls (tablet; kind of hard to hide rolls behind a tablet, unless you get two or three tablets and tape them together or something).
If you really want a physical GM screen, I believe the Essentials Kit comes with one.
For me personally, I just use my phone and/or laptop, and I roll a mix of physical and digital dice. With that set up, I can only fudge my digital rolls obviously.
I occaisionally do use my phone, laptop, AND a physical GM screen all at the same time. It is super convenient when running the game. At the same time, it is a lot of gear to carry and stuff to arrange in the play area, so I do not do it very often. I like to keep the play area simple with just mats and minis, with everything else digitized. There is less setup and clean up by keeping it simple.
2- I could imagine the players being more 'into' their characters if they make them themselves rather than using the Starter Box 5 Characters. Is it easy to get complete newcomers to make a set of characters...and do I need to buy/get anything specific to do it?
Oh definitely. Players will be a lot more invested into their characters if they make it themselves.
However, first time players will take a REALLY LONG time making their first characters. Not only are they making their first character, but they are also learning the rules at the same time. Since you are new too, you will be learning the rules along with them as well. While you can and should definitely review the rules beforehand, players will have questions that you will not be able answer, and you will be spending time looking it up at the table. Reading the rules generally feels like homework, and since this is a game and it is optional, do not expect your players to do optional homework outside of table time.
If you plan to go with letting new players making their own characters, I highly, highly, HIGHLY recommend that you only let them use the Basic Rules and/or Standard Reference Document. This is to cut down on player options so they can focus on learning the game. If you throw in rules learning, character creation, and the whole Players Handbook worth of options, players will be paralyzed with learning all the extra options and deciding between them.
Since both you and the group are new, I recommend planning for two session zeroes to get all the kinks sorted out. Since my group and I were completely new to the hobby three years ago and there was scheduling issues, my group and I needed three whole session zeroes to get everything down before we started playing.
If there were 3 players, would you advise any needed balance (for example you NEED 1 melee fighter and at least 1 healer??) or can any balance of 3 manage with decent DM'ing? A 4th player may join but not sure yet.
Balance is not needed. Having a fighter and cleric definitely makes things FEEL easier and secure on the player side if they are gamers and are used to having that composition, but it is not necessary. Rather than letting them worry about survival, I find it easier to just ask them what kind of game they like to play and adjust my own GMing style to match what they want.
If they want a deadly game, then no amount of optimizing will save them from dice rolls, because I can easily throw more and harder monsters at them to compensate, and I will not fudge rolls. If they want a challenge but not deadly, I can do that too, and I can grind them to their limits and then back off, and fudge a few rolls if necessary, or just have an NPC revive them. If they want an easier game and focus more on the story, I will throw more mooks at them to make them feel like heroes mowing down a horde of enemies (but do not throw a horde of enemies at low level characters, I will explain below), so they can still taste the fun of combat.
Since you and your group is new, be aware that at low levels, D&D feels kind of like a horror/survival game, where the PCs are very weak and fragile. If you do not want a total party kill, then you will definitely need to fudge a few rolls here and there. I did not know about fudging rolls when I first started, so I accidentally wiped my party by throwing a few too many goblins at them. I had to fix that with plot armor by calling in a few commoners to help them out finishing the goblins and drag their beat up bodies back to the village and heal them back up.
DM Screen - to be honest, it's more for players to stop them from peaking at your stuff. If you have another way of obscuring your rolls and monster stats, then it's completely optional. Otherwise, just trust in their self restraint. I'd get one, but you don't have to refrain from playing until you do. Just play.
Character Creation - my signature (rotate to landscape of you're in mobile and can't see it) has a link to the Basic Rules, which also includes instructions on character creation. It's free, but limited. If you wanted more, you could buy the Player's Handbook, but I wouldn't bother yet. Wait until you've played enough to know you'll enjoy it first.
There is no "need". But bear in mind that the encounters will be built for 4-6 players, not 3. You'll have to go easy on them and perhaps tone down the encounters. Even with 4 players, you might want to be relaxed with them.
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.
It really depends on the game you want to run vs the game that ends up getting run. A laptop or chrome book and a phone or tablet make a great dm screen if you end up using digital character sheets.
I have a lot of love for pencil and paper games, however the digital tools here on beyond keep the game flowing when everyone is learning. Very few things are missed when rolling anything with modifiers and the hyperlinks to rules, weapons, spells........ save so much time.
I started LMoP with a group of new players and me returning to the DM role after years since I last Dm'd, and used the digital tools for the first few sessions with players rolling on the ap to see what modifiers were used for various rolls, but rolling dice at the table to add the modifiers to. Then went to pencil and paper after that to flatten out the curve.
Few things will allow players to get distracted like the DM flipping through a book searching for a rule or spell. Keeping them in the game the first few sessions is a huge benefit. Everything you need to run and play that adventure is free on this sight for you and the players as far as I know.
If you do not want electronics involved then a DM screen is nice for lots of reasons, plenty of info on the WotC screens, you can make one with tape and cardboard and glue or tape info to it as well.
As far as balance, I treated the first couple of encounters with the goal of having fun and getting everyone used to the rules and taking damage.
For me and my group at that game it worked well for others it may be a horrible idea, after we got the hang of things and they hit level 2 we went more Rules As Written.
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CENSORSHIP IS THE TOOL OF COWARDS and WANNA BE TYRANTS.
It really depends on the game you want to run vs the game that ends up getting run. A laptop or chrome book and a phone or tablet make a great dm screen if you end up using digital character sheets.
I have a lot of love for pencil and paper games, however the digital tools here on beyond keep the game flowing when everyone is learning. Very few things are missed when rolling anything with modifiers and the hyperlinks to rules, weapons, spells........ save so much time.
I started LMoP with a group of new players and me returning to the DM role after years since I last Dm'd, and used the digital tools for the first few sessions with players rolling on the ap to see what modifiers were used for various rolls, but rolling dice at the table to add the modifiers to. Then went to pencil and paper after that to flatten out the curve.
Few things will allow players to get distracted like the DM flipping through a book searching for a rule or spell. Keeping them in the game the first few sessions is a huge benefit. Everything you need to run and play that adventure is free on this sight for you and the players as far as I know.
If you do not want electronics involved then a DM screen is nice for lots of reasons, plenty of info on the WotC screens, you can make one with tape and cardboard and glue or tape info to it as well.
As far as balance, I treated the first couple of encounters with the goal of having fun and getting everyone used to the rules and taking damage.
For me and my group at that game it worked well for others it may be a horrible idea, after we got the hang of things and they hit level 2 we went more Rules As Written.
Its all very overwhelming. I read things on here...good advice posted in good spirit but I have no idea what im reading at times hehe.
Digital Tool, app, table adding modifiers...ive absolutely no idea haha.
Im guessing this D&D beyond is a system where you can literally do everything digitally and it helps you work out stats etc? (I am sure its all so obvious for experienced/current players...but for confused ol me who played in the days of Keep on the Borderlands, some of the terminology is like a foreign language to me.
I really do appreciate the help though folks, very good of you all.
Just need to work out how to get the players to comfortably make their own characters and ill be on with reading the Starter Set Adventure etc.
This advice above sounds great for example -
If you plan to go with letting new players making their own characters, I highly, highly, HIGHLY recommend that you only let them use the Basic Rules and/or Standard Reference Document. This is to cut down on player options so they can focus on learning the game. If you throw in rules learning, character creation, and the whole Players Handbook worth of options, players will be paralyzed with learning all the extra options and deciding between them.
I have no idea where any of that is though...Basic Rules....Standard Reference Document? Was kinda hoping the Starter Box was pretty basic Rules etc, but appears full on from the start?
It really depends on the game you want to run vs the game that ends up getting run. A laptop or chrome book and a phone or tablet make a great dm screen if you end up using digital character sheets.
I have a lot of love for pencil and paper games, however the digital tools here on beyond keep the game flowing when everyone is learning. Very few things are missed when rolling anything with modifiers and the hyperlinks to rules, weapons, spells........ save so much time.
I started LMoP with a group of new players and me returning to the DM role after years since I last Dm'd, and used the digital tools for the first few sessions with players rolling on the ap to see what modifiers were used for various rolls, but rolling dice at the table to add the modifiers to. Then went to pencil and paper after that to flatten out the curve.
Few things will allow players to get distracted like the DM flipping through a book searching for a rule or spell. Keeping them in the game the first few sessions is a huge benefit. Everything you need to run and play that adventure is free on this sight for you and the players as far as I know.
If you do not want electronics involved then a DM screen is nice for lots of reasons, plenty of info on the WotC screens, you can make one with tape and cardboard and glue or tape info to it as well.
As far as balance, I treated the first couple of encounters with the goal of having fun and getting everyone used to the rules and taking damage.
For me and my group at that game it worked well for others it may be a horrible idea, after we got the hang of things and they hit level 2 we went more Rules As Written.
Its all very overwhelming. I read things on here...good advice posted in good spirit but I have no idea what im reading at times hehe.
Digital Tool, app, table adding modifiers...ive absolutely no idea haha.
Im guessing this D&D beyond is a system where you can literally do everything digitally and it helps you work out stats etc? (I am sure its all so obvious for experienced/current players...but for confused ol me who played in the days of Keep on the Borderlands, some of the terminology is like a foreign language to me.
I really do appreciate the help though folks, very good of you all.
Just need to work out how to get the players to comfortably make their own characters and ill be on with reading the Starter Set Adventure etc.
This advice above sounds great for example -
If you plan to go with letting new players making their own characters, I highly, highly, HIGHLY recommend that you only let them use the Basic Rules and/or Standard Reference Document. This is to cut down on player options so they can focus on learning the game. If you throw in rules learning, character creation, and the whole Players Handbook worth of options, players will be paralyzed with learning all the extra options and deciding between them.
I have no idea where any of that is though...Basic Rules....Standard Reference Document? Was kinda hoping the Starter Box was pretty basic Rules etc, but appears full on from the start?
The Basic Rules are free and contain all the basics you need to run a game, including character creation (look at my signature and you'll find a link to them. The boxset will have a shortened version of them (no character creation rules, for example). If you want to create your own characters, you'll need the basic rules. They're just saying don't use other things which you can buy (yet, when you're settled then you might consider it). The other things add rules, races, subclasses and so forth, but you really shouldn't worry about them just yet. Just the rules you've been given.
I'd really advise you not to worry about the Standard Reference Document (SRD) or what it is. It's just more jargon that won't help you play the game and will only confuse you. Just focus on the rules you have. If you want to create characters, follow the link in my signature and you'll be able to create some characters following its instructions with the limited options available there.
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.
LMoP is no longer published, that being said there are still physical copies available for sale around the interweb and at local game shops most likely. LMoP was replaced as the starter set by Dragons of IceSpire peak.
LMoP is free digitally as mentioned above already.
You can download the Basic Rules from the Wizards of the Coast website, in a form much better for printing, as well as character sheets.
That sucks that it was replaced, it was so much better than Dragon of Icespire Peak and Dragons of Stormwreck Isle. I’m noticing a theme between those two adventures. Hmmm… I wonder what WotC’s favorite monster is…
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Hi all, just registered and would like some advice. I played the game back in 1st Ed Red Box in my young days...a la Stranger Things. We also had another go in the 90s with work friends.
The time feels right to try have a game with the Wife and a few friends, having not played in over 30 years.... (but I still love lore such as Dragonlance and loved Vox Machina)
I noted the various guides here but it was so much to take in.
Can I ask what advice to buy, given that we dont know if people will enjoy the game, so dont want to go mad initially. Is there a box that gets you the basics in terms of players who hasn't played before, either pre made characters or easy build your own guides etc.
I would be DM. Is there a box that has a good Adventure that comes along with it. It would be a small group, maybe 3-4 adventurers.
I used to love the really old stuff like Keep on the Borderlands/Rahasia/Journey to the Rock, but I am sure things have moved on from there.
Is there anything to buy that sounds like it covers the above? something to whet the appetite so to speak and leave the players hopefully wanting more?
Thank you for any advice.
Have a look at the starter set, and or the essential set. The starter set adventure is free on beyond, so is a lower cost if you want to use the website.
CENSORSHIP IS THE TOOL OF COWARDS and WANNA BE TYRANTS.
Ok thanks for the info.
The Starter set- I presume this is the full on game box set? Is that the Storm wreck Isle adventure? I presume its beginner friendly?
Regards starter set adventure. (phandelver is it?) Is it available in a box/hard copy? I think my wife/friends would be more suited to physical items rather than playing via online materiel, certainly at first anyway.
You can buy nothing.
The basic rules are available for free here online. As is the starter adventure Lost Mines of Phandelver. The adventure is designed for first players and DMs who are just learning, so it should be a good start for your group.
The main downside is there’s only one subclass of each class available for free, so the players won’t get a lot of choice about their character.
But it should give you enough to play a bit and decide if you like it. If you do, you might hold off until next year before you buy a players handbook or dungeon masters guide or monster manual. All there of those are being revised right now and will be re-released next year.
Thanks for the info.
I just have a feeling the players would struggle to be committed initially with online material and info. I was kinda hoping there would be a beginner box, I think the players might be better suited to having physical books/references/maps or whatever you get. Can you get Lost Mines of Phandelver. as a physical set?
LMoP is no longer published, that being said there are still physical copies available for sale around the interweb and at local game shops most likely. LMoP was replaced as the starter set by Dragons of IceSpire peak.
LMoP is free digitally as mentioned above already.
You can download the Basic Rules from the Wizards of the Coast website, in a form much better for printing, as well as character sheets.
I also second buying nothing and just try out all the free stuff first. Just because you spent money on something does not mean your family and friends will be more invested. Half of my friends are not even interested in trying it out, and half the friends that did try it did not like it enough to continue after their second or third session, and that is with me buying the Starter Set and they do not have to pay anything to play. My group of friends is relatively nerdy too, so I cannot imagine the general population having a higher rate of interest. TTRPG is an extremely niche hobby, and from most people's point of view, sitting around play pretend is more boring than fun.
The Lost Mines of Phandelver is from the old physical Starter Set box, but it is available for free digitally online. While I highly recommend the physical Starter Set box, all you are really getting out of it from buying the physical box right now is the convenience of having the adventure booklet in hand (so you free up your digital screen for monster databases/statblocks and running encounters); the box also have a few dice and character sheets, but they are not really worth it, and it is better to get those separately for free (you can roll dice on Google for free, and character sheets can be printed out for free too; if you really want physical dice, you can get them cheaply from LGSs). If you like the convenience of having a physical booklet like me, then go ahead and buy it. For most people though, I do not think convenience of the booklet is enough of a sell.
The Essentials Kit box have a bit more extra goodies, but they are really cheap goodies in the form of cardboard trinkets. And if you do plan to get it, I recommend getting the OLD PRINTING of the Essentials Kit, where it comes with a Beyond code to unlock the digital version; if the box does not mention anything about a code, then it is the NEW PRINTING, so try to avoid those. The old Starter Set and Essentials Kit happen in around the same geographical location, so you can combine both if you want to give your players more content to explore.
Even though I highly recommend those two boxes, in my opninion, you are better off running a one shot or a short campaign utilizing free resources first before spending any money on products. Matt Colville has a series on YouTube on how to GM, and I recommend ripping off the starting adventure he presents at the beginning of the series. If you really want to spend money on D&D, spend it on food and drinks instead and maybe some physical dice (you can use dice for other games, so it is not a total waste if D&D did not pan out). Boxes, books, minis, playmats, etc. can all come later once you have a group that consistently plays with you.
Check Licenses and Resync Entitlements: < https://www.dndbeyond.com/account/licenses >
Running the Game by Matt Colville; Introduction: < https://www.youtube.com/watch?v=e-YZvLUXcR8 >
D&D with High School Students by Bill Allen; Season 1 Episode 1: < https://www.youtube.com/watch?v=52NJTUDokyk&t >
Thank you for the advice everyone, it is much appreciated. Its all so much to take in when you are new (back) to the scene after so long.
For better or worse, I have bought this-
https://www.amazon.co.uk/dp/0786965592?psc=1&smid=A3P5ROKL5A1OLE&ref_=chk_typ_imgToDp
Good luck.
One tip. This version is very different from the one you played. So don’t try any remember any of the old rules, they’ll just confuse things. Just read this one over fresh and you’ll be much better off.
That is the one I was referencing. I didn't know it was out of print, glad you found it.
Check out the link in this post for a free set of rules I like to give new players.
https://www.dndbeyond.com/forums/d-d-beyond-general/general-discussion/171273-stranger-things-d-d-starter-set-for-free#c3
CENSORSHIP IS THE TOOL OF COWARDS and WANNA BE TYRANTS.
Is there anything else I can get that enhances the Lost Mines of Phandelver box I bought? Extra maps or anything else.
While I wouldnt say money isnt an issue, I dont mind buying something (maps or anything) if it would facilitate a good first game for the players.
There are plenty of LMoP maps and other resources for the adventure on the dmsguild.com some free.
Also lots of DM resources both for sale, pay what you want and free.
CENSORSHIP IS THE TOOL OF COWARDS and WANNA BE TYRANTS.
You can print out the map from TLMOP on Beyond for free. If you really want to spend money on a map on poster paper, there is one in the Essentials Kit box, and you will get other paper/cardboard trinkets that can be fun to handout.
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This is mostly down to preference, but some players prefer theater-of-the-mind combat while others prefer a gridded battlemap combat. My group and I personally prefer grids because it is more visual. If you prefer grids as well, then you will want to get some minis and a good mat. Again, I do not think it is a good idea to spend money on this stuff unless you know for sure you will keep using them in the future. Individual items might not be super expensive, but they add up over time.
One way to help generate interest and investment is to take your players to a quick trip to your LGS, and have them pick out a mini for their character. If you are sticking with the pregenerated characters (which I highly recommend; if you are a new GM and your players are new too, character generation will take a really long time), you can get the official set of Icons of the Realms minis for those pregenerated characters. If you want to save money, you can just borrow minis from another boardgame or use LEGO minifigures. There are also spell effect templates, vehicles, terrain pieces, etc. on top of your regular monster minis. While they look really nice and add a lot of pizzazz, they can seriously eat up your wallet if you are not careful.
For mats, the recommended size varies depending on your set up. I got the biggest mat I can find since my friends and I generally play on the floor so space is not an issue. Even if we play on a table, since we use digital character sheets, we do not use a lot of space on the table, so we can dedicate more of the real estate to a big mat. I also have a more modest sized mat if we plan to play and eat at the table, so there is enough space for food. There also dungeon tiles and modular buildings if you want to get real fancy, but just like minis, the cost will easily add up over time.
You may also want to get special markers for the mat, so you can draw stuff on the mat. You can use whiteboard markers, but these will stain your play mat more easily over time.
Wizards recently released campaign cases for terrain and monsters, as well as DM screens for dungeons and wilderness adventures, so you may want to look into those if you are interested in official products. Again, be careful with your wallet.
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There are spellbook cards (and cards for magic items, class features, and monsters) that may make things easier on your players. If your players have difficulty referencing and updating their physical character sheets, cards might help make things easier. If your players use D&D Beyond, then the cards are not necessary in my opinion since Beyond has a pretty good character sheet with a good UI. If you do use physical cards, they will take up valuable real estate on the table, so factor that into consideration if you plan to use mats.
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You may want to buy a collapsible portable table. You can play D&D on the dinner table of course, but there may be a time where you need to clear out the dinner table for dinner but the session is not exactly over, so it is easier to just play on a portable table dedicated to gaming and keep your dinner table free. And with a portable table, you can play D&D anywhere, and the table can be used for more than just D&D.
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I myself do not use third party books, but quite a few veteran GMs use them. I do not think you need them starting out, but it is good to know what is out there. Matt Colville himself have written "Stronghold and Followers" and "Kingdoms and Warfare", and they seem like good supplements. There is a third party book series called The Monsters Know What They Are Doing, if you want to make your combat encounters a bit more deadly. Kobold Press has a lot of books for 5e, ranging from campaign settings, character options, spells, monsters, and more. That is just the tip of the iceberg.
There is so much third party stuff out there to explore, and if you are creative and into homebrew, practically everything is third party, even things that are not meant for D&D or TTRPGs. For example, I absolutely love the board game Betrayal at House on the Hill, and one day, I plan to run a horror themed D&D session using that board game, and that game has absolutely nothing to do with D&D.
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Running the Game by Matt Colville; Introduction: < https://www.youtube.com/watch?v=e-YZvLUXcR8 >
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Really do appreciate all the advice folks. The box arrived today and will start to get my head round planning to DM this week with an aim to play a game in a few weeks.
Last few questions if I can-
1- DM Screen. Is anything advisable at first or just get on with it?
2- I could imagine the players being more 'into' their characters if they make them themselves rather than using the Starter Box 5 Characters. Is it easy to get complete newcomers to make a set of characters...and do I need to buy/get anything specific to do it?
If there were 3 players, would you advise any needed balance (for example you NEED 1 melee fighter and at least 1 healer??) or can any balance of 3 manage with decent DM'ing? A 4th player may join but not sure yet.
Thanks again, all been a big help for somebody who has a lot to take in
If you are using a laptop/tablet, that is basically your digital GM screen. It is so much better than a physical regular paper/cardboard GM screen in my opinion.
The only thing a physical GM screen has over a laptop/tablet is that it is easier to roll physical dice, since you are not dropping your dice on your keyboard (laptop) and it is easier to fudge rolls (tablet; kind of hard to hide rolls behind a tablet, unless you get two or three tablets and tape them together or something).
If you really want a physical GM screen, I believe the Essentials Kit comes with one.
For me personally, I just use my phone and/or laptop, and I roll a mix of physical and digital dice. With that set up, I can only fudge my digital rolls obviously.
I occaisionally do use my phone, laptop, AND a physical GM screen all at the same time. It is super convenient when running the game. At the same time, it is a lot of gear to carry and stuff to arrange in the play area, so I do not do it very often. I like to keep the play area simple with just mats and minis, with everything else digitized. There is less setup and clean up by keeping it simple.
Oh definitely. Players will be a lot more invested into their characters if they make it themselves.
However, first time players will take a REALLY LONG time making their first characters. Not only are they making their first character, but they are also learning the rules at the same time. Since you are new too, you will be learning the rules along with them as well. While you can and should definitely review the rules beforehand, players will have questions that you will not be able answer, and you will be spending time looking it up at the table. Reading the rules generally feels like homework, and since this is a game and it is optional, do not expect your players to do optional homework outside of table time.
If you plan to go with letting new players making their own characters, I highly, highly, HIGHLY recommend that you only let them use the Basic Rules and/or Standard Reference Document. This is to cut down on player options so they can focus on learning the game. If you throw in rules learning, character creation, and the whole Players Handbook worth of options, players will be paralyzed with learning all the extra options and deciding between them.
Since both you and the group are new, I recommend planning for two session zeroes to get all the kinks sorted out. Since my group and I were completely new to the hobby three years ago and there was scheduling issues, my group and I needed three whole session zeroes to get everything down before we started playing.
Balance is not needed. Having a fighter and cleric definitely makes things FEEL easier and secure on the player side if they are gamers and are used to having that composition, but it is not necessary. Rather than letting them worry about survival, I find it easier to just ask them what kind of game they like to play and adjust my own GMing style to match what they want.
If they want a deadly game, then no amount of optimizing will save them from dice rolls, because I can easily throw more and harder monsters at them to compensate, and I will not fudge rolls. If they want a challenge but not deadly, I can do that too, and I can grind them to their limits and then back off, and fudge a few rolls if necessary, or just have an NPC revive them. If they want an easier game and focus more on the story, I will throw more mooks at them to make them feel like heroes mowing down a horde of enemies (but do not throw a horde of enemies at low level characters, I will explain below), so they can still taste the fun of combat.
Since you and your group is new, be aware that at low levels, D&D feels kind of like a horror/survival game, where the PCs are very weak and fragile. If you do not want a total party kill, then you will definitely need to fudge a few rolls here and there. I did not know about fudging rolls when I first started, so I accidentally wiped my party by throwing a few too many goblins at them. I had to fix that with plot armor by calling in a few commoners to help them out finishing the goblins and drag their beat up bodies back to the village and heal them back up.
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Running the Game by Matt Colville; Introduction: < https://www.youtube.com/watch?v=e-YZvLUXcR8 >
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DM Screen - to be honest, it's more for players to stop them from peaking at your stuff. If you have another way of obscuring your rolls and monster stats, then it's completely optional. Otherwise, just trust in their self restraint. I'd get one, but you don't have to refrain from playing until you do. Just play.
Character Creation - my signature (rotate to landscape of you're in mobile and can't see it) has a link to the Basic Rules, which also includes instructions on character creation. It's free, but limited. If you wanted more, you could buy the Player's Handbook, but I wouldn't bother yet. Wait until you've played enough to know you'll enjoy it first.
There is no "need". But bear in mind that the encounters will be built for 4-6 players, not 3. You'll have to go easy on them and perhaps tone down the encounters. Even with 4 players, you might want to be relaxed with them.
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.
It really depends on the game you want to run vs the game that ends up getting run. A laptop or chrome book and a phone or tablet make a great dm screen if you end up using digital character sheets.
I have a lot of love for pencil and paper games, however the digital tools here on beyond keep the game flowing when everyone is learning. Very few things are missed when rolling anything with modifiers and the hyperlinks to rules, weapons, spells........ save so much time.
I started LMoP with a group of new players and me returning to the DM role after years since I last Dm'd, and used the digital tools for the first few sessions with players rolling on the ap to see what modifiers were used for various rolls, but rolling dice at the table to add the modifiers to. Then went to pencil and paper after that to flatten out the curve.
Few things will allow players to get distracted like the DM flipping through a book searching for a rule or spell. Keeping them in the game the first few sessions is a huge benefit. Everything you need to run and play that adventure is free on this sight for you and the players as far as I know.
If you do not want electronics involved then a DM screen is nice for lots of reasons, plenty of info on the WotC screens, you can make one with tape and cardboard and glue or tape info to it as well.
As far as balance, I treated the first couple of encounters with the goal of having fun and getting everyone used to the rules and taking damage.
For me and my group at that game it worked well for others it may be a horrible idea, after we got the hang of things and they hit level 2 we went more Rules As Written.
CENSORSHIP IS THE TOOL OF COWARDS and WANNA BE TYRANTS.
Its all very overwhelming. I read things on here...good advice posted in good spirit but I have no idea what im reading at times hehe.
Digital Tool, app, table adding modifiers...ive absolutely no idea haha.
Im guessing this D&D beyond is a system where you can literally do everything digitally and it helps you work out stats etc? (I am sure its all so obvious for experienced/current players...but for confused ol me who played in the days of Keep on the Borderlands, some of the terminology is like a foreign language to me.
I really do appreciate the help though folks, very good of you all.
Just need to work out how to get the players to comfortably make their own characters and ill be on with reading the Starter Set Adventure etc.
This advice above sounds great for example -
If you plan to go with letting new players making their own characters, I highly, highly, HIGHLY recommend that you only let them use the Basic Rules and/or Standard Reference Document. This is to cut down on player options so they can focus on learning the game. If you throw in rules learning, character creation, and the whole Players Handbook worth of options, players will be paralyzed with learning all the extra options and deciding between them.
I have no idea where any of that is though...Basic Rules....Standard Reference Document? Was kinda hoping the Starter Box was pretty basic Rules etc, but appears full on from the start?
The Basic Rules are free and contain all the basics you need to run a game, including character creation (look at my signature and you'll find a link to them. The boxset will have a shortened version of them (no character creation rules, for example). If you want to create your own characters, you'll need the basic rules. They're just saying don't use other things which you can buy (yet, when you're settled then you might consider it). The other things add rules, races, subclasses and so forth, but you really shouldn't worry about them just yet. Just the rules you've been given.
I'd really advise you not to worry about the Standard Reference Document (SRD) or what it is. It's just more jargon that won't help you play the game and will only confuse you. Just focus on the rules you have. If you want to create characters, follow the link in my signature and you'll be able to create some characters following its instructions with the limited options available there.
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.
That sucks that it was replaced, it was so much better than Dragon of Icespire Peak and Dragons of Stormwreck Isle. I’m noticing a theme between those two adventures. Hmmm… I wonder what WotC’s favorite monster is…