I'm about to dive into D&D for the first time. I have run other systems before, but it seems like the right time to try D&D.
I will be DMing for a group of new players who have never played before. These will be face to face games and not online. I love the idea of going digital for all my content as a household that is shifting away from owning endless amounts of material objects.
I'm after advice on how to use D&D beyond, I want to track campaigns, help players create characters. I don't particularly want to spend a lot at first. Is the DM guide essential if you are buying campaign books? Is that more for creating your own campaigns? Could I get away with the Players Handbook and a campaign book to get started? Or maybe even the free rules and a homebrew campaign?
Technically, no book is essential, you can give it a try with free rules and homebrew story.
If you really want a solid base, I strongly suggest the Player's Handbook. More character options, backgrounds feats and gets the Errata.
The Dungeon Master's Guide is good, I think, if you really plan to be a long time DM in D&D.
If you want to buy an adventure, I would suggest either Lost Mine of Phanldever for a smaller thing (It was the first release for 5th edition, and people still play it), or Waterdeep: Dragon Heist (more costly, but it is very, very good).
I'd also recommend the Player's Handbook. It has a lot of useful information for players and DMs. The DMG isn't essential. It is useful but you don't NEED it.
Lost Mine is great for beginners. It has a lot of tips and advice for DMs and in itself is a good adventure.
Rollback Post to RevisionRollBack
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
Hi,
I'm about to dive into D&D for the first time. I have run other systems before, but it seems like the right time to try D&D.
I will be DMing for a group of new players who have never played before. These will be face to face games and not online. I love the idea of going digital for all my content as a household that is shifting away from owning endless amounts of material objects.
I'm after advice on how to use D&D beyond, I want to track campaigns, help players create characters. I don't particularly want to spend a lot at first. Is the DM guide essential if you are buying campaign books? Is that more for creating your own campaigns? Could I get away with the Players Handbook and a campaign book to get started? Or maybe even the free rules and a homebrew campaign?
Thanks
Technically, no book is essential, you can give it a try with free rules and homebrew story.
If you really want a solid base, I strongly suggest the Player's Handbook. More character options, backgrounds feats and gets the Errata.
The Dungeon Master's Guide is good, I think, if you really plan to be a long time DM in D&D.
If you want to buy an adventure, I would suggest either Lost Mine of Phanldever for a smaller thing (It was the first release for 5th edition, and people still play it), or Waterdeep: Dragon Heist (more costly, but it is very, very good).
I'd also recommend the Player's Handbook. It has a lot of useful information for players and DMs. The DMG isn't essential. It is useful but you don't NEED it.
Lost Mine is great for beginners. It has a lot of tips and advice for DMs and in itself is a good adventure.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Thank you, I think PH and Lost Mine are on the agenda.