Best puzzles & games books according to redditors

We found 5,215 Reddit comments discussing the best puzzles & games books. We ranked the 1,627 resulting products by number of redditors who mentioned them. Here are the top 20.

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Board games books
Chess books
Card games books
Bridge books
Crosswords puzzles books
Gambling books
Blackjack books
Brain teaser books
Magic tricks books
Puzzles books
Quiz books
Video games handbooks
Travel games books
Trivia books
Video & computer games books
Word games books
Word search games books
Math games books
Fantasy sports books
Sudoku books
Minecraft guides

Top Reddit comments about Puzzles & Games:

u/ChickenBaconPoutine · 489 pointsr/dndnext

Liar, it's nearly 21$!
Seriously a good deal though, never seen it this low before.

u/mpo7 · 170 pointsr/iamverysmart

I play chess. My USCF rating is currently 2123... And I thought the sphere chess looked absolutely retarded at first too.

>Nah, I feel you should start from openings.

You shouldn't. Opening theory is quite dense and heavily influenced by computer analysis. You benefit more from trying to understand what you are trying to achieve, rather than trying to simply memorize some openings.

Logical Chess: Move by Move is a great book for anyone that has mastered the basics but is looking to learn more. You will pick up some opening knowledge along the way, learn how openings give rise to specific kinds of middle-games. And you will come across some endgames (although endgame basics are absent).

If you wish to seriously improve there are 3 parts:

  • Understanding the reasons behind moves in the opening of a game - decisions regarding pawn structure are especially significant as these will determine the nature of the battle to come in the middle-game. For this - annotates games (like those in Logical Chess) are beneficial. Specific opening books are also useful but only after you've got a feel for what kind of middle-games you like (because then you know what kinds of openings to pick!). Other game collections (there are tons of great ones): Botvinnik: One Hundred Selected Games and for the more advanced Zurich 1953
  • Tactics. Chess, like other things, has a large component of pattern recognition. Solving tactical problems from workbooks (there are hundreds of these, so I will recommend 2: Chess: 5334 Problems, Combinations and Games and 1001 Winning Chess Sacrifices and Combinations
  • Endgames. Endgames are the most math-like in terms of study. You learn basic endgames (K+P vs lone K, K+R+P vs K+R, etc...). Once you have the basics, you can 'solve' more complicated positions by trading down (reducing them) to basic endings. Know nothing about endings? Here is one place to start: Pandolfini's Endgame Course. Dvoretsky's endgame books are also excellent.

    There is quite a lot of chess literature. If you enjoy chess and wish to study and improve there are plenty of ways to do that. If competing in tournaments interests you check out the United States Chess Federation if you are in the states. If you are abroad, check out FIDE. And of course there are online options such as, the Internet Chess Club, etc...

    Sorry... bit of an enthusiast :)
u/neoman4426 · 134 pointsr/DnD

It isn't very much, but reminder that if you use the subdomain a tiny portion of any purchase you make is donated to a charity of your choice. Almost nothing on a purchase by purchase basis, but it costs you nothing except a second of your time to switch domains and choose one and can add up over time with several people doing so

==EDIT== Not tabletop specific, but the list r/gamedeals auto posts could be a good place to start if you're having trouble choosing
>Charity links:
> Child's Play
Electronic Frontier Foundation
> Able Gamers
Mercy Corps

==EDIT 2== Thought the links would take you to the page to set it to the one rather than the specific product. Updated previous edit to follow the same format with the product listed here rather than the Zelda BOTW template comment I copied from.

u/King_Wataba · 46 pointsr/DnD

Starter Set has everything you need to start. If you keep playing pick up the Players Handbook and the Dungeon Master's Guide.

u/LaznAzn723 · 46 pointsr/MonsterGirl

Yep, there's this

u/RedS5 · 43 pointsr/funny

Yes. Your best bet is to buy the 5e Starter Set. It's set up really well and seeks to teach the DM while teaching the players. Comes with 1 module, a bunch of pre-filled character sheets, a set of dice, a decent first adventure and a mini-player's-handbook.

You can also look at the DnD basic rules here.

u/Zacharuni · 43 pointsr/IWantToLearn

Dungeons & Dragons Starter Set: Fantasy Roleplaying Game Starter Set (D&D Boxed Game)

$12 for this starter pack is a crazy price. This box has a really good storyline, prebuilt characters, and a basic set of rules that are extremely easy to get into. Best way to start!

Edit: Snag these too. That way you don't all have to share one set of dice!

100+ Pack of Random Polyhedral Dice in Multiple Colors Plus Free Pouch Set by Wiz Dice

u/ckNocturne · 39 pointsr/warcraftlore

This novel is probably most in line with what you're asking for. Warcraft 3: The Frozen Throne ends with Arthas putting on the Helm of Dominion for the first time. Most of the story presented in the game is of him as a death knight in his campaign through Lordearon.

Basically, if you're looking for the story of his journey there, WC3/TFT has it, but if you're interested in the mental aspects of 'becoming the Lich King' after donning the helm of dominion and beginning to interact with Ner'Zhul, then the novel is what you want.

u/crashfrog · 32 pointsr/dndnext

> So me and my friends want to get into D&D but we don't really understand how/where to chose an adventure to begin with and also confused on some aspects of character creation, such as skill point allocation.

I mean the best place to start is with the D&D starter set because it comes with everything you need to start - an introductory adventure, character sheets, the basic rules, and dice. Since the Lost Mine of Phandelver is a published adventure, your DM can find a lot of YouTube videos of groups running it (I think DM'ing is one of those things that it's hard to understand from just the rules, it's really helpful to see someone do it.)

You say "skill point allocation" which makes me think you have 3rd Edition sourcebooks right now, or that you're mixing sourcebooks between 3rd and 5th edition. This doesn't work terribly well - it's better to start with only 5th edition stuff to begin with, and you can investigate earlier editions of the game later on. The D&D Starter Set is 5th edition, as is the current Player's Handbook.

Good luck, have fun!

u/smartbycomparison · 28 pointsr/vaporents

Hey there, there are a couple of ways to get started. It really depends on how much money you want to spend. It can range from free, to around 20 bucks, to maybe like 100.

For the free start go to this website and it has basic rules and character sheets;

For the around 20 bucks option buy the starter set. Here it is on Amazon;

For the more expensive option you can buy the players hand book, a pre-made quest, some dice, and some miniatures. I hope this helps. It's my favorite hobby so if you have any more questions I'll try and answer them =)

u/OneCritWonder · 27 pointsr/DnD
    • -

      If you want to start your own group with friends or other newbies, I highly recommend the Starter Set.

      It's $15 on Amazon, has the core rules, a set of dice, premade characters, and an adventure that will last you a half dozen sessions or so. It's a great place to start--go figure--and is designed for brand new players and brand new DMs. The adventure is laid out in a way that introduces concepts as you go along rather than expecting you to know everything up front.

      The premade characters are big because you want to get straight to the playing not sit there explaining character creation to a brand new player. Without the context of how things are used, its just a wall of data and memorization... which isn't fun. You can always swap in custom characters once the group is comfortable with the basics.

    • -

      You can also grab the free Basic Rules PDF though which will have a little more in it than the Starter Set including some core character generation options.

      The Players Handbook contains the full rules and will run about $30. You can wait to see if D&D is for you and get by with the Starter Set or Basic Rules though. Of you have the funds or plan to stick with it though snagging at least one PHB up front will do you wonders.

    • -

      Absolutely any questions you have at any point you can just respond to one of my comments and I'll gladly help out.
u/juliolabando · 27 pointsr/boardgames

Most of these games just cost way too much compared to their enjoyment and very few of them are really good. If they are popular and good, they will eventually hit retail (see Gloomhaven, Scythe, etc). There is no reason why you should buy/pre-order things, pay like an idiot and also shoulder all of the risk.

If you want dungeon crawlers look into DnD 5e and Pathfinder 2e (provided you have people to play with). The starter adventure is 15$ (at least 6 sessions a 4-5 hours of playtime) the rules are free ( or and and the best thing: there is no limit/minimum playtime: you guys can decide anytime if you want to quit or play the next encounter.

u/berlin-calling · 26 pointsr/bestof

As a player and Dungeon Master, it makes me so happy to see /r/DnD making it to bestof more than once. :)

For those interested, the newest edition being released book by book right now is 5e (previously D&D Next when it was still in the playtesting phase). Player's Handbook (PHB) and Monster Manual (MM) are the only rule books out right now. The main storyline book out right now is Hoard of the Dragon Queen (HotDQ) and soon The Rise of Tiamat (RoT).

What you need to play D&D IRL:

  • D&D Basic Rules for Players and DMs
  • 3-4 players (PCs or player characters) is ideal
  • 1 Dungeon Master (DM), who runs the game
  • Dice (Wiz Dice is a good starting point if nobody has dice. Just buy the big bag.)
  • Paper and pencils
  • Optional: A battle mat (like this one from Chessex)
  • Optional: Miniatures (minis) to represent your PCs, NPCs, and monsters. I use dice to represent monsters in my games, because minis are expensive.

    If you want to play a D&D online tabletop:

  • Use /r/lfg, /r/roll20lfg, or their dedicated LFG function/forums to find other people
  • Roll20 itself has all you need to play the game - character sheets, dice rollers, built in webcam/mic, special view for DMs versus players, music, handouts, macros, etc.

    Shameless plug: My group streams D&D 3.5e (older edition) on Twitch almost every Monday night at 8pm EST. I also play and DM 5e, so I'm happy to answer questions about either edition!
u/cuzspicy · 25 pointsr/TheAdventureZone

The module is called "Lost Mines of Phandelver". It's from the 5e Starter Set. (If you're interested, it really is a good starting point)

u/herrnewbenmeister · 25 pointsr/anime

I fucking know, right? You sit down at the table and all of the sudden they need to look up a spell, "Can I borrow your book?" It's one thing when you're teenagers and people don't have disposable income or they just happened to forget their copy at home. But as for not owning one, we're adults now motherfucker, get your own fucking PHB! It doesn't even cost $30

u/steeljack · 24 pointsr/videos

I'd start with the most recent edition of D&D. Wizards did a good job streamlining how things work. If you have a group you could convince to play, there's a starter box that you can pick up from most game stores for ~$20 (or amazon for $13, but I'd encourage you to support your local game shop) that contains the basic rules, an adventure book, all the dice you'll need, and five premade characters (though the rule booklet has character creation rules in it if you wanted to roll up your own, iirc). The adventure you get lasts you a few sessions at least (I'd guess around 4 or 5, depending on how focused y'all stay), so you'd be able to get a pretty good idea if a) you actually enjoy tabletop rpg (it's not for everyone, and there's nothing wrong with that) and b) if you like D&D5e's rules

u/codexofdreams · 22 pointsr/dndnext

You might try the 5th Edition Starter Set. It's cheap, gives a basic introduction to the rules (which are now free to look at on Wizards' website, or in pdf form for printable goodness), and comes with what I'm told is a decent length module to start you off.

u/CambrianExplosives · 22 pointsr/dndnext

Okay, so there's a bit to parse here.

First of all the version of the game you linked is the starter set for the 5th edition rules, the newest ruleset. It comes with copies of the Basic Rules for 5th edition, which you also linked. What I mean by Basic Rules is that they use the same basic ideas and mechanics that the full ruleset has, but they are truncated to make learning the system easier.

I don't think it would be particularly useful to go through point by point on everything that has changed since the 80s. I assume you played AD&D 1st or 2nd edition. Since then there have been a 3rd and 4th edition that changed and rechanged things so going through it all would make things more confusing honestly. I think the easiest way is to just dive into those basic rules.

However, since that doesn't answer your question, I will give you a couple things. First of all the core of the game is the same. You pick a race/class, the ability scores are all the same, you roll a d20 and add modifiers to it. One of the only major changes since AD&D is the addition of skills. While AD&D had non-combat skills it wasn't until later that they formalized a skill system. Every character now picks a certain number of skills that they are good at.

The other major change is that it is a lot easier to learn which is why I say you should really just dive into it. There are no longer a ton of charts to consult depending on what class you chose. No THAC0 to calculate, no different amounts of experience to level up, etc. Everything is far more streamlined today to make learning how to play much easier. Bigger numbers are better for everything (No more Armor Class going down), and its designed to be more approachable.

Again, the starter set you linked is really the best entry to the game. It comes with a starter adventure which can serve as a tutorial. It comes with basic rules for characters that limit the options so you can get used to the basic concepts. If you keep going from there then the full ruleset will provide more options to use.

If you have any questions while exploring those rules this is generally a very welcoming place so you can likely find more answers as you run into them.

Good luck and I hope you and your kids enjoy the game.

u/LadyBonersAweigh · 21 pointsr/DnD

Normally I'd yell at you for forgoing the sidebar, but instead I'm going to link Matt Colville's DM guide. It's really going to do more for you than anything else I can provide. Buying the Starter Set is the closest thing D&D has to plug-n-play so that's a fast way to fun times too.

u/chubbykipper · 21 pointsr/DnD

5th Edition as it's the newest and simplest and the amazing Starter Set is still in production.
Contains all the rules, an adventure, and pre-generated characters so you can all get stuck in. Written for newbies.

It's the gateway, step inside ;-)

u/MeekTheUndying · 21 pointsr/DnD

A few particular items of interest from Amazon :

u/cjdoyle · 20 pointsr/rpg

>but also less freedom.

this is just flat wrong my friend, and I'll tell you why.
your players are allowed to do anything, as long as you allow it, or give them the avenue to do it.

part of what makes DnD, and any tabletop rpg great is that as the GM, you are the arbiter of what happens.

personally I play pathfinder, however, I know from experience getting started and playing is much easier in 5E as it's quite a bit more streamlined. I'd say go with 5e and the beginner box

it's got plenty of content, and if you're buying on amazon, the books are around the same cost as pathfinder.

if you are dead set on pathfinder though, don't let me stop you, I love the system, but I just wish it had less number-crunching and interacting systems.

u/AtomsAndVoid · 20 pointsr/philosophy

Misuse of Godel's work is a substantial topic. I highly recommend Torkel Franzen's book, Gödel's Theorem: An Incomplete Guide to Its Use and Abuse.

u/TrustMeIAmAGeologist · 19 pointsr/bestof

Step 1: Download the Basic Rules

Step 2: Order the Starter Set

Step 3: Get your son and a couple of his friends to sit still for a couple hours.

Step 4: ???

Step 5: Profit

u/[deleted] · 19 pointsr/chess

You can improve quickly. depends upon what you think "Quick" is. Try doing what i tell you, i mean hell, you think you haven't improved for months, so what harm is there in doing what I say?

Step 1. Study all of this information first I don't care if you feel that you know it, or if you DO know it. Look at it long and hard. Read every word and go through the examples, process all of it, be honest with yourself if any of the tactics surprise you or were not immediately apparent to you. (Some won't be)


Step 2. Do 5-10 (no more than that) Chess puzzles on (with a free account). Do this every day.
[Warning Do NOT guess what move is correct. Do the "standard" puzzles, because they are not timed. Calculate the entire sequence of moves until you think you've got it correct. Don't move unless you have a clear tactical sequence in mind and have fully thought out your opponent's replies and your moves.

Step 3. Study this entire page. I highly recommend buying Jeremy Silman's "amateur's mind." I will give a link to the book, this webpage is basically an overview of it. Study this webpage very thoroughly and it should open your eyes to the positional considerations that you should be making when assessing a position and coming up with a plan.

Website: []

Jeremy Silman's Book: []

Step 4. This is just general information I'd look over to understand what you're really dealing with as far as chess is concerned. You don't need to memorize all of this, but it should point you in the right direction.

Typical Pawn Structures and the themes associated with those structures: []

A general guide to endgames: []

A few openings are on Wikipedia, mainly popular mainlines, don't waste too much time trying to memorize them, but don't ignore them, people really downplay opening studying: [] if you click the names of the openings, like "Ruy Lopez" and "scotch" there are entire pages dedicated to them. I'd learn at least the basic idea and a few moves. at your level deviations will happen quite quickly, but you need to learn the idea and what you're trying to accomplish.

Finally one final tip from myself. Go to and go through a game without moving the "next arrow" just look at the notation and when you run out of the ability to hold it in your mind, be it 2 moves or 6 or 10 moves. Push the arrows and update the position, then, try to go from there in your head and keep going. This exercise will dramatically increase your vision.--- Another way to do this would be to have an annotated chess book and try to read all the moves between the diagrammed positions, and really stretch your mind. you have to puuuushh to the point where you really can't hold the position any more and try a few more moves still. then go and correct it. This exercise helps TONS. it's very stressful and difficult to do, so you won't want to do it, but the hard-work is rewarded quickly. only 1 or 2 weeks of this daily training at ...10-20 minute intervals and your visualization will improve dramatically.

u/alextimboston · 18 pointsr/Dungeons_and_Dragons

No, that's just a board game

That right there is your best resource for getting into d&d

It includes a fun little adventure, dice, rules, everything you need to get started.

u/foxual · 18 pointsr/DnD

I would say to get started you'll need the following:

u/MelissaJuice · 18 pointsr/DnD

Oh boy. D&D lore is an insane mess, as there's no real canon. Each edition handles things differently. Even within a single edition there are multiple settings which handle lore very differently.

If I were you I'd pick a setting you like and start reading up on it. Forgotten Realms is, by far, the most popular setting and is the "standard" setting in 5E. Unfortunately, it's also prohibitively large. Do not feel the need to know all the lore, or even most of the lore. Just learn what interests you and what seems useful to your game.

For 5E, every published adventure except for Course of Strahd (also far) will be a great resource for Forgotten Realms. There's also a 5E book dedicated to one part of FR which is big enough to be it's own setting.

u/KnilKrad · 17 pointsr/DnD

I would recommend the 5th Edition Starter Set.

I wouldn't recommend going for original D&D, at least as beginners.

u/realpudding · 17 pointsr/DnD


das starter set von wizard of the coast ist ein gutes eigenstehendes Abenteuer, das die Charaktere von Level 1 bis Level 5 bringt. In dem Set ist ein Heft mit dem Abenteuer, ein Heft mit den Grundregeln, vorgefertigte Charaktere und ein Set Würfel.

Ich habe das Starter Set selber geleitet und wir haben etwas mehr als ein Jahr gebraucht es durchzuspielen (wir haben uns auch nur etwa 1x im Monat getroffen). Danach habe ich die Spieler in meine eigene Welt geschubst.

wenn ihr wirklich das absolut minimum an Geld ausgeben wollt, dann braucht ihr eigentlich nur ein Set Würfel (man kann teilen). Die gibts zum Beispiel schon hier: Oder in einem lokalen Spieleladen, die sind dort dann schöner und etwas teurer. Ich habe in meiner Nähe zwei Läden, da variieren die Preise für sehr schick aussehende Würfeln von 8-12€.

Die Basisregeln, die eine abgespeckte Version von dem Player Handbook darstellen, findest du kostenlos direkt auf der Seite von Wizards:

Charakterbögen zum Ausdrucken gibts dort auch:

Obwohl die Basisregeln sehr abgespeckt sind, braucht man eigentlich nicht mehr um für viele Spielabende Spaß zu haben. Also 1 Würfelset, Bleistift und Papier.

Und wenn man später ein paar mehr Charakter Auswahlmöglichkeiten haben möchte, kann man sich das Player Handbook zulegen. Auch das kann man zwischen den Spielern teilen und notfalls zusammenlegen. Die anderen Bücher braucht man meiner Meinung nach weniger, wenn man kein vorgefertigtes Abenteuer spielen möchte. Das Monster Manual kann ich empfehlen, aber wie gesagt, mit den kostenlosen Basisregeln kommt man schon für Monate hin und das Player Handbook reicht nochmal für eine Weile.

edit: Man kann sogar mit den Unearthed Arcana Pdfs die Wizards regelmäßig herausgibt seine Charaktere anpassen und mehr Auswahlmöglichkeiten verpassen. Und die sind auch kostenlos:

falls einer von euch ranger spielen möchte, kann ich da schonmal direkt den überarbeiteten ranger empfehlen, da der im buch von Spielern als etwas schwach eingestuft wird:

u/Gym-Kirk · 16 pointsr/boardgames

Don’t study openings. Study fundamentals. is a great way to get free information. This series is excellent

u/anything2x · 15 pointsr/chess

Congrats on your win!. Try this book

It basically starts with one move to win, then two moves to win, then 3, etc. You'll start to notice patterns and see tactics. Write in the book and do everything in order. After I did this I was able to beat the computer easily and noticed my playing went up drastically online. However you have to keep it up so do the puzzles every day and when you're done with the book get more chess puzzles.

u/The3rdCraigRobinson · 15 pointsr/mattcolville

The 5e starter set is a low level adventure (1st to 5th) that you could easily adapt into Collabris. You could just add Phandalin into the setting or rename Phandalin to match an existing setting town.

It's 12-14$ bucks on Amazon. It's very fun and a ton of content for the money. Or 16$.

In terms of branching out: I'm a visual learner so when I'm prepping adventure hooks, I make a cluster graph tied to geography around the PCs. I try to come up with 2-3 different types of hooks for all the various directions they can go: N, E, S, W, Up, Down and staying put.

So let's say you use a typical starting village in Fantasyland: what's there: a reputable inn/tavern, a disreputable inn/tavern, a coster, a smithy, a temple with a priest to heal and a retired Mage to identify shit (because rookies never take identity spell; it's not sexy), and one major form of form of significant income: farms, shepherds, mines, timber, crossroads merchants traffic. And if you want more depth, one major form of illicit income: gambling, consorts, narcotics, pit fighting.

That's 5-6 Hook Locations in a small town. And just make up those 2-3 hooks per each. No matter where they go, there's something to do.

Dew a circle in the middle of the page. Place a dot in the center. This is your party. They are at the disreputable taproom (they have no status in own yet, unless one of the PCs had Origin Story Status).

What are 3 things than can happen:

  • A fight breaks out

    -something valuable gets stolen and planted on a PC As a diversion

  • a distraught young girl bursts into the room and asks for help because goblins carried off her ma & pa and she needs heroes (she's actually a Hag replaced-child and she's Hagbait to draw unsuspecting would-be heroes to the lair of the coven).

    Write bullet points of these 3 hooks under the taproom circle.

    Draw a line out to the side and make a smaller circle. Label it, "smithy."

    What are 2-3 interesting hooks that a smith would need heroes for?

    Jot them down.

    Draw a line from the taproom the other way and make a small circle labeled, "Temple of the Hearth."

    2-3 things.

    After you've done this, starts branching out from the town.

    New sheet of note paper. New circle with dot in the center. That circle is TOWN. When your PCs are 2nd level, they will start going out into the world.

    Line. Smaller circle. "Flooded dwarf mine." 2-3 hooks.

    Line. Smaller circle. "Abandoned Druid grove." 2-3 hooks.

    Line. Smaller circle. "Warlock's Crypt." 2-3 hooks.

    Seeing the pattern? The underlying structure of a Hooked Sandbox? This method is also nice because this would be pages and pages of notes but only a page or two of cluster graphs. It makes a nice at-a-glance reference while you're running.

    You don't have to worry about pre-fabricating connections between hooks. You'll have ah-HA! Moments as you go and that connective tissue forms organically. And your Players will opine about those connections in clever ways. So you will adopt, twist and subvert those expectations to drive the tension.

    You can only really ever see as far as the choices that lie directly before your Players. As a much better writer than I once put it, "does a ship caught in the wave say where it's going?"

u/Harbrezan · 15 pointsr/warcraftlore

If you’re interested, they cover it well in the Arthas book.

u/Kingshrink · 15 pointsr/chess

I don't know your level, but if you're a novice (as it sounds like you are) here's my advice:

  • Plan to play one long game per day. Find out the time controls you will be playing in, and create those challenges on Lichess or I would suggest filtering the games to your rating +100. Don't waste time playing much weaker opponents or much stronger.

  • Find a coach/friend that is at least >500 rating points above you. Hell you can probably find one for free here that would find this challenge fun. Spend some time going over your games with them, or just playing while talking through games.

    As for the specific parts of the game, here are my suggestions. in order of importance:

    Endgames: Learn to your level, then practice them on Chesstempo/friend/computer.

  • I strongly suggest Silman's Complete Endgame Course and learn to where it get's complicated. You should be able to get through the first 3 parts.
  • Create an account on Chesstempo and do the endgame training. It's unlimited for the Gold plan which is cheap.
  • Keep in mind, when up in material, trade. I have been told countless times by computer analysis that trading pieces (especially queens) was not the best move, but when I was up a few pawns or the exchange, getting pieces off the board made the win so much clearer.

    Tactics: It's tactics all the way down!

  • I strongly suggest Seirawan's Winning Chess Tactics or Bain's Tactics for Students. You need to be familiar with the motifs
  • Get a ChessTempo membership, and do tactics. The price of membership gives you all the analysis lines of all the wrong moves.
  • Do both Blitz tactics and Standard tactics. You want the pattern recognition of lots of blitz tactics, but also the practice of calculating more difficult problems

    Openings: Play with the same openings. Don't spend too long on each, but maybe watch a few videos to get the ideas behind them.

  • White: 1.e4. These are more tactical in nature, and you should be playing them because you will be working on tactics. Your goal is to survive the opening without being down material, severely behind in development, compromising your king, or completely screwing up your pawn structure. Anyone at your level that memorizes deeper into black's responses to e4 is just memorizing lines and will soon be in a complex position (perhaps up half a pawn) but unable to hold that advantage when the tactics take over. Have something for 1...c5 (and I'd look at both the Najdorf and the Dragon, but again, don't memorize, just get a flavor), 1...e5 (I'd suggest the Ruy Lopez. And look at the Philidor, but it's pretty quiet), 1.e6 (the exchange is easy to play), and 1.c6 (again exchange is easy).
  • Black against 1.e4: Pick one of the above and play it exclusively. I suggest 1.e5 to start, but I also like 1...c5 and 1...c6.
  • Black against 1.d4: 1...d5. No need to get fancy. Both the QGA and QGD set up good play. 1...Nf3 is more useful, since you can play the QGD, Grunfeld, or KID, but since you aren't building a tournament repertoire, just survive the opening with a classical queenside response.
  • Black against anything else: Build a strong pawn center, get developed, get castled, and don't chase the enemy. And give an extra second to think about your opponents position. If they used a non-traditional opening, they are probably doing something wrong, but rushing will help them justify things like developing their queen to early or pushing all their pawns.

    Thought process:

  • Have fun
  • Utilize all your time. Hopefully you've been practicing at that time control as I said above)
  • Breathe. Sometimes just close your eyes, take a deep breath, assess where you think you are, and come up with a plan
  • Have a plan, always.

    That's all I got for now. Good luck!

u/MisterGone5 · 15 pointsr/chess

I might suggest some reading material that may help out your chess thinking process.

Silman's The Amateur's Mind and How to Reassess your Chess are both great for any beginner to moderate strength player, as they focus on understandable concepts and fixing common problems in many people's game.

u/edderiofer · 13 pointsr/chess

Your best bets, as a beginner, is to improve your tactical skills and make sure that you don't freely give away pieces. Read this and then use this. I assume you already know the relative values of the pieces (if not, just use the standard valuations). Make sure that after each move, no piece can be taken by a piece with a lesser value (unless you would gain more value in return by use of a different tactic).

If you want a chess book, then I would recommend Irving Chernev's Logical Chess, Move By Move.

Finally, learn your basic endgames (under Basic Checkmates) and opening principles. The former will partly train your visualization skills, and partly give you an edge in the endgame. The latter allows you to ignore the memorization of openings and to continue with an edge when your opponent plays a questionable move.

Doing all this will get you up to at least a 1400 rating (with 800 being an average beginner, and 1600 being a club player).

u/MaLLahoFF · 13 pointsr/DungeonsAndDragons

That's the set of core rules you need, for now follow only what the rule booklet in the starter set says, the compendium is pretty much bunk!

Also, check out

Happy gaming!

u/kaydaryl · 13 pointsr/dndmemes

LGS charge full price so that they can offer sales, the median price on Amazon is $30: 5e PHB camelcamelcamel

u/brots2012 · 13 pointsr/wow

well actually, in the book, Arthas defeats Ner'Zhul in a dream and gets full control, so he becomes the Lich King iirc.

Link to book:

u/angel14995 · 12 pointsr/dndnext

So for 5e there are a couple of things you can look at getting:

  • Basic Rules: Look at the section for "Free Basic Rules". These PDFs are basically what you need to start playing D&D. The D&D 5e Player's Basic Rules has information about the basics of the game for players. It's got 4 races (Dwarf, Elf, Halfling, and Human) and 4 classes (Cleric, Fighter, Rogue, Wizard) and one "subclass" for each class (Life Domain Cleric, Champion Fighter, Thief Rogue, and School of Evocation Wizard). Items, customization, character building, and the general "here's how you play!" are included in this document. Great resource for a simple lookup if you want to introduce someone to the game, since the characters you can build out of it are generally solid characters. The D&D 5e Dungeon Master's Basic Rules is the starting point for your DM. For the most part is bunch of creature/enemy stat blocks with explanations on how to balance encounters to the players' levels, as well as a quick off-hand on how to generate magic items. DMs are the creative source of the campaign, so there isn't much required to actually build a simple campaign.
  • Dungeons & Dragons 5e Starter Set: This is the most basic form of the game you can get with most things included. Looks like it's $13 on Amazon right now, which is pretty good. The box set comes with a 32-page player guide (mini Player's Handbook), a 64-page Dungeon Master's guide (mini Dungeon Master's Guide/Monster Manual), a couple of pre-generated characters, and a few dice. It's good for getting into 5e if you've never played before since the rules are greatly reduced down to levels 1-6 and there are only 8 classes. Most of the content is the same stuff you can find in the Basic Rules, minus the story that comes with the Starter Set. If someone gets this, everyone else can download/print the Basic Rules and should be good. Most of the content is all about how to play the characters that are in the starter set, not about character generation and the like, so make sure to look at the Basic Rules if you want to play a Halfling Fighter for example. See this comment for more explanation.
  • Player's Handbook (Dungeons & Dragons 5e): This is the core of most of your games of 5e at this point. This has all of the basic necessities, like character classes, character races, items, spells, feats, etc. This is exactly what you need if you are a player, since this and some imagination allows you to build some pretty fun characters. If you end up playing 5e a lot, I'd recommend that everyone have somewhat regular access to a PHB, considering that 90% of the characters you make will come in most part from this books.
  • Monster Manual: This is where you'll find the largest collection of all of the "basic" monsters that you can meet in a game of D&D. Enemies in general are in this book, and there is a lot of good explanation into the monsters, their stats, their decision routes, etc. This is super helpful since you can basically do whatever you want with this book and make some awesome fights. Find an enemy you like, but it's too high level? Nerf it somehow, and have your players fight it. I'm actually planning on setting a dragon with her wings clipped and her firebreathing removed, give them a fight, and see how they react.
  • Dungeon Master's Guide: This is basically world building, combat building, enemy building, item building... basically, if it's not covered in the PHB or MM, the creation of object X or something similar will be in the DMG. It's there for the DMs to be able to balance items or enemies against certain requirements, since there is a lot to take into account. Helpful for the DM who doesn't have as much experience.

    So the Basic Rules help out a lot, the Starter Set is basically a physical copy of the basic rules (plus some), and then the core 3 books in order of (my personal opinion of) usefulness are PHB > MM > DMG. I'd say you probably want at least everyone to have a PHB, or access if you guys continue to play.

    Aside from that, most of the other 5e stuff you can pick up from wizards are modules. Modules are pre-created campaigns that have quests, items, locations, enemies (number, size, etc.) already pre-designed for you. Each of the following books has some sort of extra character information (like more subclasses, new races, etc.), but nothing is absolutely required. Generally if one person wants to play something (say, an Half-Elf Bladesinger Wizard) they should pick up the book to help build their character and to provide the GM with references to how the character works, but it's not necessary.

  • Hoard of the Dragon Queen and The Rise of Tiamat are two halves to the same campaign aimed at stopping the biggest baddest dragon of them all, the five-headed chromatic dragon Tiamat.
  • Princes of the Apocalypse is a cool campaign all about cults related to the 4 elements (Air, Water, Earth, Fire) trying to be bad. Pretty well designed, I'm currently running this with my group. They seem to be liking it a lot, but then again, I'm throwing a lot of other things in with it.
  • Out of the Abyss is a campaign set in the Underdark. it sounds really cool, but I haven't looked into it much.
  • Sword Coast Adventurer's Guide isn't a campaign but rather a campaign setting book. It's useful for reading up on how the Sword Coast in Forgotten Realms (the "main" D&D world) works. It's interesting.

    If you need any other help, please feel free to ask!
u/OwlinAutumn · 12 pointsr/Yogscast

~rings doorbell wearing a bright, over-enthusiastic smile~ Oh, hello friend. I hear you and your friends might be interested in getting started on the road towards board gaming! This is excellent news! There are many excellent resources to help guide you and yours towards many fun-filled experiences with friends and family. ^Please, ^don't ^be ^afraid!

~Whips out a bunch of pamphlets, waving them at you~ I would recommend checking out the /r/boardgames community here on reddit, especially this wiki post on what games you should try if you're new to modern board games. It's got a ton of great suggestions with descriptions to help you figure out if you might actually enjoy the game. That wiki and the subreddit itself also have tons of easily accessed info for you, if you need. They can even help you find your nearest FLGS (Friendly Local Game Store)!

Also you might check out some reviewers like Shut Up & Sit Down, who are my favourites and have a ton of articles and video reviews, or The Dice Tower, who have lots of videos of lists and reviews like the one I linked that can give you some ideas of what to get. (Sometimes way too many ideas... ~waggles her overly long games-to-buy list~) SUSD even has a great Intro to Board Games video for people who are hesitant or starting into the hobby and don't quite know what it's all about or where to start - it's a few years old, but still very relevant, and I recommend any of their videos. I find them hilarious.

And if you decide you're really getting into the hobby, you might start visiting the marvellous, dank morass that is BoardGameGeek, aka BGG or 'the Geek'...

As for recommendations straight from me... The hardest and best thing with board games is everyone likes something different? But I find one can't go wrong most of the time with these:

  • Pandemic
  • Survive! Escape from Atlantis
  • Takenoko
  • Forbidden Island
  • Colt Express
  • Jamaica

    Most of these are fairly simple and relatively short, but they're all fun starter games that are easy to pick up and play, and I've never known anyone to not enjoy themselves when I've brought out any of these. I often do game nights with different mixes of friends, to which I will usually bring an Ikea bag full of games, and there's almost always at least one or two of these particular games in that bag. I'm pretty sure they're all in print, too, so they shouldn't be too expensive!

    Also, if you guys are looking into tabletop RPGs but don't know where to start with that, and you don't have anyone who knows how to DM/GM handy, the newest edition of D&D has a Starter Set out - it's a pack that includes dice, pre-rolled characters, a starter rule book and a pre-written starting adventure. I will always recommend Red Boxes/Starter Sets, D&D does a great job with these and makes it really easy for you to get into it, even if no one in the group is familiar with rpgs to begin with.

    tl;dr - Board/card games are amazing, there's lots of resources out there for you, I hope I didn't scare you off with my enthusiasm. Welcome to tabletop gaming!

    ^Edit: ^Now ^with ^more ^links!!
u/glynstlln · 12 pointsr/dndnext

You can order it on Amazon;

Alternatively search for "The Delian Tomb", it's an easy oneshot/intro that Matt Colville wrote up.

Edit: Delian Tomb link -

u/TheBiomedic · 12 pointsr/DungeonsAndDragons

I started playing about a year ago so I'm not the expert.

To be honest you already have the most important and difficult thing needed to play D&D; a group of friends. (That's something that I'm still working on) So first you'll need this Amazon is usually the cheapest route but any game shop and most book stores have it.

From there you can create characters and begin adventuring. Someone will need to be the Dungeon Master. The DM will know the whole story before the game starts and will run the game. The other players will roleplay their characters and make choices/kill bad guys.

That's just a super basic idea of the game. Sorry, I'm at work at don't have a ton of time to write more extensively.

u/Gingrel · 12 pointsr/DnD

A playable Kobold race was actually released in the recent 5e supplement Volo's Guide to Monsters

u/fischerandchips · 11 pointsr/chess

i highly recommend this book for beginners: [Logical Chess Move By Move by Irving Chernev] (

Here's an excerpt after the moves 1. e4 e5 2. Nf3:

At this point you will note that black must defend his e-pawn before going about his business.
There are several ways to protect the pawn. He must evaluate and choose from these possibilities:

f6, Qf6, Qe7, Bd6, d6, and Nc6

How does black decide on the right move? Must he analyze countless combinations and try to visualize every sort of attack and defense for the next 10 or 15 moves? Let me hasten to assure you that a master does not waste valuable time on futile speculation. Instead, he makes use of a potent secret weapon - positional judgement. Applying it enables him to eliminate from consideration inferior moves, to which the average player devotes much thought. He hardly glances at moves that are obviously violations of principle!

Here is what might go through his mind as he selects the right move:

2. ... f6: Terrible! My f-pawn occupies a square that should be reserved for the knight and it also blocks the queen's path along the diagonal. And I've moved a pawn when I should be developing pieces.<br /> <br /> 2. ... Qf6: Bad, since my knight belongs at f6, not the queen. Also, I'm wasting the power of my strongest piece to defend a pawn.

2. ... Qe7: This shuts the f8 bishop in, while my queen is doing the job which a lesser piece could handle.<br /> <br /> 2. ... Bd6: I've developed a piece, but the d-pawn is obstructed, and my c8 bishop may be buried alive

2. ... d6: Not bad, since it gives the c8 bishop an outlet. But wait - it limits the range of the f8 bishop, and again i've moved a pawn when I should be putting pieces to work.<br /> <br /> 2. ... Nc6: Eureka! this must be best, as I have developed a piece to its most suitable square and protected the e pawn at the same time

u/Shylocv · 11 pointsr/DMAcademy

100% watch the Matt Colville series sticked at the top. The first few walk you through making a simple adventure and the hooks for such but I would recommend (as does he) using a module, in particular, the Starter Set that you can get for about $13.;amp;ie=UTF8&amp;amp;qid=1468749875&amp;amp;sr=1-1&amp;amp;keywords=dungeons+and+dragons+starter+set

The included module The Lost Mine of Phandelver is an excellent starting point. Even if you decide not to run the module itself, the town of Phandalin is an excellent starting town to repurpose and reskin. The easiest way to make content on the fly is have modules and pre-made things like this that you can adapt to your setting.

As far as improvising goes, it takes some time to develop those muscles. When you have a solid outline ready like that in the module, it's easier to improvise because you have context and a backbone to pull from. In that module there is a patrol of Hobgoblins that can appear at a certain point but if your players wander off track or get stuck with what to do, suddenly they hear the unmistakable sounds of a rowdy warband crashing through the woods filled with the whoops and excitement of victory. Never be afraid to move things around. You know the map and where they should be but the players don't. If they miss a big, fun encounter, pivot it around and put it somewhere else.

Nothing I just said isn't covered in Colville's videos, I really recommend them.

u/Jigawatts42 · 11 pointsr/CFB

Dont get your jorts in a bunch. You should try out some D&amp;D, get your imagination juices flowing again, heres a link to the Starter Set to get you set up. Enjoy!

u/Lutharia89 · 11 pointsr/DnD

I would highly suggest the Starter Set. It gives you an all around feel for both the Players &amp; the DM. Your local game shop should have it, and if you don't have one of those near by:;amp;qid=1473250759&amp;amp;sr=8-3&amp;amp;keywords=dungeons+and+dragons

There are tons of free one offs and short dungeons/adventures here as well:

Hope this helps mate! Let us know how it goes!


u/grammaton · 11 pointsr/DnD

Welcome to the hobby! You have a bunch of options (assuming you want 5e, which is the most recent version):

  • Basic Rules These are a 100% free way of getting going. Limited to 4 races (Dwarf, Elf, Halfling, Human) and 4 classes (Cleric, Fighter, Rogue, Wizard). Worth a download to read and see if 5e is the version for you.

  • Starter Set This is good if you have a few friends that all want to learn. Starter set will give you premade characters, dice, and an adventure to get your from levels 1-5.

  • Core Books These consist of 3 books: Player's Handbook(PHB), Dungeon Master Guide(DMB), and Monster Manual(MM). At bare minimum, you need the PHG to make characters and know the rules. To flesh things out, MM is needed for some fun things for the players to fight, and the DMG will give ideas for adventures and magic items. This option will give you (and your group) the most flexibility and longevity. If your average group of 5 people (1 DM and 4 PCs) can chip in just $30 each to pick up 1 copy of each of the core books.
u/wellsdb · 11 pointsr/DnD

Get yourself the Dungeons &amp; Dragons Starter Set. Here it is for USD $12.95 on Amazon. If you end up buying it at a gaming store (I have also seen it at Wal-Mart) you can expect to pay about $20.

It comes with a set of dice, five pre-generated characters and a fun little adventure called The Lost Mine of Phandelver. This is a great way for you and a few friends to jump right in and start playing.

You only need one Starter Set per group, but each player should invest in his/her own set of dice. You'll soon learn that it helps to have multiple sets of dice, but one per player is enough to get you started.

Here is the first in a four-part series showing one of the producers at Wizards of the Coast running the first section of LMoP. If you think you'll end up as the Dungeon Master, and you're getting the Starter Set, you should watch this.

u/Sansred · 11 pointsr/dndnext

Yes, it is still the best way, and still considered one of the best campaigns. It's not as long the the hardbound books, but the quality.

For what you get, LMoP is a great value. Right now, it is just under [$15 on Amazon] (;amp;condition=new&amp;amp;qid=1499696338&amp;amp;sr=8-1). In this hobby, that is cheap.

u/Ta2d_Kate · 10 pointsr/DungeonsAndDragons

I would recommend starting out with The Starter Set. It has everything you need to get started (basic rules, pre-built characters, and a set of dice), but you don't have to sink a lot of money yet.

If you all want to keep going, you will need Player's Handbooks, a Dungeon Master's Guide, and a Monster Manual. Those are your 3 Core Rulebooks. Oh, and all the dice, lots of dice.

Have fun!!

u/lostpasswords · 10 pointsr/DnD

It's 4th edition and thus a collector's item. The current iteration of D&amp;D is 5th edition.

This is the starter set you're looking for.

u/zack1661 · 10 pointsr/preppers

Here’s the link for those who are interested

Dungeons &amp; Dragons Starter Set

u/odwander · 10 pointsr/DungeonsAndDragons

Grab yourself the D&amp;D Starter Kit for fifth edition. Very beginner friendly.

u/Bartyzors · 10 pointsr/DnD

Lost Mines of Phandelver. It's an adventure that is fully complete and even has pre-made characters with backstories that tie into the campaign. It has, in my opinion, a good balance between exploring, combat and social encounters.

u/LtDarien · 10 pointsr/dndnext

Check out the Starter set. It's available on Amazon for around $14. It contains 5 pregenerated charactrers, enough rules to get you started, and an adventure. I would also download the basic rules from the WotC website:

Then, if you want to continue, you can buy the Player's Handbook which comes out in a few weeks. That will give you access to all the classes and races to create your own characters. The rest of the core books will follow.

There is also two adventure modules coming out soon as well, (the first concurrent with the Player's Handbook). These will take characters from 1st to 15th level, which will take a few months of play time at the very least.

tl;dr: Get the starter set. $14 on amazon. Have fun!

u/MasterMarcon · 10 pointsr/DnD

About 2 years ago, I was in your place, so this is what I would say would be your best bet.

I would recommend you play Fifth Edition, it is the most well-rounded and least rules-oriented, so it is less confusing for new players. Also, I would start with the Starter Set that Wizards of The Coast (the company in charge of D&amp;D) created. It was intended for new players, and has basic rules for you and your players, 5 pre-generated characters, and an adventure for characters to level from 1 to 5. That is what me and my friends played and greatly enjoyed it. Since the set only comes with 6 dice, I'd recommend getting at least a set for each player from either your local store or online.

Since you are going to be a new DM, it is probably a good idea to get some experience under your belt before making your own story and world. Don't worry, pre-made stories are probably less confusing for the players, they are well-made with a lot of detail.

However, when you want to move on from the Starter Set and the Lost Mines of Phandelver adventure included, you will need the Player's Handbook, the Monster Manual, and the Dungeon Master's Guide. You group want to get more than one Player's handbook for your players, but one is all that is really necessary. The Player's Handbook details how the players make characters, as well as rules, including combat ones. The monster manual is for you to reference and take monsters from and put in your game. The dungeon master's guide has tables and inspiration for things to put in your game. If you want to build your own world, there are also lots in there to help you do so.

Also, while you do not need them, I would recommend getting a battlemap like this one, and minatures, like these for monsters and these for your players to have, it allows your players to visualize what happens more.

TL;DR: Start with the Starter Set, then when done with the adventure, buy the 3 core books: The Player's Handbook, Monster Manual and Dungeon Master's Guide. Then either do premade campaigns from WoTC, or make your own!

u/ef_suffolks · 10 pointsr/Dungeons_and_Dragons

Players handbook

This will give you your rules, your goals, your abilities. You need to really buy this because you will want to re-reference it all the time. I tried sharing my first campaign and learned quickly it's easier to have your own with sticky tabs

Set o' Dice

I gave you a set for example but in all honesty poke around and find the colors and mediums that are "you". For example mine are blood red and black which for my character this campaign was totes worth it

Not listed:
Binder and sheet protectors with a dry erase marker. AS you run an encounter it allows you to mark off stuff and then erase it after long and short rests


So I'm assuming you have someone else DM for you. If not, never DM your first campaign ever... that's disastrous I found out the hard way

BUT if you do DM

You need the monster manual, dm manual and some paper or a map

Edit to add: Fair enough, Dm your first campaign... I am being unfairly bitter :)

u/NorCal_PewPew · 9 pointsr/Boardgamedeals
Looks like Amazon is the same price but out of stock til February 15.

u/phoenixashes07 · 9 pointsr/TheAdventureZone

I’ll be honest, it’s one of the starter sheets in the box set the boys use for the campaigns.

u/Heyydin · 9 pointsr/DnD

Hey and welcome to the community!

So, you've found a group and made your characters, that's great! Hard part is done, actually.

For rules, you'll wanna check out that site there. It's the Official Basic Rules for D&amp;D. If you're looking for more rules, you'll have to purchase the Player's Handbook, and Dungeon Masters Guide. Both are, arguably, the most essential items to buy.

For an awesome start, check out the Starter Set (And it's 10 bucks right now.... honestly, an amazing price)

u/fredemu · 9 pointsr/DungeonsAndDragons

Technically, nothing.

The basic rules are free, and actually contain enough to play the game in a limited form with no further materials required. You can expand that and get more character options with the SRD (dndbeyond has a compilation of the basic rules and SRD - all the free stuff in one place)There are online dice rollers and character sheets and so on (, for example) that mean you don't need to buy anything.

However, if you're brand-new to tabletop RPGs in general and don't have an experienced DM, you want the experience of playing at a table with your friends, and so on - there are a few things that will help greatly, such as having a published adventure to work with.

I'd suggest, for your group, having:

  • The D&amp;D 5e Starter Set (~$20 on amazon). This includes a complete adventure to get you started, a set of dice, some example characters already built, and the basic rules as above.
  • A copy of the Player's Handbook (~$30 on amazon). This will greatly expand your character options. The group only needs one copy, although eventually most players will want their own.
  • Pencils, paper, and a large table to sit around.

    If you have more money to spend, you can buy extra dice (so you're not trading them around the table all the time), the Monster Manual (for more monsters to throw at the party), or some of the other books for more options (e.g., Xanathar's, Volo's, etc). These are completely optional and there's way more than enough in just the PHB to keep you busy for years.

    Once you finish the adventure in the starter set, you can look at the other published adventures if you want (such as Tomb of Annihilation, Storm King's Thunder, or Curse of Strahd - you can look those up and read the descriptions to see which one sounds best for you and your group, and can keep going with the characters you used before, or make new ones and start fresh).

    If you want to play online, or in the "adventurer's league" at a local game store (organized play), you can get by with the basic rules, or you can just buy a Player's Handbook and that's all you should need.
u/Blarghedy · 9 pointsr/DnD

A quick and easy way to check out the rules is with the basic PDFs. There are the DM and Player versions. The player version has a lot more rules right now; the DM version is mostly monster types. If this whets your appetite for more, there is also the actual Players Handbook.

u/Sand_Trout · 9 pointsr/answers

Dungeons and Dragons is not a boardgame in the classic sense. It is a Role Playing Game, which means the players take control of characters that are in an imaginary setting typically controlled by the "Game Master" who controls the world outside of the players.

When a characters take an action that has an uncertain outcome (like attacking an enemy), the outcome is typically decided by rolling a die.

You will need to look up handbooks and guides to get into detail of how the rules work.

In general, it is a co-operative game where the players (AKA the party) attempts to overcome a challenge that is usually written in advance by the Gamemaster. The Gamemaster will attempt to adapt to the players' unexpected decisions, but his goal is not to defeat the party so much as produce an entertaining experience.

Think Skyrim with multiple players and another person deciding the reactions of the townsfolk rather than prescripted computer code.

Edit for relevant links:

u/V2Blast · 9 pointsr/dndnext

alternately, the same link unshortened:

or the Amazon Smile charity link:

u/Pseud0pod · 8 pointsr/DungeonsAndDragons

The different "E"s are the different editions of the game, with 5e (fifth edition) being the current edition. I personally think fifth edition is a great place to start. The basic rules are available on Wizard's site for free. And if you want to try it and spend as little money as possible, I'd recommend getting the Starter Set. The adventure in the Starter Set is very good for beginner DMs, from what I understand, and it's very cheap compared to the other adventure books. I've played through it and enjoyed it a lot as a player.

If you want to invest more than the bare minimum, the Player's Handbook is the most essential of the core books. While you can play using just the premade characters in the starter set or by making characters with the basic rules, the Player's Handbook gives a lot more race and class options to your players. There's other books worth purchasing, but I'd see what you want to do after the starter adventure before worrying about investing more.

If you're new to RPGs in general, watching other people play can help a lot in understanding how the game works. It helped me a lot, at least. I'd recommend watching Acquistion's Inc, Critical Role, or Dice, Camera, Action for some good gameplay examples.

u/Tiltion · 8 pointsr/DnD

The 5e starter set with basic rules, 1 set of dice and a level 1-5 campaign is less than $15 on amazon.

u/feasibleTwig · 8 pointsr/dndnext

you can get the 5th edition basic rules for free on the D&amp;D website.

And I would personally recommend the 5th edition starter set. It's only 20 bucks and is designed specifically for new players. it has everything you need to run the game, and will explain it all really well.

Good luck, I hope you get a good game going :)

u/ThunderousOath · 8 pointsr/DnD
  1. buy some rope, chloroform, and the D&amp;D Starter Set

  2. kidnap your friends

  3. they wake up tied to chairs around a table. You sit at the head of the table wearing a Jigsaw mask and a funny hat. They all have the pre-made characters from the starter set in front of them.

  4. "I want to play a game"

  5. ???

  6. Profit
u/Sparticuse · 8 pointsr/dndnext;amp;qid=1410203099&amp;amp;sr=8-1&amp;amp;keywords=Players+handbook

This may seem snarky but someone else already had a cease and desist sent to them by wotc for posting spells out of the players handbook. If people start filling this subreddit with class entries and the like they'll just start deleting posts (at best...)

For now, basic PDF has everything you need to learn and play the game at a basic level.

u/redworm · 8 pointsr/Military

The starter set for the current edition is $25:

Everything you need to run a game when everyone is new. Dice, pre-built characters for players to choose from, and a story for the Dungeon Master to run them through.

Alternatively you can buy the player's handbook and the dungeon master's guide individually:

and some dice

With those you can do the same thing as the starter set but there's a whole lot more information available about all the different classes, races, weapons, combat rules, spells, etc. I'd recommend the starter set and if y'all are interested in going further getting the rest.

Set aside a few hours one evening to play a session. A lot of groups will do a shorter session 0 where they discuss what characters they're going to play and make sure they've got a decent grasp of the mechanics and rules.

In the course of about 2-3 hours you'll probably get through one combat encounter and one non-combat encounter (talking to townspeople, investigating something, dicking around at the tavern) but it all depends on the choices the players make based on the options presented by the DM.

u/sinkwiththeship · 8 pointsr/DungeonsAndDragons

$30 on Amazon. Assuming you're on 5e.

u/Nightshade400 · 8 pointsr/DnD
u/HorseNamedAppetite · 8 pointsr/chess

Solving for mate and studying pawn/rook endgames should be studied from day one. Both of them help immensely with visualization, and will make your entire game stronger. The Polgar book with 5334 problems is a classic, and I strongly recommend it, because it goes from easy mate in ones to harder mate in threes and so on:

It's a monster volume at 1,100+ pages, and will put some strain on your bookshelf, but it's only $21 at Amazon. You're not going to find better value as a beginner.

u/shaydra · 7 pointsr/skyrim

Yes! I read the first book they came out with ( and it was great to read something from the Elder Scrolls series that I could hold. I wish they would come out with one for their Lore. I would buy the fuck out of it.

u/DragonVariation · 7 pointsr/chess

The general consensus for novice chess players is to do a few things:

  • Play as much as possible (the slower the time control, the better) and analyze those games.
  • Study tactics (Hammer single motif tactics into your brain first. Over &amp; over &amp; over... Then you can move on to combinations.).
  • Develop your pieces using opening guidelines, rather than in-depth study/memorization-without-knowledge of openings.


    So let's look at each of those items quickly.

    Playing as much as possible.

    If you can't play OTB, you still have a billion options. Here are some online options:


    Don't have wifi and still need a game? There are plenty of apps for your phone/tablet:

  • Play Magnus
  • DroidFish
  • Mobiala
  • SCID on the Go
  • Shredder

    Analyzing your games.

    This is crucial. When you are done with your games, go over them and analyze the moves yourself. Where did you/your opponent go wrong? What did you do right? Did you miss tactics or mates? Did your opponent play an opening you were unfamiliar with? Did you reach an uncomfortable endgame and not know how to proceed? If your opponent played the same moves again in a different game, what would you do differently? Answering questions like these on your own will help you in future games.

    After your initial analysis, you can then show it to a stronger player (you can submit your games to this subreddit to get criticisms, if you provide your initial analysis along with the PGN) and/or using a program to run a deeper analysis for you. Lichess provides free computer analysis on their site and I also made a quickie SCID/Stockfish tutorial a while back if you want more control over the depth of analysis.

    Studying tactics.

    "Tactics is almost undoubtedly the most productive single area that beginners and intermediates can study to improve their game - the more practice, the better." -- Dan Heisman (PDF)

    There are a ton of places to study tactics online and you should make use of them.

    Chess Tempo seems to be the gold standard when it comes to online tactics training. I would start with their standard set (Which means that time isn't a factor. You can stare at a board forever until you find the tactic, and the time won't affect your rating.) at first, but eventually play the other sets as well. I do a mix of each of them every day. Don't make it homework though, or you'll burn out, and chess will feel like a chore.

    Don't forget to make use of their endgame trainer. After the first 20, you can only do 2 per day, and I recommend making it a top priority. Studying endgames, even for just a few minutes per day, will be very beneficial to your play. also has a tactics trainer, and for free users you get 5 tactics per day. At the very least, do the 5 tactics and the Chess Tempo endgames. You can find time for this every day, I assure you.

    As a side note, this isn't really tactics but lots of people like this Lichess Coordinates Trainer for learning the names of the squares. If you do this once a day, for both black &amp; white, it will take you about 1 minute. Easy.

    Developing your pieces in the opening.

    Read Dan Heisman's Beginner Guidelines, which I copied into this thread. At this stage, you don't need to study opening lines. However, whenever you read a point in the opening that you are unfamiliar with, you should look it up in an opening book, database, or online to find the common moves in that position. This will help you spot errors in your play and will set you up for success when you play that line in the future.


    There are a ton of other resources that you should look into.

    For videos, I would recommend these channels:

  • Kingscrusher
  • ChessNetwork
  • St. Louis Chess Club (Their beginner level lectures should be on your must watch list.)
  • ChessExplained
  • Greg Shahade

    As for books, the ones that seem to be promoted for you level the most are:

  • Logical Chess: Move By Move - Irving Chernev
  • Bobby Fischer Teaches Chess
  • The Complete Idiot's Guide to Chess - Patrick Wolff
  • Everyone's Second Chess Book - Dan Heisman

    There are a bunch of great chess columns out there, but I suggest starting with, and specifically Dan Heisman's Novice Nook.


    Well fuck. I thought I was just typing out something quick, but I turned it into a novel. Sorry about that.

    Time to eat some pumpkin bread and watch Sunday Night Football!
u/FredNorman · 7 pointsr/chess

Logical Chess Move by Move is a great one. I recommend buying a premium membership on chesstempo for custom problem sets and to find where you're tactically weak. Not blundering pieces at your level should be your biggest concern and chesstempo is great for that.

u/infinitum3d · 7 pointsr/DnD


I always suggest the Starter Set. It has ready to play rules and a great campaign and it's only like $13 USD.

Great game!

Welcome to D&amp;D. 🙂

u/stephan1990 · 7 pointsr/Dungeons_and_Dragons

So if you're on a budget and want to start out, as Stormbow said, see the Basic Rules that are online. You can start playing with them and theres a good amount of content for free. You can find it on the Wizards of the Coast website.


When you want a more streamlined experience and you need some assistance getting started, you could get the D&amp;D Starter Set, which comes with a printed Version of the basic rules, pre made characters, dice and an absolutely perfect adventure you can play out of the box. The new D&amp;D Essentials Kit is currently only available from Target, and I do not own it myself. It is a different take on the Starter Set with character creation and a different adventure to play right out of the box. It contains rules to play with just two people as well, so if it's just you and your son, this could be the thing for you.


If you want to go all in, or if you decide that it's a wonderful hobby, getting the "holy trinity" of books is a great idea:

  • Players Handbook - Everything you need as a player to play the game. Character creation, equipment, spells and so on.
  • Dungeon Masters Guide - All you need to DM a game, from optional rules to magic items.
  • Monster Manual - Also a book more targeted to the DM, as it contains a bunch of monsters that you can use in your game.
u/Sorcerer_Blob · 7 pointsr/DnD

The Starter Set is a great place to start when it comes to monsters with the latest and official monster math.

Some people are suggesting using the monsters from the public playtest. And while that is a great stop-gap solution, you may find some issues with the monster math as it was still undergoing changes during this period. In some cases it is very minor, in others it may not be. So, use your best judgment.

All in all, if you've not played since 2e, I highly suggest picking up the Starter Set and downloading the Basic Rules. If you are wanting to make your own encounters, there was a Legends &amp; Lore article about adventure building just last week.

Good luck and happy gaming!

u/el_waffle_iron · 7 pointsr/itmejp

Anyone who is interested in the starter kit can find it here for $12!

u/SoSeriousAndDeep · 7 pointsr/rpg

Honestly, I think you'd be better off looking at the full D&amp;D5 starter set (Or the D&amp;D 5 books, or the free basic rules download) as a new player! They do a much better job of explaining roleplaying and explaining the game how the game is played. The starter box is really good, with a nice little mini-campaign and premade characters; it's plenty to get a group started for a few sessions of play.

Microlite games like this are more designed for players with some experience, who want to cut out mechanics they don't think work for the way they play. As a new player, if you attended a group playing something like this then you'd be fine, but they're not good as an introduction on their own.

u/seantabasco · 7 pointsr/DnD

If you buy the Starter Set it comes with a nice little condensed 20 page rulebook. It also comes with a set of decent dice and a nice 1-5 level adventure. Its a good deal overall.

u/Luzer606 · 7 pointsr/Dungeons_and_Dragons

Start with the basic rules. They are free from Wizards of the Coast on the DnD Website. Its all the rules to play the game. What you don't get are all the bells and whistles options to create characters(you do get some character creation options but just basic ones which are enough for you to learn to create characters).

You can get the free basic rules here:

There are also a lot of youtube videos that explain how to play.

If you decide you want to spend money then you will want the Players Handbook and maybe the Starter Set.

u/lianodel · 7 pointsr/rpg

That's kind of a broad question. :p

There are TONS of tabletop RPGs out there, and they can have vastly different styles, including the genre and the rules.

Nowadays, lots of people record their sessions and post them online, and that is a fantastic way to get an idea of how things work. Some of my favorites:

Critical Role. A group of voice actors who have been playing D&amp;D for years. Here's the DM of the group playing with Stephen Colbert.

The Adventure Zone. It started when the podcasters of My Brother, My Brother, and Me decided to play D&amp;D with their dad as a goof. They actually got really into it and have kept playing ever since. Starts with D&amp;D, then they experiment for a while, and now they're playing a game called Monster of the Week.

The Film Reroll. They play through movies as though they were tabletop RPG adventures, using a system called GURPS. Things often go awry in spectacular fashion.

Anyway, the most popular game out there by a HUGE margin is D&amp;D. Since that's kind of a default and you'll probably have the easiest time starting or finding a game of it...

Here's the free basic rules

There's also a D&amp;D Starter Set (MSRP $20) which is literally everything you need to get started with some friends. Currently $12.57 on Amazon.

And if you want to eventually upgrade (or just jump right in) to the full rules, you'll need the Player's Handbook, might want the Dungeon Master's Guide, and maybe eventually the Monster Manual (since you can find plenty of monster stats online anyway).

There's also unusual dice, but the basic rules will explain it (and the starter set includes them). Easily found at most game or comic shops.

EDIT: That said, there are a bunch of free RPGs out there, too. So poke around; check this subreddit's wiki, for instance, for a few of them.

And that's where I'd start. Then just go exploring, and start playing when you get the chance. And don't sweat the details like rules or how to play a character stop you from getting started—we all did most of our learning by doing when it comes to RPGs. :)

u/lost-dragonist · 7 pointsr/DnD

I'd almost rather see a completely new DM than a group wanting an experienced one. That way you can form your own style and group structure rather than having it possibly forced on you. And the world always needs more DMs.

Matt Colville has a pretty good series on YouTube, Running the game. The first 3 episodes take about an hour to watch and give a pretty good introduction about how things usually go as a DM.

The D&amp;D Starter Set is cheap and comes with everything you need to start. That includes some dice, some premade characters, some simplified rules, and an adventure. The adventure is designed for completely new groups and DMs and will have some helpful snippets of information spread through it.

The Basic Rules are free and go into some more detail. They're enough to run some basic games without dropping $90-$150 on the books.

u/marcus_gideon · 7 pointsr/DnD

Have you considered the Dungeons and Dragons Starter Set?

u/kcon1528 · 7 pointsr/DnD

Started Set

Bulk Dice

The starter set is a great way to introduce players to the game. I have never played it, but it comes highly recommended as far as I can tell. Wiz Dice is awesome. I got a bulk set for Christmas and it contained at least 10 complete sets. Well worth it. Good luck!

u/TheMaskedTom · 7 pointsr/DnD

Yeah, as others have said, for beginners do try out the D&amp;D 5e Starter Set.

It has enough rules for the small premade adventure they give you to start up, the small adventure itself (which is no small thing for a beginner Dungeon Master), a few pregenerated characters and a set of dice.

You could add to that a few miniatures (or just use paper tokens) and an extra set of dice.

The Starter Set goes to level 5 only (out of 20 max). If you like it, then go ahead and buy the Holy Trinity of D&amp;D Books:

  • the Player's Manual, which is a complete* set of all official possibilities about character creation and playing. You don't all need one for playing, but it's easier that way. Sharing is also good, that said.
  • The Dungeon Master's Guide, which is a book made to help the Dungeon Master create his adventures and make the game enjoyable. Only one is required, really.
  • The Monster Manual, which containes a lot of premade monsters which are very helpful for DMs.

    The other books, such as Curse of Strahd, Out of the Abyss or Tales from the Yawning Portal, are simply adventures that you can buy if you don't want to make your own. They are fun to play and way less of a hassle to DMs... but after a while most will like to make their own stories.

    On another note... While obviously I can't recommend that both because supporting creators is important and because of subreddit rules, you can find pdfs of all those books online, if you don't want to spend the money. Or simply because Ctrl-F is better than manually searching.

    *They have added a few more options is some adventures or the Sword Coast Adventure Guide, and there are some unofficial elements that are being tested in the Unearthed Arcana, but trust me with the core books you have enough to play with for a while.
u/MurphysParadox · 7 pointsr/DnD

You create a character and pretend to play that character in various interactions and combat simulations. The game abstracts out many abilities and skills into various numerical values, so that an attempt to do something will involve a roll of a die against a target number representing the objective difficulty of the action.

The game is normally played in a group, with one person acting as the Game or Dungeon Master and the rest as players. The DM is a combination game runner, story teller, and rules adjudicator. The DM's job is to make the game something fun for the players and the players' job is to have fun playing the game.

Anything more detailed than this gets into the specific rules covered in the Player's Handbook. The rules for playing are freely available from this site and there is a D&amp;D starter kit available to purchase which contains all the rules and even premade characters a group would need to play the game.

u/Vet_Leeber · 7 pointsr/dndnext

typing "[text](link)" will hyperlink, by the way.

u/CouldBeBatman · 7 pointsr/DnD

If you want to play get a Players Handbook (Amazon link for reference), and some dice. If you want to DM you should get a Dungeon Masters Guide (amazon link).

But you don't have to buy these! Here are some links to FREE downloadable (and LEGAL) things:

Players Guide

Basic DM Guide

Character Sheets

u/LaericMortovus · 7 pointsr/DnD

Use the sidebar and the links the previous comments have provided. They'll be very helpful. The Player's Handbook, Dungeon Master's Guide, and Monster Manual are about $30 each. This can seem like a lot, but they are so useful, and basically a necessity. Also, a couple sets of dice is important of course.

I started playing as a DM. I wanted to play, and none of my friends were as passionate about it, so I stepped up. It was fun to learn as I went, but a bit daunting at times. I've found great inspiration and information from the PAX streams of Acquisitions Inc and podcasts like The Adventure Zone and Nerd Poker. Also, the webcomic Darths &amp; Droids has helpful &amp; humorous information below each page. It helped me understand what DMing is like by "playing through" a story I was already very familiar with. Don't feel like you need a pre-made story either. We've been playing about 18 months now without ever opening one of the WotC campaign books. I primarily get my inspiration from movies, TV, comics, etc and just adapt the pilfered story to a fantasy setting.

Just jump in with both feet, and roll with it.

u/MisplacedLonghorn · 7 pointsr/suggestmeabook

I've built dozens of characters using books like this one

u/AtriusUN · 7 pointsr/DnD
  1. I would recommend the D&amp;D 5th Edition Starter Set if you are all new. Pathfinder/3.5/4E are all rather rule heavy and could take a while for everyone to get up to speed and be playing. You can download the basic rules for 5th Edition from the Wizards website for free (for players and DM), though there is additional bonus information in the Player's Handbook you can buy at your local game shop or online. (Website:

  2. That's plenty, 2 players and a DM is recommended, but most adventures work best with 3-6 players.

  3. The players each play 1 character, but the DM plays "Everything Else". A DM is someone who should enjoy the fiction. They should be able to think and describe fantasy settings and imagine the stories they are telling in their head so they can relay it to the players. It also helps if they are willing to roleplay and pretend to be different NPCs and characters to create immersion but that's not required. Skills recommended: Organization, willingness to speak, imaginative, helpful, willing to put in some work

  4. I have not watched it sorry.

  5. World building is a great part of writing a D&amp;D Campaign together. Often the DM will write the core of the events happening in the world so as to keep mysteries and adventure from players, but the players are free and encouraged to also make up and add to the story (such as home towns, backstories, names of great locations or historic things). It can be a lot more work to build a world for your first time playing, I would recommend not worrying so much about a world and just write a simple story for the first adventure or two (such as Save the King's daughter, or transport these goods to the wizard tower on the mountain, clean concise objective to learn the rules and learn your group).

  6. Everyone will need to know the basic rules. In terms of 5E everyone can download the PDFs and read them. The DM should read the DM Basics as well, and I would recommend at least one hard copy Player's Handbook (PHB) if you enjoy the material. There's a lot of bonus content in the PHB such as additional classes and information. (PHB Purchase links. Amazon: Wizard's Store Finder:

  7. You're playing make-believe. Your friends are pretending to be heroes. You are pretending to be the bad guys and everything else. You tell them what happens and they tell you what their heroes do. Together you make a story. Everyone follows the same rules and when you don't know what happens or who wins you roll dice.

  8. Keep it simple at first. Find or make a simple adventure that focuses on a quest that sounds fun. Don't overcomplicate it. The story doesn't need to be crazy for you to have a lot of fun. The fun will come from pushing the barrels over on the guys chasing you down the alley and failing to climb the wall and landing on your butt in the middle of a busy market street. Find out who enjoys doing what, the first adventure might result in your switching DMs at first to find out who fits the best. Experiment, make stuff up, tell crazy stories, and have fun.

    Edit. Added links to purchase the Player's Handbook
    Edit 2. Learned what ELI5 means. Sorry for my noobness.
u/winterwulf · 7 pointsr/rpg_brasil

Cara eu sei que a Amazon tem promoção pra livro, e se for comprar da gringa não é taxado!

Aqui Player's Handbook

u/iAmTheTot · 7 pointsr/DnD

Amazon Smile link. Using Amazon Smile donates a small portion of your purchase to a charity of your choice.

u/LabyrinthNavigator · 7 pointsr/DnD

according to Amazon, dimensions for a PHB are 8.5 x 0.8 x 11.2 inches.

u/forgottenduck · 7 pointsr/DnD

For reference, everyone should be immediately wary if they find any 5e books for less than 20 dollars on amazon. Check out for amazon price history and you'll see that most of the books have never gone below 25, and typically hover around 30. If verified amazon vendors don't offer it for near the price you're buying from someone else then you can generally expect to get ripped off.

u/KittenWithMittens · 7 pointsr/DnD

If you bought it at a brick and mortar store, it's likely the 5th edition (has a green dragon on the front), and unfortunately different versions are not compatible.

If it is the 5th edition starter set. There is the System Reference Document (Link to the PDF) and the Elemental Evil Player's Companion (Link to the PDF) which are official free resources that contains a few more races, classes, spells, items and monsters than the starter set. While it's not really a substitute for the Monster Manual as a Christmas present, he'd likely appreciate the extra content to use regardless.

You might have to shop around if you want to find the Monster Manual cheaper. Amazon and some other online stores usually have it for a bit less than you'd find in a brick and mortar store.

u/moonshadowkati · 7 pointsr/dndnext

It's from the Sword Coast Adventurer's Guide.

The spell description can be found in a variety of places, such as here.

u/charcoalwarrior · 7 pointsr/wow

Check out Rise of the Lich King by Christie Golden. Highly recommended.

u/D314 · 7 pointsr/chess

Lots of tactics.

This book is good for beginners

This one is also very good (and better IMO), a bit more advanced but still good for beginners.

u/TessaCr · 7 pointsr/chess

Concentrate on your endgame and middlegame

You will be amazed how important the endgame is. From reading [Jeremy Silman's Endgame course] ( I can see that even if you go down by 4 points of material that you can still salvage a draw. I suggest that you don't spend long on openings: For white I just play a white system (botvinnik system in the english) and I have 3 openings for black which counter the most common moves by white. Concentrate on middlegame and endgame since they are most of the battle!

edit reason: accidental post

u/Rocksteady2R · 6 pointsr/chess


yeah. let me point out something you said... " I've been trying to get better for a couple of days" &amp; " I would assume ... a huge improvement spike"...

not so man. not so. you can do this self-taught to a fair degree, but you're still going to have to read and practice. hundreds of games, not a few days worths.

There are some base concepts and tactics that can help, once you see them in use. it's kinda like any other interest, there is a language and skill-set all it's own. I highly suggest Bobby Fischer Teaches Chess. It hits home 3 very important concepts. Some of it is overly simple, but it does hit home those 3 big tools. You'll also read through it, get done, and not ever see the need to og re-read it. I suggest it only because you seem to be having some basic-level troubles. Here's a PDF Version.

u/blackferne · 6 pointsr/chess

It might be a bit simple, but Bobby Fischer Teaches Chess. I'm reading it right now, but it is mostly "can white mate in this position". Not sure if it would be too easy for 1200. But no board or knowledge of notation required.

u/unsung_unshift · 6 pointsr/chess

If you and her together go through the book "Bobby Fischer Teaches Chess" just $8 on Amazon there'll be less of a chance of her getting crushed, and you too will come up to speed

u/potifar · 6 pointsr/chess

&gt; watching high rated games does nothing just like watching olympics doesn't make you faster runner or better at javelin

I disagree, depending on what "watching" means in this context. I believe actively working through well annotated master games can be very instructive. See for example the oft recommended Logical Chess: Move By Move: Every Move Explained.

The key difference between chess and athletics here is that you can watch actively, constantly coming up with your own candidate moves and calculations while "watching". Passively watching chess like you would watch running won't do much for you.

u/BladedBuzzer · 6 pointsr/DnD

Lost mine of Phandelver is a great starting set, though it is designed for 4/5 adventurers so the encounters may need to be tweaked to reduce the difficulty slightly, or run them with an npc to aid in combat.

u/dachocochamp · 6 pointsr/boardgames

If you have a few people interested in D&amp;D, then the D&amp;D Starter Set ( is a great choice. It includes a solid basic rulebook as well as a few premade scenarios and characters which help cut down on a lot of the prep work involved, getting you all into the game faster. It's pretty cheap, though I'd highly recommend picking up a few extra sets of dice as it only includes one.

For board's a bit more complicated. As you can probably already tell, there's a TON out there, ranging from simple party games, to heavy economic strategy games, and even dice-chucking dungeon crawls. The two daily stickies are great places to learn more as well as getting personalised recommendations on what to possibly buy.

I'd also recommend checking out the subreddit index (, particularly the 'New to Board Games' page.

u/fangorn0 · 6 pointsr/dndnext

The Starter Set includes a short summary of the basic rules, as well as a complete adventure including monsters with their stats.

To someone who is new at DMing or playing I would recommend this as a great place to start. You can get some experience DMing without having to come up with everything yourself and your players will get a chance to really figure out the basic mechanics of the game before your homebrew campaign begins.

Either way, the starter set includes the stat blocks for 27 monsters, including skeletons (as you mentioned) as well as other iconic D&amp;D monsters. This would probably be good enough for you until the monster manual comes out.

For the level 1 Elf necromancer you could use the character creation rules from Basic to make a full character, tweaking it to suit your needs.

u/ImpsCorner · 6 pointsr/DnD

the DnD 5th ed starter set of perfect Amazon

u/K1N6Z4K · 6 pointsr/DnD

Dungeons &amp; Dragons Starter Set

Is this the box set you’re referring to?

If so it’s great for starting out and has everything all ready for you including a DM’s guide.

u/Quietus87 · 6 pointsr/DnD
u/Mannthedan1 · 6 pointsr/Dungeons_and_Dragons

Now is a great time to get into D&amp;D. The starter set has pretty much everything you need to get going. It is also like $12 on Amazon right now. It gives you a starter rulebook and an adventure to run.;amp;qid=1542848833&amp;amp;sr=8-7&amp;amp;pi=AC_SX236_SY340_FMwebp_QL65&amp;amp;keywords=dungeons+and+dragons+5th+edition&amp;amp;dpPl=1&amp;amp;dpID=519gxvY55zL&amp;amp;ref=plSrch

u/CherryStripes · 6 pointsr/DnD

Mine (my starter kit, not this one) was £20 from Amazon and so worth it.

Where are you buying from?


Edit: Clarification

Edit: £15 on Amazzon here

u/chris-goodwin · 6 pointsr/DungeonsAndDragons

Get the D&amp;D Starter Set. It provides a premade adventure with guidance on how to run it as a DM, along with five pregenerated characters and just enough rules to run those characters. It also comes with a set of dice, though you may want to buy additional dice.

Extremely recommended: Get the D&amp;D 5th edition Players Handbook. It will expand greatly on the options available in the Starter Set, and let you and your players create your own characters.

In decreasing order of recommendation: the D&amp;D 5th edition Monster Manual and the D&amp;D 5th edition Dungeon Master's Guide. If you don't want to spend the money on those, you can get by with the D&amp;D 5th edition System Reference Document and the D&amp;D 5th edition Basic Rules, the latter two of which are available for free download from Wizards of the Coast.

u/TheGuyInAShirtAndTie · 6 pointsr/DnD

A mere 4 months ago I was in your very shoes, having never played DnD but wanting to DM. Now I'm running 3 weekly games [Protip: Don't do this]. Luckily for me I found a couple great resources to help me out:

The Dungeon Master Experience is a collection of articles written by one of the best: Christopher Perkins. He's not only a Senior Designer for DnD, but he's also the DM for a number of groups including Penny Arcade, Robot Chicken, and the other designers over at Wizards of the Coast. This will be your most valuable resource.

New DM Guide Reddit's #1 Resource for new DMs.

So You Want To Be a DM: A great collection of starter tips.

/r/loremasters: A subreddit dedicated to worldbuilding.

/r/dndnext: Like /r/dnd but solely for 5e.

The Angry DM: He can be a bit preachy at times, but Angry DM has a great amount of thought put into everything he writes.

/u/famoushippopotamus If you see him post on something, just read it. He's been DMing longer than most of us have been aware that DnD existed.

DnD Encounters is a weekly event at your friendly local game store. Check it out. It's also a great place to recruit players!

[Your head!](Link Not Found): The only thing you really need to get started is an idea, write it down. You'll learn a lot just putting your thoughts on paper and thinking of how to flesh it out.

I would recommend that you go and pick up the Starter Set (HOLY SHIT GUYS ITS $12 RIGHT NOW. BUY BUY BUY!). It comes with the basic rules, a set of dice, a prewritten adventure, and some characters for the adventure. Get a couple players together and this is all you need to get started. After that you can move onto other prewritten adventures, like Horde of the Dragon Queen, or you can write your own.

It shouldn't be that difficult to find people to play with, some people might care that you've never been a PC, but you don't need to play with them. If you have friends who enjoy gaming see if they're interested. And check out your FLGS (friendly local game store). If none of those work, there are plenty of online options as well.

One last note: In my short time DMing I have to say I did not expect the sheer amount of prepwork that goes into a single session. Players have to inhabit a single character and their mechanics. You need to understand not only the characters at the table, but every NPC, trap, and monster you put in front of them. It can be time consuming. It can be hard. But it is also one of the greatest feelings in the world when you hit that flow state where you and your players are building your world together.

Good luck! And welcome to DnD, where the rules are made up, and the rules don't matter either, as long as what you're doing is awesome.

u/bucketoflisterine · 6 pointsr/DnD

First you have to choose what edition of the game you want to play. D&amp;D is currently on its 5th edition. The most popular edition seems to be 3.5 (3rd Edition's majorly revised release), though the new 5th Edition (5e) is picking up steam as a more elegant, streamlined system. 5e's Starter Set contains everything a group of four to six people needs to start playing: a set of player rules, a set of Dungeon Master (basically the storyteller and referee, if you're unfamiliar with the term) rules, polyhedral dice, and a pre-written adventure crafted by the people who developed the system.

The Pathfinder Beginner Kit you mentioned is not a Dungeons and Dragons product. Pathfinder is a different tabletop RPG, though it is developed from the same sort of framework as 3.5 Edition D&amp;D. It's a popular game, too; I think that there's a subreddit for it if you want more information.

u/Remorc89 · 6 pointsr/Dungeons_and_Dragons

If you already have a group that wants to play, I would recommend picking up the starter set. It comes with all the basics (condensed version of rules, pre-made characters, simple DMG, small adventure). Once you get your feet wet there, you can jump into picking up the core books and whatnot.

You can find it here for like $13. Really easy way to get started quickly.;amp;qid=1480368064&amp;amp;sr=8-1&amp;amp;keywords=d%26d+starter+set

edit: added link

u/MadawgMcGriddle · 6 pointsr/DungeonsAndDragons

Dungeons &amp; Dragons Starter Set

15 bucks on amazon. Includes a starter dungeon to play, full rule book, full book on explaining everything you need to know, as well as dice and character sheets 🙌🏻

Edit: this is how I got started and just expanded from there

u/danstu · 6 pointsr/TheAdventureZone

The "Here there be Gerblins" arc is actually built on the "Lost mine of Phandelver" starter set, which is designed as an intro for the modern version of d&amp;d. You can find it online for about $10-15. That's what my group used to get us started.

u/SargeantSasquatch · 6 pointsr/DungeonsAndDragons

Grab the 5th edition starter set, it will have a book for your DM on how to run the adventure, 5 pre-made characters so you can just get right into playing, and a set of dice.

Heads up. Like 2 minutes in everyone is going to realize they want their own set of dice rather than sharing one set as a group. They range from $5 to $15. Grab 'em before you start playing.

I'd also recommend getting a DM Screen for multiple benefits. On the inside are quick formulas and name/quest/monster tables and hints for the DM to use. The other benefit is the players can't see what the DM rolls.

The DM's #1 job is to make sure people have the most fun they possibly can. So if he rolls something that would wreck your party, and decides that wouldn't be very fun, he can fudge the roll to something else, and since the DM is rolling behind a screen, the players are none the wiser.

Almost every group starts out rotating the role of DM because everyone wants to have a character. This isn't the wrong way of doing it, but every group eventually comes to the realization that they're better off if one person is the full-time DM.

Here are some good rules of thumb for DMing.

Make sure whoever is DMing is up to the task and understands their job is to maximize the amount of fun for everyone else, not necessarily themselves. A good DM will find enjoyment in his players having fun. He will challenge them, not punish them.

It is not PCs vs DM. To liken it to Skyrim, it's 3-5 Dovakhiin traveling together, and the DM is Skyrim. He is the world and all it's inhabitants. The world isn't out to get you, but if you make poor decisions there will be consequences.


&gt;These games take like a week or so to finish.

It took us like 5 or 6 sessions that were 3-4 hours each to get through the adventure in this pack, and we only had 3 players.

The game never really finishes. It's like Skyrim, completing an adventure doesn't end the game, you just move on to the next one.


Check out /r/DnD, it's way more active. And for the whoever DMs /r/behindthescreen and /r/loremasters are helpful.

u/Yargbiscuit · 6 pointsr/DnD

Grab the 5e starter off amazon, you won't be disappointed.

u/mizzrym91 · 6 pointsr/dndnext
u/Ryngard · 6 pointsr/DnD

I think 5e is far better but your mileage may vary.

You can look at the Basic Rules here for free.

The buy-in for 5e is really slim. I HIGHLY suggest the Starter Set.

&gt; You have the Core Rulebooks:

u/Ignisiel · 6 pointsr/DnD;amp;sr=8-1&amp;amp;pi=SY200_QL40&amp;amp;keywords=d%26d+starter+set&amp;amp;dpPl=1&amp;amp;dpID=51Ykm93n8ML&amp;amp;ref=plSrch

That gets you started with preset characters and an adventure. It's all you need for beginners to play through and learn the basics.;amp;dpID=510Cy8v8H3L&amp;amp;dpSrc=sims&amp;amp;preST=_AC_UL100_SR100%2C100_&amp;amp;refRID=42WB6B3F0QV8S8DG712P

This is the core book with all the rules you need to make your own characters, and basically go into the full game. It's what you go to after the starter set. Whoever is the dungeon master (guy who runs the game, sets up the story, monsters, etc) may eventually want to pick up the dungeon master guide and monster manual as well.

u/PolarDorsai · 6 pointsr/DnD

DM here.

Firstly, I'm really happy you're taking that leap and have decided to get into D&amp;D. You seem enthusiastic and brave, which is what DM's like to see in players. Here are a few points based on my experiences as both a new player (long ago) and as a DM now.

  • Bring a couple pencils. One to write with and a backup in case it breaks or someone else needs one. By lending one out, you'll make a friend instantly and although most DM's have extras, you'll look like a hero before you even roll your first D20.

  • From what I'm understanding, you haven't made your character yet, correct? If the game starts at 7pm, try to get there at 6pm if possible so you can get your character set up and ready to go. DM's don't mind helping you create one but other players may feel like it's holding things up. Someone else also said it; know your character well. If you have time to build it prior, learn about your characters abilities so you don't sit there looking them up in the middle of combat, adventuring.

  • If you have the money on hand--and it's understandable if you don't--go out and buy the D&amp;D 5th Edition Player's Handbook. It's only $30 on Amazon (FUCK ME! I spent $50 at Barnes &amp; Noble like a sucker haha) but is a must-have tool for ANY player. It's likely others will have them and they should let you borrow one for tonight. If you eventually become a crazy person, like me, you'll want to sit down and read the thing, cover-to-cover.

  • Someone said it already but, know what you want to do or at least have an idea of what you want to do before it's your turn in combat. This is the only time you would be "holding up" the game so it's crucial to keep things moving here. During adventuring, it's not turn-based so you can simply go along for the ride. Since you're new, no one is expecting you to have all the answers or to be the main contributor, however it's good to interact accordingly when the DM calls on you. Quick story...I have a new player in my group and I didn't expect much out of him but there would be times I would go out of my way to include him in the action, so I called on him to interact with an NPC I created. He didn't get into the story or even make an attempt to role play at all. Quiet gamers are fine, but non-participants are no fun.

  • It's been said: ask questions.

  • Most importantly, HAVE FUN!
u/kylania · 6 pointsr/DnD

Player's Handbook is really all you'd need as a player.

There's also the Basic Rules you can download for free to get a feel for things, but you'll want the PHB.

There's also the Sword Coast Adventurer's Guide which is optional. It has some nice stuff in it, but one copy within a group is probably enough.

u/Obi-Tron_Kenobi · 6 pointsr/DungeonsAndDragons

You can try getting a replacement from Wizards like the guy said below. If that doesn't work, the 5e Handbook is only $20.98 on Amazon now.

u/Gamegeneral · 6 pointsr/DungeonsAndDragons

I play 5th edition and all advice is for that edition. 5E is pretty wallet friendly if you don't get it all at once. Here's a bunch of stuff you can look at to help your decision, though not all of it is mandatory.

  • Number one, the cheapest, is to simply review the (somewhat limited, I'll admit) materials available on Wizards of the coast and start from there.

  • Second is available in the form of the 5th edition starter set. I own one of these and it comes with everything you need for a game with a group of friends. A criticism I have of it though, is that experienced players will probably destroy the module included with it. I'd just forego this option entirely if you plan to buy any other materials, but it's a very low risk purchase.

  • Third is just a player's handbook, which you really should own regardless of anything . The 5th Edition PHB has enough material to easily homebrew your own campaign with, but it will definitely leave you wishing you had more to work off of.

  • Fourth is any of the several available modules for the game out right now. Having only played Hoard of the Dragon queen (And it's direct follow up, Rise of Tiamat), I can say that with the exception of a long, slightly boring segment in the middle, it's a solid adventure all the way through for the players.

  • Fifth is the supplemental Dungeon master's Guide and Monster Manual, additional resources to help you craft better campaigns, but unnecessary until later. The monster manual should definitely be the first of the two purchases, in my opinion. I wouldn't even recommend the sword coast adventurer's guide unless you plan to specifically adventure in Faerun.

    So now that books are out of the way, let's talk figurines. You really don't need them, because ANYTHING can represent things on a board. But they're a fun thing to collect and use. BUT they are a great and fun thing to have. What we do at my table is have everyone acquire their own. I like to buy from Reaper Miniatures, but local comic book and hobby shops might have them as well. Make sure you have bases that are less than an inch wide (A square inch works best), because if you're using miniatures, then you're using a battle grid.

    Speaking of battle grids, they're also not entirely necessary, but they definitely help. This is a very reliable one if you take care of it and don't crease it too much. But the fun thing is, if you have a printer, you can print your own Battle Maps! Just set it to print a grid set to 1-inch increments and have as big or as small as a battle mat as you need. 5E technically uses a hex grid for outdoor maps, but we've always ignored that at our games.

    As for dice, I think it's the players responsibility to acquire their own dice, but on the off chance you just want to buy the things for everyone, I find a lot of enjoyment in picking through a Chessex Pound-o-Dice, or a Wiz Dice 100+ pack just so everyone has some. Plus, you never know when you'll suddenly need 20d6 for maximum fall damage!

    Other than that, just have pencils, paper, and a good way to keep notes handy and you're set.

    This is far from a comprehensive guide, and probably the worst thing you could do is buy everything or nothing right at the start. Consider asking friends or checking libraries for these books (And secondhand bookshops near you!) to save a penny or two.

    So, in summary, if I were starting out DMing and buying anything, it would be a player's handbook, a set of dice, and if I weren't confident in my ability to homebrew, I'd buy a module or a dungeon master's guide. But you can go further or less far if you like.
u/Vpicone · 6 pointsr/criticalrole

If you're interested in playing or even just learning more about the game you should come on over to /r/DnD! Also, the player hand book (PHB) is a super cool read even if you don't intend on playing (though you will by the time you get through making a character!)

u/KNGootch · 6 pointsr/dndnext

The 5e official DM screen doesn't come out till January, I believe.;amp;qid=1406924495&amp;amp;sr=8-2&amp;amp;keywords=dm+screen

A friend of mine is working on a custom 5e DM screen, when he is finished with it, i'll have him post it on this reddit so you all can print it out and make your own custom screen.

u/Sengel123 · 6 pointsr/DnD

The only one I think you need to BUY is Sword Coast Adventurer's Guide.

[Amazon Link for Sword Coast Adventurer's Guide] (;amp;dpID=51yV7jtt62L&amp;amp;dpSrc=sims&amp;amp;preST=_AC_UL320_SR246%2C320_&amp;amp;refRID=090WWMWPJCWQGMZS7FNF)

[Player's Guide for Elemental Evil] ( (This one has the Goliath and Genasi Races as well as many spells)

[Players Guide for Curse of Strahd] ( (new character backgrounds for CoS)

u/ApolloLumina · 6 pointsr/dndnext

If you preorder off of Amazon you can get it for around $30. I guarantee with everything in it the $30 price is definitely worth it.;amp;qid=1478133433&amp;amp;sr=8-1&amp;amp;keywords=volo%27s+guide+to+monsters

u/pokemanbo123 · 6 pointsr/dndnext

$31 here I’m sure you’ve probably seen this price but I got one from this seller and it was perfect.

u/rup3t · 6 pointsr/DMAcademy

Tales from the Yawning Portal contains several easy-ish modules. Particularly the first two, The Sunless Citadel and The Forge of Fury.

u/TashanValiant · 6 pointsr/videos

I did a 3 month historical and research analysis on it for one of my mathematics course :P

I read a lot of books and talked to pretty much every one of the my Mathematical Logic and Set Theory professors.

The best book that helped me was this:
Gödel’s Theorem: An Incomplete Guide To Its Use and Abuse

Seriously worth a read and would clear up everyone's misconceptions in this topic.

u/TolOfGreatness · 6 pointsr/chess

You've got to get yourself some good books and devour them. I have unconventional advice, but if whatever you've been doing isn't working, give it a shot.

My beginners routine

  • Do 10 tactics puzzles a day (use a free chesstempo account)

  • Get your hands on a copy of Silman's Amateur's Mind [Go through the book cover to cover] I usually follow along with a program instead of a real board b/c I can log in variations and whatnot.

  • Play one 15-minute game a day, if you can't find people who want 15-minutes, go to something like 10minutes or 10min+2seconds. Then, analyze your game. If you go to lichess you can make a free account and they have computer analysis. If you're playing on you can just take the pgn (game notation) and put it into the lichess computer and they'll analyze it for you. You can move the pieces around and bounce some ideas off the computer on there as well.

  • Develop an opening repertoire. This is not supposed to be the way a grandmaster does it.... not yet. You need to play the same thing because you can't learn and figure out mistakes if you're always switching openings, because the positions you get change too much. If you're playing random openings you'll get: Isolated queen pawn positions, French structure positions, caro-kann positions, central pawn structure vs c5/e5 pawn pushes, fianchetto positions that require h4-5-6 to attack etc.

    You need a consistent motif; so, if you want to play 1.e4 try to stick to that. For black choose 2 defenses: one against 1.e4 and one against 1.d4

    What you need to do here is learn the first few moves of the opening just so you can get yourself inside that structure... maybe the first 5 moves or so. And you're going to feel lost I promise you, but just do it, ok. When you win/lose, whatever, a part of your analysis is going to be to go to &gt;set the year to &gt;=2000 or 1980 something like that&gt;set the openings to the opening you played or enter the ECO code&gt;click search and you can watch Grandmasters play your opening. This will give you a good idea of what kind of moves are made and where you play on the board. You may even be able to extract some plans out of it.

  • I'm not a silman salesman but you also need to work on your endgame and I like Silman's Complete endgame course This books is divided by rating, which is really good; i worked up to the A class section and then moved on to Dvoretsky's endgame manual. Dvoretsky's is a dictionary though, and you definitely don't want that now.

u/TPishek · 5 pointsr/skyrim
u/Sotha · 5 pointsr/teslore

Just posting some useful tidbits from the Imperial Library.

Here are some comments by Douglas Goodall, a developer, around 2001, before Morrowind was released. There are a few comments about Khajiit there.

The Interview With Three Booksellers, also from 2001, is an interesting, Bethesda-approved commentary on Khajiit in general, including their moonphases.

I'd also recommend taking a look at the Infernal City and the Lord of Souls, as they have interesting sections on the Khajiit, as well as being a general good read for any fan of Elder Scrolls lore.

For the sake of completionism, despite it being mentioned by others here, the Pocket Guide to the Empire's section on the Elsweyr Confederacy and Mixed Unit Tactics are good reads, too.

And finally, here is a compilation of Khajiiti physiology, which attempts to helpfully explains the Lunar Lattice.

I know this is just a post full of links, but I hope this is helpful, and feel free, after having read the lore, to ask any further questions you may have.

u/MyMindIsWhereILive · 5 pointsr/chess

When people first learn chess, they only learn the basic rules of the game. There is little positional or tactical understanding... (As it should be) There are many ways to get better at chess but all of them require work.

Some great players like Capablanca, insisted on learning the fundamental endings first. The problem is that, even if you know how to win with an extra pawn, you might not have the positional/tactical understanding to get to that pawn-up ending. So, I have found that you have to do a little bit of everything. I learned some endings, I learned some tactics and combinations, I learned some openings and so on.

I suggest that you study whatever is giving you the MOST problems first. Once you have taken steps to minimize and/or eliminate that problem, other problems will come up. Do the same and invest some time trying to get better in that area. Repeat until you get better. it is a simple concept but hard to do in practice.

Chess has a rich history. It is wonderful that we have access to the games of the past and all of its analysis. I recommend that you do not re-invent the wheel and that you read some books. The following should be helpful:

u/TheMarshmallow · 5 pointsr/chess

If you're a beginner My System probably isn't the book you should be reading. Its aimed at much more advanced players (the r/chess faq puts it in the 1800-2000 rating bracket). Thats not to say you wouldn't learn anything, but there are almost certainly much more fundamental errors in your chess play and a lot of things Nimzowitsch will presume you are already familiar with will go over your head.

As for a good book to help, I'd recommend checking out Logical Chess: Move by Move by Irving Chernev.

Endgame study is good, but I've seen a lot of beginners argue that being good at the endgame doesn't matter so much if the game is practically lost before you get there. Because of that I suggest you start with learning opening principles (control the centre, develop pieces, castling, don't move one piece too many times etc). There's plenty of stuff out there on this; if you really enjoy JBs videos then he talks about common opening mistakes a fair bit in his early "Climbing the Ratings Ladder" series, notably the under 1000 and 1000-1200 videos.

Note I don't recommend studying openings too much at this point, just the opening principles / ideas. Once you're familiar with those, move on to becoming comfortable with some standard endgames ( King+Queen vs King, King + Rook vs King, King + Pawn vs King)

As for watching John's game videos, I argue that if you're enjoying them then it doesn't matter too much if it's not the most efficient use of your time. Chess is about having fun, there's not much point to playing if you don't enjoy it.

Make sure you're focusing on his thought process and reasoning behind making the move rather than what the move actually is. Take time to pause the video in critical situations and think about what move you would make (similar to what Mato Jelic does in his videos) and then resume and see if you're right, or if he plays a different move again focus on his though process and reasoning behind it (i.e. why did you decide not to play that move whilst he did).

The most important thing when you're a beginner is to play lots and analyse your games. Once you know the opening principles and basic endgames, you should be spending most of your time playing and analysing your games (WITHOUT a computer).

u/transmission-fac13 · 5 pointsr/DnD

If they're brand new get the starter set

premade characters. decent adventure. They can try it out and see if they like the game itself. If successful, then get into character creation. And you can save up $ in the meantime.

There's also the free PDFs at wizards too.

u/Regularjoe42 · 5 pointsr/rpg

Wizard's of the Coast has released a bunch of their material for free in the SRD. If you want to play for free that should give you a good start. However, the material is rather scant as they want you to buy the full books. It would take a lot of work to turn just that into an adventure.

If you want to just start playing, the cheapest way to do so is the starter set. For under 20$ you get all you need to start playing (dice and adventure included). It should keep your playgroup engaged for some time.

If you want to have all the player's options and more detailed rules, all you need to play is the Player's Handbook. Hypothetically you could run from the SRD, but then the players would have a lot less options for their characters. (Or you could use homebrew and risk the game being unbalanced.)

The Dungeon Master's Guide is mostly about how to do worldbuilding. The Monster Manual is a whole bunch statblocks and lore to help the DM prepare encounters. Hypothetically you could just run it from the SRD, but then it would be a lot of work on the DM.

u/Carcaju · 5 pointsr/todayilearned
u/SmootieFakk · 5 pointsr/DnD
u/BHRPG · 5 pointsr/DnD

Sorry mate but this isn't really the best advice.

OP would do just fine to pick four of his potential players and snag the Starter Set.

Between the starter nature of the adventure and the plethora of resources online they'll be more than set to take up the DM mantle.

u/Kalahan7 · 5 pointsr/rpg

Dungeon World

Fantastic fantasy RPG that plays a lot more the way you, a newcomer, expect a RPG to play like.

Online available for free

Character sheets

Free PDF version (Without the artwork)

Book on Amazon $17

Either the website, the PDF, or the book will do. What you need to add are a bunch of 6-sided dice (2 for each player is best) , a set of polyhedral dice, pencils and paper.

Dungeons &amp; Dragons Starter Kit

D&amp;D is less beginner friendly in my opinion. More tactical combat, less focus on story. A good fight in D&amp;D can take 30 minutes easily while Dungeon World combat flows through the rest of the story/adventure. That is the biggest difference in my mind.

D&amp;D is a good system but it can become intimidating for many players especially when they don't want to own and read their own Player's Handbook.

D&amp;D can also become expensive very quickly. The free "Basic Rules" are very limited and there are 3 basic books at an MSRP of $40 each.

That being said, the D&amp;D Starter Set is pretty great for newcommers. It doesn't include rules to create your own characters/adventure but it gives you 5 pre made characters, a pre written adventure, and the rules you need to play.

All you need to add are pencils and paper because the Starter Set also comes with a set of dice. But more sets of polyhedral dice would be better when playing D&amp;D (1 set for each player). With Dungeon World 2 regular 6-sided dice for each player and one set of poly-dice will do.

D&amp;D Starter Set on Amazon $13

u/Pombologist · 5 pointsr/DnD

The basic rules for 5e are on WotC's website for free.

The 5e Starter Set is available from Amazon for just $12.

u/Ymenk · 5 pointsr/DnD

Starter Set link. 12 bucks!

u/jwmhy · 5 pointsr/DnD


u/elpedro84 · 5 pointsr/DnD

The rulebooks aren't out yet. But you can get the starter set from anywhere that sells that sort of thing:;amp;qid=1405885218&amp;amp;sr=8-1&amp;amp;keywords=dnd+starter+set

Also the basic rules are available for free from Wizards of the Coast:

u/bluest_bird · 5 pointsr/DnD

The Starter Set from Wizard's of the Coast is available online, and provides prebuilt character sheets, rules, and a story for you to use! Here's the link.

u/GaiusOctavianAlerae · 5 pointsr/DMAcademy

Check out Running the Game, Matt Colville's YouTube series. You don't need to watch the whole series of course, but the first few videos will help you out a lot.

Your best bet if you're starting out is to get either the Starter Set or Essentials Kit. Both have everything you need to get started, and while I personally like the Essentials Kit more, either will work.

u/egamma · 5 pointsr/DungeonsAndDragons

Links to the free basic Players and DM rules, characters, OGL, adventures, etc.

The Starter Set, aka Lost Mines of Phandelver, is less than $13 on Amazon:

If you go with the starter set, I suggest sticking with the pregenerated characters because they have story tie-ins.

u/bizznissphil · 5 pointsr/DnD

Great place to begin is the Starter Set

u/stevengreen11 · 5 pointsr/DungeonsAndDragons
u/DyingDutchmanNL · 5 pointsr/DnD

I recommend getting this:

It's the starter set of the most current edition, containing the basic rules, an adventure that eases both DM and PC through the basic mechanics, a set of dice and some standard character sheets, including an empty one for photocopying. This is the cheapest way to start playing the current edition and wanting some kind of guide to learn the game while playing.

u/simlee009 · 5 pointsr/DungeonsAndDragons

As a matter of fact, there is a starter kit! It includes a basic set of rules for D&amp;D, a short adventure, a set of dice, and some pregenerated characters. If you have $12.59 to spare, I suggest picking it up and reading through the rules. Chances are it won’t all make sense to you, but you can always come back and ask questions.

If it helps, basically D&amp;D is just a group of people getting together and telling a story, and resolving certain actions by rolling the dice. Like, imagine playing Cops and Robbers, but instead of arguing about whether or not someone got caught, you roll some dice, do a little math, and that tells you what happens. Typically, one person acts as the Dungeon Master. They set the scene and narrate the action. The other players each control their own character, and declare how they act and react in each scene.

u/PenguinPwnge · 5 pointsr/DnD

Go for this one. The one you linked is a reseller, I believe, so it's a bit more expansive than normal.

u/tanketom · 5 pointsr/DnD

&gt; iv been thinking about trying to learn to play of late


I'll talk about the newest fifth edition here (D&amp;D 5 or D&amp;D Next), but there's other editions as well, you can see the choosing an edition in the sidebar.

&gt; i have no clue where to begin and i know no one into this sort of thing.

You want the PHB – The Players Handbook, which you can find a free, slightly restricted version of here – split in a players and a DM (the game referee) version. Read this to get the basic grasp of the game.

&gt; any suggestions on getting started?

There's a Starter set, which comes in at around 12 dollars on Amazon, which has a starting adventure, a lightweight version of the rules for players and the DM, as well as a dice set. It has basically all you need to start playing.

But there's more from then on:

There's the basic PHB, which has all the rules and the classes and the races you'll need to play. This is essential – and at least one should exist around the table.

Then there's the Monsters Manual (MM), which is filled with monsters, creatures, and enemies for the players to fight. If you're the DM, you might need this, especially if you're not playing a published adventure (more on that later).

Then there's the Dungeon Masters Guide (DMG). If you're the DM, you'll be needing this, as it's a plethora of rules and tables for making encounters, a catalogue of items, and rules for the DM to throw at their players.

Also, there's the published adventures: The Hoard of the Dragon Queen and its sequel, Rise of Tiamat. These are ready-made for DMs to let players in to a world quickly. They are set in the Forgotten Realms, "standard fantasy world".

From here it depends if you're a player or a DM.

If you're a player you can absolutely make a character from the free rules, and perhaps buy a set of dice (with 4, 6, 8, 10, 12, and 20 sides) to play with (although this can be done with a dice app for your phone). But I'd recommend you buy the PHB with time.

If you're the DM, you'll need someone at the table to have a PHB (maybe the players could split the cost), and I'd recommend the DMG as well. The MM is handy if you're making and populating your own adventures. This'll be around 50 dollars per book (varying from country to country).

Welcome to tabletop roleplaying games :)

u/charredgrass · 5 pointsr/DnD

If you've never played D&amp;D before, download these pdfs:

Otherwise, if you've got the funds and are dedicated, the Starter Set is nice.

I also highly recommend these books: the Player's Handbook (useful for character creation and teaching new players), the Dungeon Master's Guide (great for helping new DMs build a story), and the Monster Manual (book full of monsters and stats for them, also great inspiration for stories)

u/MisterMushroom · 5 pointsr/DnD

D&amp;D isn't so much of a 'board game' (can typically be ended in one session, self-contained/limited gameplay, hard rules, etc) as it is a game played on the tabletop.

That being said, it depends what you want. You'll need dice, character sheets and an adventure at minimum. The DnD starter set comes with that (and also a version that comes with enough dice for 6 players) The adventure included is pretty good.

Alternatively you could look up one-shots (adventures intended to be started and completed in a span of a few hours). There are both free and paid ones of varying quality for each. You'd still need dice, but many one-shots include pregenerated characters.

Hope this helps a bit, and enjoy!

u/lhxtx · 5 pointsr/DnD

Dungeons &amp; Dragons Starter Set

The red box is ancient as far as DND goes. The link above is for the most current version.

It includes everything you need for about 20 hours of fun! The adventure in it is awesome!

u/1point41421356237 · 5 pointsr/DnD

You could have a look at Getting started from the sidebar for some brief information.

Most people (including myself) recommend 5e for being most noob-friendly. For starting fresh with 5e:

If you're going to play with friends around the table, buy the starter set and it does exactly what it says on the tin.

You can check out the basic rules in the mean time, which you will get with the starter set.

If you're looking to find a group online, head over the /r/LFG and I'm sure some friendly folk will pick you up

u/evilcheesypoof · 5 pointsr/pics

Grab the Dungeons and Dragons starter set and a few willing friends and do it!

u/Mortuga · 5 pointsr/DungeonsAndDragons

The 5th edition starter is probably the best option at the moment. 5th edition DnD is pretty easy to get into and learn.

u/nerga · 5 pointsr/rpg

This might belong a bit more in /r/boardgames but regardless...

The dnd board games can actually be pretty fun. I like the dungeon delver board games. A good board game you might like if you like these type of games is mageknight that also follows a similar play style (though pseudo random generation with different mechanics) of going through a world and getting stronger.

If you like these board games, but want to delve more into tabletop rpgs look into something like DnD 5th edition or the starter set. Someone can correct me if I am wrong, but I think the starter set has everything you need for a small adventure, and if you get the basic book you can continue the characters if you want.

I am distinguishing between these rpg/dungeon crawler board games and rpgs. This might confuse you, so I will go more into what's different. In the rpg/dungeon crawler board games there may or may not be a dungeon master (someone who controls the game other than the players), in pen and paper rpgs this sub focuses on most of the time there is a separate player running the game. The main difference though is that a pen and paper rpg relies more on imagination, improvisation, and give much more freedom. In a game as you linked, you typically kill monsters, get some xp, and then just get stronger. You don't have much choice in how your character develops typically. Also the story is usually very linear as well. You progress, you get small tidbits of story, but the main goal is to just complete the dungeons. This is reverse of pen and paper rpgs, classic dnd being the main example. In these you normally focus on the story, the dungeons and fights being the obstacles to that. You also are not focused on a grid the whole time, you can have grid based combat, but there are a lot of "off the grid" moments where the board game variants are typically all on the grid.

They are both fun, are similar and related, but differ in a pretty fundamental way.

u/vampatori · 5 pointsr/DungeonsAndDragons

Plus, the Basic Rules are available online for free.

If you want to spend money, I'd highly recommend the Dungeons &amp; Dragons Starter Box. It's tremendous value for money, worth it for the adventure alone which lasted us months!

u/digitallyApocalyptic · 5 pointsr/DnD

The most recent edition, and arguably the most accessible, is fifth edition, or 5e for short. There's also 1e, 2e, 3e, 3.5e, Pathfinder, and 4e, but most people play 5e and it's probably the easiest for beginners.

Start off by going to this link here to get a copy of the Basic Rules. These are available to download, free of charge, and will allow you to get acquainted with the basic game mechanics. Most of the mechanics revolve around polyhedral dice; you've got 4-, 6-, 8-, 10-, 12-, and 20-sided, plus another one called percentile dice (or d% for short) that is like a 10-sided die, but with 10, 20, 30 on it instead of 1, 2, 3, and allows for rolling numbers 1-100 when used with a standard 10-sided. Dice are abbreviated with the notation XdY; 3d6 would denote 3 six-sided dice, 6d10 would denote 6 ten-sided dice, 8d4 would denote 8 four-sided dice, etc.

Basic rules will also allow you to create a character if you'd like to try out the process before spending any money. Your character will be fairly cookie-cutter; you get four different races, four different classes, and four different backgrounds to choose from, along with a limited spell list and so on, but if you'd just like to get a feel for the process it's a pretty good way of doing so. The first chapter of the rules takes you through the character creation process step-by-step, and if you read through the basic rules in order, you'll probably be able to create a character. You can also snag free character sheet downloads here in either a format that you can print or one that you can edit in Adobe Reader.

If you're looking to find a group, I've heard /r/lfg mentioned a lot. Most people that want to play online use a site called Roll20, which is free and accessible. There's some other sites in the sidebar of /r/dnd that you could use. If you have some friends interested in the hobby, you could look at picking up the starter set on Amazon, which contains a premade adventure, some premade characters, and a dice set. Once you get more into things, you should look at picking up a Player's Handbook for more choices when creating a character.

u/Sheriff_Is_A_Nearer · 5 pointsr/DnD

I was you last April. Get yourself the Starter Set. It has mostly everything you need including characters, a set of die, a mini rule book, and a real solid campaign "Lost Mines of Phandelver". It is all you will need for a while.

Am I right in assuming you will be the DM? If no one has volunteered then you should do it. It's super fun and not as hard as it seems.

I would say you need to pick-up more dice than the Starter Set provides. Have the players buy a set or provide your own. Dice are cheap. You can get a set for $1 or $2.

I also bought a Battle Mat and Wet Erase Markers and ,to me, made the combat side of things way easier to track as well as making the game more enjoyable to the players. Don't worry about having cool mini's the first time around, you can use coins or candy. Though I am sure that in time you will succumb to the seduction of mini's.

Have fun playing and good luck in your future adventures!

EDIT: When you start itching for more information that the starter set can buy I would highly recommend you purchase the Player's Handbook first before the Monster Manual and then the Dungeon Master Guide.

u/Jacamp00 · 5 pointsr/DungeonsAndDragons

I believe the easiest way is buying the $20 starting kit. It has pregen characters, basic rules, and a fun adventure to run. Only other book you need is the Player’s Handbook, and you don’t HAVE to have it if you buy the starting kit. Good to have for reference though.

Amazon is the best place to buy material, normally $5-20 cheaper than shops. Also great if you have prime!

Dungeons &amp; Dragons Starter Set

u/Gentleman_Kendama · 5 pointsr/DnD

Well, to get started, I'd recommend picking up a Player's Handbook (on sale through Amazon for $27.27) and some dice (There's a 7 dice set per player and DM. They consist of a D4, D6, D8, D10, D12, and D20, but standard 7-dice sets also include a second D10 which is used for percentile rolls) as well as maybe a playmat and some minifigures (characters that can act as placeholders). As far as adventures modules go, I'd recommend coming up with one yourself or doing the Lost Mines of Phandelver campaign. I would probably recommend that as the best module a person could point to for beginners. It will be a great way to get into [Storm King's Thunder] (;amp;qid=1523372215&amp;amp;sr=8-1&amp;amp;keywords=storm+king%27s+thunder) later on.

The Starter Set is okay, but intended for larger groups of like 4+. Once you get the hang of things with the required Player's Handbooks and the optional module Storm King's Thunder, I'd recommend picking up a Dungeon Master's Guide to create your own worlds together.

u/Rammite · 5 pointsr/DnD

That's all you need to begin! It's got step by step instructions on how to play as a DM, or how to play as one of five pre-generated characters.

If you want to stretch your creative muscles, you'll need the Player's Handbook for all of the base rules, including all 12 classes and a full list of spells to pick from.

u/takashi_kurita · 5 pointsr/Fantasy

&gt;an incredibly deep and thorough exploration of a versatile and deep magic system.

&gt;a history or physics textbook but for magic

Look no further my friend!:

u/DoctorBigtime · 5 pointsr/dndnext

Yep, it's called the Player's Handbook. It has all the current versions of the official classes. Beyond this is only the PHB Errata

Everything else you may be referring to is called Unearthed Arcana. This is playtest material, is not balanced for multiclassing, and is not the current version of anything. The only "exception" to this is the Revised Ranger, which many people would say is the new Ranger class, but it's technically still unofficial at this point.

If you're asking for a compilation of Unearthed Arcana, just do a quick google search, there is nothing official but many have put this together.

u/monoblue · 5 pointsr/DnD

It's this one.

You can tell because it has the same cover as the one your friends are using.

u/po_ta_to · 5 pointsr/DungeonsAndDragons

Player's Handbook (Dungeons &amp; Dragons)

Dungeon Master's Guide (D&amp;D Core Rulebook)

Monster Manual (D&amp;D Core Rulebook)

These books, dice, and a bag of Lego men is all we had on day 1.

The PHB has all the basic rules and lists the races and classes and walks you through building characters. DMG has info for creating encounters and building your world. MM is a giant list of creatures, info about them, and their stats.

If nobody has ever played dice games before and you don't have any dice, it wouldn't be a bad idea to just buy something like this: That'll be enough for everyone to have a matched set plus extras.

u/jaundicemanatee · 5 pointsr/DnD

It's about half off on Amazon right now, actually.

u/jmartkdr · 5 pointsr/DnD

The newest book is the Sword Coast Adventurer's Guide, only $27-ish on Amazon. Assuming they already have the Player's Handbook, which is down to about $25.

Anyone got a good link for fancy dice?

u/dougiefresh1233 · 5 pointsr/DungeonsAndDragons

First off you'll need to pick an edition you want to play. Most people reccomend 5th edition (also called 5e) to beginners since it is the simplest to learn and has the most support online.

Then you'll need to learn the rules. There's a free basic rulebook that you could start with if you don't want to spend money, or you could shell out $30 for the Player's Handbook for the complete set of rules. The only thing the basic rule book doesn't have is a few of the player races and classes so you won't miss out on too much if you go the cheap route. Don't worry about knowing all of the rules but read the book over once and then read over your class abilities a couple times so you know them well.

You'll also need a set of dice. If you for some reason have a bunch of dice laying around, a complete set consist of dice of the following side counts: 20, 12, 10, 8, 6, and 4. You'll also need a percentage die also but you can also just use your d10 for that. If you don't have loose dice laying around then you can buy a set from Amazon or your local game store. You can also just use an online dice roller if you're concerned about money but physically rolling them is more fun and dice are cheap.

You can also buy the DnD starter set which comes with a basic rule book, a set of dice, and a book for a pretty good tutorial adventure that you could play with friends.

Speaking of friends, you'll need a group to play with. You can convince a group of 4 or 5 friends to play if you have them or you can play with strangers. A good place to meet strangers is on /r/lfg where you could either find a local or online game, or you could trot down to the local game shop which will probably have a weekly dnd night that welcomes beginners.

If you need help understanding the rules or making a character you can ask here or on /r/dnd /r/dndnext or /r/dnd5th

Good luck getting started, you'll have a lot of fun.

u/Unsight · 5 pointsr/DnD

If only Wizards would release a book filled with creatures that you could look at.

u/ObscureAnimal · 5 pointsr/MonsterTamerWorld

Well Pokemon releases pokedex books periodically. There are some monster compendiums on, such as Apple Quest Monsters.

Really love this fake game monsterpedia, has a deluxe version

Wikipedia usually has a good compendium of monster entries for most series.


Has all Pokemon sprites from most games on it.

Not sure exactly if this is what you're looking for though
Has sprite rips from many Gameboy games, I've linked to DQM, but I think they have shin megami on the site as well.

If you are just looking for images, you can typically search for "gamename sprites" and there will probably be some site that has them.

Many games have artbooks, which typically have detailed drawings of things from their games. Not really laid out in an encyclopedia way, but they have beautiful art.

Shin Megami Tensei IV: Official Artworks

If you like lore and monsters, dungeon and dragons Monster Manuals typically have a huge variety of monsters and little blurbs about each one. If you ignore the monster stats, it has great pictures on most pages and descriptions.

Dungeons &amp; Dragons Monster Manual (Core Rulebook, D&amp;D Roleplaying Game)

u/PDX_Mike · 5 pointsr/Forgotten_Realms

Sure, originally, I had intended on providing source and citing for all entries but that proved to be more work than I was up for. Mostly because some of the source material contradicts itself and I started getting myself confused over which source I was choosing to use as definitive.

The official publications I referenced were:

u/EntertainmentManager · 5 pointsr/dndnext

Best guess is January 20th, 2015.
Based on when Amazon say's they'll get it to me.

u/stoicismSavedMe · 5 pointsr/Philippines

Home cooked meal and this DnD book.

u/cardboardbuddy · 5 pointsr/Philippines

SO already knows he's getting Volo's Guide to Monsters. What a nerd. :*

u/TitianVecelli · 5 pointsr/wow

The Arthas book is really good. I think anything that Christie Golden has done is amazing.

Except for the Jaina one, hated that one.

u/sixbillionthsheep · 5 pointsr/PhilosophyofScience

My 2c : How about just asking the question "why do you subscribe to the PhilosophyofScience reddit?" and then give the prize to the comment with the most upvotes? Ties being decided by you.

EDIT : I will throw in a copy of Godel's Theorem : An Incomplete Guide to its Use and Abuse as another prize.

u/OldWolf2 · 5 pointsr/chess

&gt; I’m learning chess with a few books from the library and there is one book called 5534 chess variations or something like that and it’s all just hundreds of puzzles mainly for the endgame like checkmate in 2 moves, checkmate in 3 moves etc.

It sounds like you're describing CHESS by Polgar. This is calculation training, it is nothing to do with endgame play . Even though some of the positions may occur during an endgame.

The purpose of solving these problems is to train yourself in being able to perfectly calculate short variations (1, 3 or 5 moves for M1, M2 or M3 problems respectively). Which is an essential skill if you ever want to get out of the "beginner" stage.

u/A_Good_Hunter · 5 pointsr/bloodborne

First, to git gud you need: to learn how gun interrupt work and master them. Remember that each death teaches you that whatever you have done does not work: seriously, stop doing it. Explore, explore, and explore some more. For example: if you face a blood starved beast and you have an item that "draws beasts thirsting for blood", maybe they are meant to be use?…

The official strategy guide is not only full of really useful information, a gorgeous book, and as spoilers free as you can make it. It even contains a majestic PS4 theme. Being a casual scrub, I use it when I get stuck. It is MAJESTIC!

If you cannot afford it, look at the one true wiki which contains maps and lots of details almost verbatim from the guide. is clearly worth reading, re-reading, and groking.

Finally, /r/huntersbell is full of kind, helpful, and just awesome people that will do their best to help you.

u/d_kism · 4 pointsr/skyrim

These novels cover a few key points from the last 200 years: Lord of Souls and The Infernal City.
I haven't actually read them so please don't ask for a TL;DR.

u/ZeldaZealot · 4 pointsr/skyrim

There is one.

A second book is being written right now. Honestly, it's okay. Not an amazing book, but a nice way to get your Elder Scrolls fix before Skyrim comes out.

u/bjh13 · 4 pointsr/chess

&gt;Is FICS still the best place to play?

For free places, definitely. If you don't mind paying, either ICC or Playchess will give you more/better opponents with better behavior, but I still play on FICS quite a bit even with an ICC account. Other free ones, such as Chesscube, I have found really annoying flash heavy interfaces that cause browser problems and very rude players that would rather let the 20 minutes on the clock expire hoping you will accept a draw than resign gracefully.

&gt;Is Babas Chess the best interface?


&gt;What's a good chess engine to analyze games? I have old version of Fritz, Fritz 8 I believe and I think Chessmaster 10.

The best two free engines are Houdini 1.5 (Houdini 2 is not free, but only like a 50 ELO gain so for your purposes no different) and Komodo. Komodo is almost as strong yet only single core right now, and I have found the analysis more useful personally as often Houdini will suggest lines I would never even consider playing.

&gt;Anything else you think would be helpful?

I'd recommend playing slow games to start with, at least 30 30. I would also recommend a book like Logical Chess Move by Move. You can play through the games pretty quickly, don't bother analyzing things. Should help you get back into the feel for the game, I know doing something like that after not playing for a while helps me.

u/Spiritchaser84 · 4 pointsr/chess

When I was first learning, Logical Chess Move by Move was a huge eye opener for me. It explains every single move in the game in detail while going through full games. You get introduced to opening ideas, middle game planning, and endgame technique. The book is a very effective primer on a lot of key chess principles and it really teaches the beginner the importance of a single move since you get to read all of the ideas that go into every move.

When I was a low intermediate level player (I'd guess around 1300-1400), I read Silman's How to Reassess Your Chess and that had a huge impact on my playing level once I start to assimilate the knowledge. His coverage of the thought processes for middle game planning, move selection, and looking at material imbalances really opened my eyes to how I should be thinking about positions.

I've read probably 15-30 books in part or entirely over the years. Those two stand out the most to me. Beyond those instructional books, I think books of games collections are good to go through. My favorite were How Karpov Wins by Edmar Mednis (I am a Karpov fan) and Bronstein's Zurich 1953 book (one of the most highly regarded books of all time). Alekhine's Best Games was also a fun read, but it used old style notation I believe, which was a chore for me to learn and go through at the time.

Other special nods from me:

  • Pawn Power in Chess is a good book to learn about pawn structures. I only skimmed the chapters on openings I was playing at the time, but I liked the content.

  • Secrets of Modern Chess Strategy is a more modern book on chess strategy. Not as impactful to me as Silman's book, but it's more advanced and I remember it helping me go from 1800ish level to 2000+
u/n3utrino · 4 pointsr/chess

The exact book you want is this one: Logical Chess: Move by Move. I can't recommend it enough for someone your level.

To get your ranking, just play a few online games. The online ranking you get will (roughly) match your USCF ranking... Regardless of your ranking, that book will be perfect for you.

u/bakedCake · 4 pointsr/chess

I'm also a beginner, and this book has been absolutely perfect so far. It's not bogged down with advanced detail and theory, and it does a great job of getting across the fundamental ideas from historical GM games.

Tell him to bring out a chess board, or open up an analysis board, and play each move along with the author. It really helps the lessons sink in easier.

u/ashlacon · 4 pointsr/DnD

Rule #2 of this subreddit:

&gt; Do not suggest, promote, or perform piracy. This includes illegally distributed official material (TSR, WotC), reproductions, dubious PDFs, and websites or applications which use or distribute non-SRD rules content.

As such, you should know that no legal PDFs exist for 5th edition (the most new player friendly version of the game).

&gt; I really don't have any problem to spend money in a book or game I enjoy but I want to know if it's worth it's price.

The starters edition (link on amazon is $15 right now. That's what you'd pay for eating out one night.

u/InfiniteImagination · 4 pointsr/DnD

Should be fine, switching DMs might even be a good way to make it clear that it's a role anyone can occupy.

Every time I hear someone recommend the Starter Set, they say it contains enough to get started playing. If you post the particular kit you're looking at it'll be easier for folks to confirm

u/ZeroIntel · 4 pointsr/DnD

Right now 5e would be the best for new players. The core 3 books are player's handbook, dungeon master's guide, and monster manual. The players handbook would be what you would use to make your own player character. The dm's guide gives extra info on how to run the game. And the monster manual has premade monsters for the dm to use.

If you are brand new and have a group of friends that want to play I recomend the starter kit:;amp;qid=1510979359&amp;amp;sr=8-1&amp;amp;keywords=5e+starter+kit&amp;amp;dpID=51Ykm93n8ML&amp;amp;preST=_SX258_BO1,204,203,200_QL70_&amp;amp;dpSrc=srch.

u/tkmccord · 4 pointsr/DnD

Which starter set should I buy? The 17.99 Starter set or the 29.99 starter set? They look the same but I think the 29.99 is newer?


Dungeons &amp; Dragons Starter Set

Dungeons &amp; Dragons Starter Set: Fantasy D&amp;D Roleplaying Game 5th Edition (RPG Boxed Game)

u/CommunistElk · 4 pointsr/DnD

The starter set is just a box that has all the basics you need to run a game.

Here is a link to it on Amazon

The starter set has

  • A premade adventure called Lost Mine of Phandelver for levels 1-5
  • A basic rule book
  • 5 pre-generated characters (each with a character sheet)
  • A dice set (Amazon says 6 dice, but a full set should have 7... They probably only included one 10 sided dice...)
  • All of the monsters that appear in the adventure have stat-blocs listed in the back.

    Those are the bare minimum what you need to play D&amp;D. All of your players should also get their own dice. My friends and I like to make an event of going to the local game store to get dice when we start a new game sometimes.

    If you have the money I would definitely suggest at least getting the Player's Handbook. The Dungeon Master's Guide, as well as the Monser Manual, also have helpful information, but aren't really necessary until you go beyond LMoP.

    I also wanted to add I would advise all of your players getting their own PHB's as well. They are very affordable on Amazon as they are pretty much always on sale. From what I noticed, most games' rulebooks are typically $50
u/Jonyb222 · 4 pointsr/DungeonsAndDragons

This is the 5e handbook:;amp;qid=1409674884&amp;amp;sr=8-1&amp;amp;keywords=player+handbook

If you are only starting out the Starter Set might be a good idea:;amp;qid=undefined&amp;amp;sr=8-1&amp;amp;keywords=starter+set

In my opinion it would be better for you to start with the 5th edition (above) as it is the newest, it should be relatively easy to find people at least willing to try it out.

Another option is to try the 4th edition as it is also fairly straightforward and already established. 5th and 4th editions are VERY different from one another so if you don't like one, don't dismiss the other.

As for the editions before that I would not recommend it mostly because you will have a hell of a time finding people to play with.

u/DiscoKittie · 4 pointsr/gifs

The new D&amp;D 5th edition actually rocks. I'm excited to (hopefully) be changing to that system in our group soon) :)

Or you could downlaod the Basic Rules PDF. :) That's free!

The PDF has more rules than the box set, but the box set (which is on sale right now) has some cool stuff, too.

u/Grokke · 4 pointsr/DnD

Once you get a few people to play with, split the cost of the new 5th edition Starter Set:

D&amp;D Starter Set

The starter set comes complete with pregenerated characters and an adventure for your group to play that will take you from level 1-5.

u/designbot · 4 pointsr/DungeonsAndDragons

That's an easy one—pick up the Starter Set for $12.

And (optionally) check out the free basic rules while you wait for it to arrive.

If you want to make your own characters instead of using the pregenerated ones, you can get the Players' Handbook, but honestly, the Starter Set is probably the best place to start—the special rules for each character are spelled out right on the character sheets.

u/Bridger15 · 4 pointsr/DnD

Start with a pre-printed module. There are many for all the editions. I would also suggest taking a look at 5th Edition. You can get the basic rules (and Basic DMG) for free to get an idea of what the system is like.

It is way easier to introduce someone to 5th Ed than 3.5 if they've never played RPGs before. Even though your familiar with 3.5, I'd recommend looking through those Basic Rules (which is essentially the PHB minus some of the classes/archetypes) to decide for yourself.

If you do end up liking 5th edition, people can't stop raving about the Starter Box adventure called the Lost Mines of Phandelver. It's a great starter adventure (takes your characters from level 1 through level 5).

u/Sotsie · 4 pointsr/DnD

I highly recommend trying out 5th Edition to start with. It's the newest iteration of the rules, what most game stores and events are currently playing, and is streamlined and easy to learn for new players and returning players alike.

                          • 5th edition's Basic Rules are also available online for free. It doesn't have everything that the players handbook does, but it's free and will let you check out things before spending any money.

                            For new players the Starter Set is a great first adventure. It comes with premade characters you can use if you want, the adventure book for the DM that gives all the NPC information and monster stats, a set of dice, etc.

                          • This guy has a accent which may or may not be an issue for you, but check out these videos:

u/Diggled · 4 pointsr/dndnext

These are the free rules, which is everything you need to run the game (besides dice). These are a good start to see if you're going to like the game. The Players Handbook includes way more options for classes and goodies.

I would also suggest getting some friends and running thru the Starter Set Adventure. It also includes a print out of the basic rules and some dice.

If your friends arent interested, find a local fantasy gaming shop and see if they have someone running 'D&amp;D Encounters'.

u/silvershadow881 · 4 pointsr/bloodbornebg

Hardest part is probably either learning how to be a dungeon master and understanding the rules well enough to explain to a group of people. Getting a group of people might also be tricky depending on how many people you know. You can probably get some people to cross over from board games, D&amp;D is getting really popular lately.

I had some luck and started playing with people that already knew how to play second edition, I liked it, picked up the rule books for the latest edition (5th) and dungeon mastered a couple of games with a different group of friends.

I guess you could either try to find a group or start by yourself. Be aware that some things might be overwhelming at first, there's a lot of content and gaming supplements out there. However the beauty of D&amp;D is that technically you can just play with pen and paper. There are also some basic rules PDFs you could skim through, I guess that would be a nice way to start. You can also buy the starter kit (which is often really cheap in Amazon) and play that adventure with 3-5 people.

EDIT: On a proper computer now. These are the basic rules and the starter set I think it might be on sale right now.

u/Releirenus · 4 pointsr/DungeonsAndDragons

Dungeons &amp; Dragons Starter Set

As good a place to start as any

u/pfcamygrant · 4 pointsr/mattcolville

If you want to do Forgotten Realms and only have $75 to spend:

5e Starter Set $13.07;amp;qid=1488305292&amp;amp;sr=8-1&amp;amp;keywords=5e+starter+set

Storm King's Thunder $31.42;amp;qid=1488305205&amp;amp;sr=8-1&amp;amp;keywords=storm+king%27s+thunder

Out of the Abyss $27.17;amp;qid=1488305481&amp;amp;sr=8-1&amp;amp;keywords=out+of+the+abyss

That gets you a pretty fun sandbox from levels 1 to 5, an epic sprawling set your own pace sandbox across the Savage Frontier, and an alternative hook into the Underdark. Two to three solid years of adventuring.

You also get a ton of information on the Savage Frontier and The Underdark.

You get three different Level 1 to 5 scenarios, two different 5 to 10, then one level 10 through 15.
Lots of replay value. And you can fight a dragon, fight giants, and fight demons.

u/flynnski · 4 pointsr/AskGameMasters

Honestly, the D&amp;D starter campaign is really good for that. It's $9.99 on Amazon right now, and comes with a few dice and some pregen characters if you want. I know you said free, but this is a dang steal.

Plus it has a dragon, which is neat.

u/tubeyes · 4 pointsr/rpg

Second for Savage Worlds, it's very customizable and adaptable to multiple settings. Also the D&amp;D 5e starter set is currently less than 15$ on Amazon right now. But the 5e basic rules are free on the wotc website and so are character sheets so if you really wanted to give that a try you could.

u/Show-Me-Your-Moves · 4 pointsr/boardgames
u/JoDug · 4 pointsr/DnD

The starter set: has pretty much all you need.

  • Basic rules
  • Set of dice (might want a set for each player though)
  • Pre-made characters (you can print more character sheets off the wizards website:
  • Character leveling for up to 5th level (Player's Handbook has 'til 20)
  • Simple but fun adventure

    Happy first adventure!

    EDIT:formatting and added link
u/Evidicus · 4 pointsr/Games

I guess it's about the kind of game you're looking for. I don't pay AL either, so I can't speak to it. I want to have real agency. I want to feel like I have choices, and that those choices have consequences that shape events. I have no desire to bowl with bumpers on. Maybe the paid DM route limits you to only running extended one-shots, but I certainly wouldn't pay for that type of game.

When I run games, I try to give my players a lot of freedom. Even a self-contained module like Curse of Strahd doesn't need to be a totally railroaded experience.

Most of the dissatisfaction I've felt for myself and heard from players over the years about D&amp;D is from being railroaded, and essentially feeling like supporting cast in the story the DM wants to tell. If I just want to passively observe someone else's story, I can read a book or watch a movie.

If Andrew is correct and people are lining up to pay to play in his games, this should be seen as an indication of a problem for the hobby, not as a testimony of his skill. For every person waiting for one of his games there's a missed opportunity to create a new DM and spread the hobby even further.

Being a DM isn't that hard. It takes a little time and practice, but it has never been easier. We have access to amazing resources today that I would have killed for in the 80s. It doesn't require incredible amounts of free time, and it's extremely rewarding And if you "don't want to get stuck being the DM", then make a plan with your players to swap roles every so often to avoid burnout.

Sure, you can pay $100 to play in one of Andrew's games... OR you can spend $14 for the 5e Starter Set and have everything you need to learn and enjoy running and playing countless games for years to come.

u/finemimmort · 4 pointsr/DnD

You could go with the Lost Mines of Phandelver as it is a great introduction for both players and dungeon masters for Dungeons and Dragons 5th Edition. They have other modules but in my opinion this one is the best for starting out.

u/DnDYetti · 4 pointsr/DnD

&gt; 1) what do you recomend to do?

I'd personally start with 5e, because it is a much more simplified system that allows for more aspects of role-playing, which is great for everyone - especially new players.

A nice start for new groups to DnD is a starter set. Here is a link to buy a starter set which comes with a 64-page adventure pre-made module book, a 32-page rule-book for playing characters level 1–5, 5 pregenerated characters, each with a character sheet and supporting reference material, and 6 dice. If you are playing 5e, you need the 5e books - the 3.5 books won't work for 5e, they are completely different games due to additional information added over each new edition.

I'd also recommend that you all sit down together in the same room, hook up a computer to a TV in the room, and watch some good DnD games to figure out what role-playing means, how DM's look in action, and how the game runs overall. Shows such as Critical-Role, or Acquisitions Incorporated are amazing.

Here is the playlsit for Critical Role on Youtube:

u/BrentNewhall · 4 pointsr/DnD

Yes, it absolutely works for one DM and one player!

The game does assume a party of about 4 players, so the math will be different, since you'll have one DM and one player. Look for monsters with similar or lower stats to the player.

You can start with the free basic rules online, or buy the starter set for about USD $13, which also includes a print copy of the basic rules and a starting adventure.

Alternatively, here are a bunch of free adventures.

If running an adventure overwhelms you, here's an easy starter adventure:

One of you creates a character, while the other (the "Dungeon Master" or DM) creates a simple 5-room environment, which is a ruined temple. It can be just a linked set of rooms in a straight line, or something more complex. Then the DM puts a monster in each room, starting with something easy in the entrance and working up to harder monsters. The free Dungeon Master's Basic Rules includes dozens of monsters to choose from, but make sure you choose ones that have a "Challenge" of 1/4 or less.

The DM then explains to the PC that he/she has been chosen to rid the nearby temple of the monsters that infest it, so it can be purified and used for worship again. Nobody else in town is willing to go with the PC. Then describe the first room and the monster inside, and you're off to the races!

u/KarLorian · 4 pointsr/DMAcademy

OK, a lot of your DM's process is HEAVILY modified home rules / hacks / I don't even know what...

As a first time DM, I highly recommend that you play as closely by the rules as you can until you have a few campaigns under your belt. You can get the Basic Rules for 5th Edition Dungeons &amp; Dragons for FREE FROM HERE that should be enough to get you going until you can get the rule books. I would suggest to first getting the Players Handbook, then the Monster Manual, then the Dungeon Masters Guide if you have to break up your purchases. Another option is the 5th Edition Starter's Set which also includes many of the Basic Rules, as well as a fully written campaign for character levels 1-4.

Some of the thoughts you have about giving each race different stat bonuses along with features or traits are already in the rules.

Regardless, keep at it and keep asking questions!

u/Mmogel · 4 pointsr/dndnext

Start with either the Starter Set Adventure $13 on amazon or look at the basic rules pdf in the sidebar and take it from there.

u/DMSassyPants · 4 pointsr/DnD

Get the 5e Starter Set and three to five friends who are willing to commit to a good four or five hours of play.

Read the books that come in the box and dive right in.

u/Kam13lle · 4 pointsr/SALEM

It's actually pretty laid back, especially when starting a new campaign and creating characters. Everyone helps each other.

You should lurk over on /r/DnD. They have a wiki with resources. You need access to some form of the basic rules or even better, a Players Handbook.

If you are able to get a copy of the Players Handbooks (PDF versions exist), start reading it! It explains the various races, classes, weapons, tools, etc. It will walk you through making a character. Also, I highly recommend the app Fifth Edition Character Sheet because it lets you plug in what you want and does a lot of the hard work for you.

Of course, to begin you are going to need a set of pretty dice, like these. Picking out dice is fun! They should feel special to you- there is a lot of superstition about your personal dice and luck :)

By the way, I am not affiliated with Borderlands even though my name is Kamielle (it's got a 'K' not a 'C'), but they have all the books and lots of dice and stuff for DnD. I am sure someone there, an employee or a patron, would be excited to talk to you about it.

Answer: One person runs the campaign, the dungeon master (DM). DMing is doing that. They often create the campaign themselves and play the monsters that the group fights.

u/coldermoss · 4 pointsr/DnD
u/Chance4e · 4 pointsr/DnD

Here you go. The "Frequently Bought Together" books are the three core rulebooks. You need all three to play Dungeons and Dragons 5th Edition.

u/Larthian · 4 pointsr/DungeonsAndDragons

The link to hottopic is the starter set as mentioned. You can get it cheaper off of amazon. Linked here is the companys official dungeons and dragons page.

If he is starting out for the first time, the starter set is great. If he has any experience in table top rpgs or if he does know a good deal about dnd from all the shows he watches, i recommend buying him the players handbook. Its a hardcover book, that goes 20xs more in depth then the starter box and he will never need another book again unless he gets into building and running his own dnd games.

Other gift ideas are Dice Set for about $7, maybe a small battle map from Chessex for $20, perhaps dnd figurines for $10-$20 for a handful.

Keep in mind the only gifts he will need to actually play the game in person are these two options.


1.) Dnd Starter Set: Comes with Short version of rules, dice, character sheets, and camping book. ($20)

Novice - Advanced

2.) Players Hand Book (Complete set of dnd rules used for play) and set of Dice. ($35)

u/Popliteal · 4 pointsr/DungeonsAndDragons

Hello, and welcome!

Here is a link to the basic rules of D&amp;D 5e (I'm assuming that's what you'll be running):

That will give you a good idea of what to expect in regards to combat, dice rolls, and the way a campaign plays.

If you feel as though this is something you enjoy, and want to continue playing, the players handbook ( or at your local game store) is a great resource. It gets into depth about the classes, races, and rules.

I hope this helps!

u/MrPupTent · 4 pointsr/Birmingham

You should find out which version and/or edition he is using. Then get him a player's handbook in that format. Player's Handbook 5e

There are other RPG formats:


Pathfinder Roleplaying Game: Core Rulebook

We found this place very handy.

Bud's Place Games
8033 Parkway Dr, Leeds, AL 35094
(205) 699-1066

u/WoNc · 4 pointsr/DnD

Notice that the MSRP is $49.95.;qid=1572986410&amp;sr=8-1

Notice that the "list price" is $49.95.

There's no misrepresentation. They are using the MSRP straight from WotC. If you don't like it, take it up with WotC.

u/ianufyrebird · 4 pointsr/dndnext
u/jmonteiro · 4 pointsr/rpg_brasil

Orcs é sim uma raça jogável oficial, disponível na página 82 do Volo's Guide to Monsters (que é um suplemento para o Player's Handbook, adicionando várias raças, monstros, e muita história).

u/Rainbow_Science · 4 pointsr/dndnext

The Regular Cover is so boring in comparison, but it'll be a while before I can get a copy.

u/MartianForce · 4 pointsr/DMAcademy

Lost Mines of Phandelver from the Starter Kit. (there is also a tutorial and alternate start for this on the Dungeon Master's Guld website for $2 )

Dragon of Icespire Peak from the Essentials Kit.

The Sunless Citadel from the official content book Tales from the Yawning Portal.;qid=1572055132&amp;sr=8-1

Wild Sheep Chase as mentioned by ColonelDorkus (see the link in that post).

A Most Potent Brew (uses only the free Basic Rules available on-line and is a short adventure as opposed to a full campaign. There are also continuing titles that could be strung into a longer campaign. Highly rated and designed for newbies.)

u/Felgrimm · 4 pointsr/Dungeons_and_Dragons

This gives info on The Yawning Portal as well as rehash some old dungeons and convert them to 5E. :);amp;psc=1&amp;amp;smid=ATVPDKIKX0DER

u/alexeyr · 4 pointsr/askscience

No, it wouldn't. It doesn't say anything at all about the physical universe. See Gödel's Theorem: An Incomplete Guide to Its Use and Abuse.

u/Gro-Tsen · 4 pointsr/math

Gödel's incompleteness theorem is a technical statement concerning a possible formalization of mathematical reasoning known as first-order logic. There are a million variations, but basically it states that if you start with a set of axioms which is finite or even merely enumerable by some mechanical process (Turing machine), and if these axioms are consistent and contain a very minimal subset of arithmetic, then there is a statement which is "true" but you cannot prove from those axioms with first-order logic (and, in fact, it gives you an explicit such statement which, albeit "true", cannot be proven; if your axioms contain a not too minimal subset of arithmetic, one such statement is the very fact that the axioms are consistent, suitably formalized; another variant, due to Rosser, is that even if you allow for your axioms to contain false statements, there is still going to be some statement P such that neither P nor its negation ¬P follow from your axioms).

So, in essence, no matter what axioms you use to formalize arithmetic or any decent subset of mathematics, unless your axioms are useless (because they cannot be enumerated, or because they are inconsistent), or the axioms aren't sufficiently powerful to prove that they are consistent. Even if you add that as an axiom, there is still something missing (namely that with that extra axiom, the axioms are still consistent; and if you add that, then again, etc.). Interestingly, a theory cannot even postulate its own consistency (one can use a quinean trick to form a theory T consisting of usual axioms of arithmetic + the statement that T itself is consistent, but then the theory T is wrong, and inconsistent).

This is all really a technical statement concerning first-order logic. But trying a different logic will not help: another variant of Gödel's theorem (due to Church or Turing) tells us, essentially, that there can be no mechanical process (again, Turing machine) to determine whether a mathematical statement is true or false; so there can be no mechanizable, coherent and complete, logic which attains all mathematical truths, because if there were, one could simply enumerate all possible proofs according to the rules of that logic, and obtain all possible truths. All these variants of Gödel's theorem are variations around Cantor's diagonal argument: in the original variant, one constructs a statement which says something like "I am not provable" (intuitively speaking, at least), whereas in the Church/Turing version I just mentioned one would appeal to the undecidability of the halting problem.

But one thing to keep in mind is that almost every attempt to draw philosophical or epistemological consequences from Gödel's theorem has been sheer nonsense. Explanations àla handwaving such as "every formal mathematical system is necessarily incomplete" or "formalization of mathematics is inherently impossible" or whatever, are perhaps nice for giving a vague intuitive idea of what it's all about, but the actual mathematical theorem is not so lyrical. (For example, I have used the word "truth" in quotation marks once or twice in the above. This is because I don't have the patience to write down all the caveats about the meaning of "truth" in the mathematical sense in this context. So while what I have written is correct, attempts to draw metaphysical consequences from it will not be. :-)

For further reading, besides what others have already suggested, I believe Torkel Franzén's book on Gödel's theorem (destined for a general audience) is excellent.

u/polychronous · 4 pointsr/math

The incompleteness theorem had incredible impact on mathematical and scientific thinking. Philosophy and Mathematics at the time was OBSESSED with grounding all of mathematics in Set Theory. See Principia Mathematica:

The incompleteness theorem said that this task was essentially futile. With this, objectivity of mathematics was thrown into the fire.

You're right to say completeness isn't understanding. Completeness is a mathematical property, and understanding refers to a human belief in explanatory satisfaction.

Before we get too carried away, the incompleteness theorem is also often incorrectly used by those trying to use it in arguments. In fact, books have been written about its misuse.

Part of the shock regarding the incompleteness theorem comes from a field-wide belief that was proven false. It continues to be shocking because it is a belief that many mathematicians still have until they learn about it.

u/Uber_Nick · 4 pointsr/chess

According to the Polagar patriarch, he has up until the child's third birthday. No need to rush.

Until that time, I recommend drilling the infant with tactics:

u/drkodos · 4 pointsr/chess

Agreement. This may be a better book for tactics at the OP level.

Seirawan books deserve more love. Much better than the oft lauded Silman tomes.

u/gilescorey10 · 4 pointsr/chess

amateurs mind is very good

also you should probably get CT-ART for tactics, since all games starting out will be won though tactics

u/ialsohaveadobro · 4 pointsr/chess

Don't worry about openings for now. You can have perfect opening knowledge and still get killed by weak players with a basic grasp of tactics and an ability to find threats. Those areas are the starting point.

To that end, assuming you know the rules already, and can read chess notation, start with a VERY simple book on tactics. Go through "Simple Checkmates" by A. J. Gilliam (Amazon link) seriously at least seven times--preferably about 10 to 20 times--until you can instantly see the right move in each diagram.

Learning chess is all about building up your knowledge of basic patterns, and I've yet to find a book that gives such a good grounding in the most fundamental and important of these basic patterns.

More advanced (but still cheap) books that are good for learning to see patters in chess would be 1001 Brilliant Ways to Checkmate, by Fred Reinfeld (ignore any books of his that don't consist of just diagrams, though) and the excellent Chess Training Pocket Book: 300 Most Important Positions, by Lev Alburt.

I found Winning Chess Strategies, by Yasser Seirawan helpful as an introduction to strategy when I first started out, but some people think his writing style is more suitable for kids.

How to Reassess Your Chess: The Complete Chess-Mastery Course, by Jeremy Silman or The Amateur's Mind: Turning Chess Misconceptions into Chess Mastery, also by Silman are big touchstones for chess learners in the late-beginner phase. A less-known author that I highly recommend is C. J. S. Purdy. He wrote quite a while ago, but he's incredibly insightful in teaching amateurs to break bad chess habits and generally understand how to think in chess. Here's an Amazon search result for his books. (By the way, I don't necessarily endorse Amazon as the best place to buy chess books, but the links are convenient.)

Main thing is, get the basics down. Build up the basic patterns. Go over the simpler diagrams over and over until you know them cold. Then move on to strategy, more advanced tactics and endgames, then worry about openings.

u/fixkotkplease · 4 pointsr/chess

I really like this one : Silman's Complete Endgame Course: From Beginner to Master

u/zelkoo · 4 pointsr/chess
u/Foodstandman · 3 pointsr/skyrim
u/ralph-moeritz · 3 pointsr/chess

FWIW I've been there and know exactly how feel. Unless you do suffer from dyslexia or are mentally retarded (and based on your writing style I doubt that!) by playing and doing regular tactics training you will eventually begin to see improvement in your game. That being said, here are some things to consider:

You say you've read a chess book; which one? Esp. for beginner/intermediate players it's important to read the right books. e.g. a book covering a specific opening wouldn't be helpful. I learnt this the hard way: my bookshelf is full of books that are far too advanced/specific for me! (I'm still a class C player but I've gone from 1100 to 1500 in the last two years). I found the following books helped me to understand how to evaluate and plan, which also helped me to figure what my opponents are up to:

  • Logical Chess Move by Move by Irving Chernev
  • Chess Strategy by Edward Lasker

    There's also a great video series by IM Lawrence Trent on Chess24 called Planning Unveiled.

    Getting destroyed over and over is just a normal part of improving and you should come to terms with it. Analyse your games afterwards. First without an engine and then turn the engine on since it will help you find more accurate moves and expose flaws in your own analysis. Using the engine to find tactics you and/or your opponent missed is especially instructive and I do it all the time.

    Just my 2c.
u/Ibrey · 3 pointsr/chess

Lichess has a coordinates trainer where you're just given a square on the board in algebraic notation, and you find it as quickly as you can. The notation is easier to grasp once you're not taking a few seconds carefully counting through the files and then counting through the ranks to hunt for each square. Other than that, it's just practice. The more you see it, the easier it will be to read. Lichess also has some basic tactics training. Their puzzles are good too because after you've found the solution, it's easy to study the problem further on an analysis board and see why your first guess was wrong by playing it and seeing what the computer would do next.

On YouTube, IM John Bartholomew's videos are very helpful, especially the "Chess Fundamentals" series and "Climbing the Rating Ladder." ChessNetwork has a good series for beginners also.

A good book for beginners is Logical Chess: Move By Move by Irving Chernev. Chernev annotates 33 games to explain what the purpose of each move was. Chernev wrote before masters were able to double check all their analysis with computers, so there is the occasional questionable judgement, and some people think he puts too much emphasis on general rules you should follow without enough on nuances and exceptions to those rules. However, it is probably still the best book of this kind that is truly aimed at beginners, and it will be helpful if it at least drives home the idea that every move ought to serve a purpose.

u/PepperJohn · 3 pointsr/chess

I gave you some advice for each book at each level. Of course all of these books can be switched around and if you want to read Dvoretsky (A very advanced author) at your level you're welcome to. Although a 1300 rating on is still at a beginner level so I suggest you start from that section.



Play Winning Chess By: Yasser Seirawan

Logical Chess Move by Move By: Irving Chernev

How to Reasses Your Chess By: Jeremy Silman


Practical Chess Exercises By: Ray cheng

The Art of Defense in Chess By: Andrew Soltis

Pawn Structure Chess By: Andrew Soltis



Fundamental Chess Endings By: Karsten-Müller and Frank Lamprecht.

Art of Attack in Chess By: Vladimir Vukovic

Dvoretsky's Endgame Manual By: Mark Dvoretsky

u/theino · 3 pointsr/chess

Openings: The Scandanavian will be fine for the rest of your chess career. Learn c5 if you feel like it, not because you think its 'better'.

Midgame: Tactics will be the first thing to help you improve your chess. I think its a good idea to add a little positional study in there, but focus on the tactics.

Endgame: This is a helpful thing to study. However, I don't have any good book recommendations for you on this one. Hopefully it is something someone else can help you with.

Christmas recommendations:

Gold membership on Chess Tempo for tactics.

Also the book Logical Chess Move by Move for some positional study.

u/DnD_SS · 3 pointsr/SubredditSimulator

It assumes I roll above average so if I try to add some other monsters, a lot of battles and adventures happen in buildings/dungeons/tunnels. [The Starter Set] (;amp;qid=1480871488&amp;amp;sr=8-1&amp;amp;keywords=D%26D+starter+set) is exactly what you want and have fun telling stories together.

u/kyle273 · 3 pointsr/DnD

Hello! Glad to see you're interested in playing.
Take a look at the subreddit's Getting Started page for some tips on getting going.

If you're completely new, i'd recommend grabbing the DND 5e starter set (Amazon) from your local game shop, or from online.
For your first time playing, I'd recommend the following:

  • Make sure you pick a Dungeon master (DM) in advance. They'll be in charge of running the adventure, and should probably be most familiar with the rules.
  • Don't sweat too much about getting the rules absolutely correct the first time. Most of D&amp;D for me is having fun, rolling dice, and eating food. (Of course, this differs per group).
  • One of the biggest draws for D&amp;D and tabletop RPG's for me is the rollplaying aspect of it. Encourage your friends to spend some time writing characters, or if you're using the characters in the starter kit kit, learning a bit more about their characters. I've had DM's hand out small bonuses on rolls (+1 or +2) for good rollplaying.
u/4r7ur_IXI · 3 pointsr/DnD

Run Lost Mine Of Phandelver, it's the adventure that comes with the starter set.

u/CommissarPenguin · 3 pointsr/DnD

Best option:
You can buy the starter set, as it comes with basic rules, a low level campaign, some pre-made characters, and one set of dice. That's enough for you and a couple friends to play together for several weeks. It generally costs less than 20 bucks.

Second Best Option:
You can get the basic rules for free from Wizard's page.
Make yourself up a few characters to see how it works.
Buy yourself some dice:;amp;qid=1484696538&amp;amp;sr=8-14&amp;amp;keywords=rpg+dice

And now go on and find a group. Or hit up your local game stores and ask if they have adventure's league (a semi-official dnd local club meetup).

u/CritFailD1 · 3 pointsr/DungeonsAndDragons

One of the cheapest ways to get into D&amp;D 5e is to but the starters kit (link below). It contains one set of dice and enough information to run a premade adventure with premade characters. From there if you enjoy yourself I recommend buying the Players Handbook.;amp;qid=1474925689&amp;amp;sr=8-1&amp;amp;keywords=dnd+5e+starter+set

u/SoupOfTomato · 3 pointsr/boardgames

If you have a friendly local game store (FLGS) near you, they likely have it as well as the right dice. With any luck, they'd even have staff that are knowledgeable enough to help further.

If you don't, there's several online outlets, with amazon being the most obvious. Internet stores tend to have the advantage of a significant discount, but of course require waiting for the things to ship and arrive.

The absolute simplest way to get into it would be purchasing the Starter Set. It comes with simplified rules, one set of dice, and an adventure you can run.

If you enjoy that, or are just absolutely certain you will like the game and want to go ahead and get it all, there is the Player's Handbook. That is the only essential, but you will want sooner than later the Dungeon Master's Guide and Monster Manual.

As for dice, there are tons of ways to go about that. There are phone apps that can do the job cheaper, which you can find with a quick search. Most groups I think will find they prefer using physical dice. It's more expensive but also just that much more fun.

The correct type of dice come at a variety of costs and qualities, but the only necessity is that you have all 7 types of dice available. That is, you want a 4-sided, 6-sided, 8-sided, 10-sided, 12-sided, 20-sided, and percentile die.

Chessex is the most popular dice company and has an absolute ton of varieties. Here's just one example and luckily it is standard to sell all the necessary dice in sets together.

There are also various bulk sets which make up in volume what they lack in choice, and are good for getting started.

Last but not least, you'll need friends willing to play with you. But that's true of any tabletop game.

That was longer than I anticipated, but I promise it's not too hard. There's a bit of a learning curve with any game, but RPGs are a lot of fun once you get comfortable with them.

u/DG86 · 3 pointsr/DnD

Grab the starter set. For less than $20 it gives you everything you need to play for a while--even an adventure. If you like the game, you will need at least one Player's Handbook, Dungeon Master's Guide, and Monster Manual. (You can benefit from having more Player's Handbooks to pass around the table.)

Here is a link to the starter box

u/bdesu · 3 pointsr/DnD

I would start with the free D&amp;D Basic Rules. These are from the most recent edition and include the core races and classes. The Starter Set has a pretty good adventure and is written to introduce both new DMs and players to the game. The Starter Set is only 12 bucks on Amazon at the moment and it comes with a set of dice, so I think it's a pretty good deal.

From there get a group of friends together and see what happens! Best of luck to you!

u/yogoloprime · 3 pointsr/DnD

The Starter's kit for 5e has a cheap campaign that is relatively low level.;amp;*Version*=1&amp;amp;*entries*=0 is another place to find player made content.

u/SargonTheOK · 3 pointsr/rpg

Easiest place to start would be a 5e starter kit. Why? They are cheap entry points to the hobby, they include an adventure module (this is a big deal, it makes the GM’s first go at things much easier), it’s in print, they have shorter manuals to read (which will get you right into playing to see if you like it) and frankly, 5e is a pretty approachable edition and is currently the lingua franca of the broader RPG community.

There are a couple of starter options:

Essentials Kit: the newer version, includes character creation options out of the box. I don’t know much about the included adventure module, but look around and you’re likely to find reviews.

Starter Set: the older one of the 5e starters, but well worth considering. It’s dirt cheap and I’ve heard lots of praise for the supplied adventure module “Lost Mines of Phandelver.” The only downside would be no character creation options out of the box (it comes with pre-gen characters which work fine but aren’t everyone’s thing), but this could be supplemented with the free Basic Rules which would let you generate characters with the “classic” race and class options as well.

If you like it, then consider picking up the core book set (Players Handbook for the big set of character options, DM Guide, and Monster Manual). If you don’t like it, come back to this sub with specifics on what you did and didn’t like: you’ll get hundreds of new suggestions that will point you in the best direction from there. Happy gaming!

u/SUSAN_IS_A_BITCH · 3 pointsr/DnD

One feature of Reddit that a lot of subreddits take advantage of is the sidebar on the right. If you take a look under Resources you'll see some helpful links, including this Getting Started page.

I'm also fairly new to the game so I can't really offer answers to your specific questions as well as others can, but I would recommend the Starter Set. It's written by the creators of the game and it's meant to be an introduction for new players and new DMs. It has a premade story, premade characters, and goes over all of the basic rules.

It'll take a lot of the pressure off of you guys to create your own characters, stories, battles, and dungeons and let you get a feel for the game. Once you've got the basics down you can choose to finish the starter set story or start working on your own characters and story.

u/Sparkasaurusmex · 3 pointsr/DnD

I suggest running Lost Mines of Phandelver from the starter set. It should only take a few sessions, then go off what you've learned and your PCs' background and just continue with your own material.

I wanted to link to the Starter Set on Amazon, but for some reason the price is ridiculous. Retail is $19.99

here it is anyway:

edit: here is a better price;amp;dpid=51ykm93

u/PeasantKing5 · 3 pointsr/DungeonsAndDragons

I️ would recommend the Starter Set. I️t comes with basic rules, premade character sheets, dice, and an adventure they can play.

u/MmmVomit · 3 pointsr/DnD

&gt; As much as I would like to be a player I think our best bet would be for me to DM, only I really don't know where to start.

Before you buy anything, make everyone read the basic rules.

Once everyone has at least glanced at that, start with The Starter Set.

If you're the DM, I recommend anointing one of the other players as Chief Cat Herder, and have him or her be in charge of organizing when and where to play. You will have your hands full preparing the adventure.

u/thecrazing · 3 pointsr/DMAcademy

&gt;Is homebrewing my own system just a bad idea?

Probably. I mean, if 'designing my own system' is the goal, go for it. But 'I'm designing my own system so as to lead towards this other goal that I want to achieve for my first time out', whatever that other goal is, it's probably a really horrible idea.

&gt;Firstly, I wanted to try and homebrew my own simple version of the game, as a way to make it easier for all of us to get into it, and to save all the expenses of books and materials.

Since that's the goal, you're actually kind of already covered.

The free basic version of the rules is 100 pages of simple version of the game.;amp;psc=1&amp;amp;refRID=QAZXMMATM4NRG1FFM8H8

This is 17 bucks and basically gets you stuff already printed and some dice and an adventure. You'll have to share dice, but between that and and the thing I linked above you wouldn't necessarily even need to spend any more money for the lot of you, though you'll probably want to.

u/mrmagoo00 · 3 pointsr/Roll20

I think /u/NecronosiS nailed most of the important stuff, but I'll add some things I've picked up as well.

  • When it comes to DMing I've found that I take bits and pieces from each person that throws suggestions my way. I like the way this person does this particular thing, and the way this other person handles this particular aspect of the game. When to and not to use things, how to handle situations, the game is so much in your hands that each DM is a very individual beast.

  • When it comes to deciding on how to read a rule, there are times where as the DM I just decide this is how it is and stick with that. There are other times I ask for a consensus from the players on how they want to play it, making sure they know that it will work this way for both players and monsters so that if they just choose the most favorable outcome for them it could come back to bite them in the ass later.

  • As for which adventure to start with, I've found that the Lost Mines of Phandelver that comes with the Starter Set ($13.50 on Amazone right now) is great at giving players and DM's a window into all the various aspects of D&amp;D 5E. After they play it for a little bit they'll be able to know which aspect they like better and that can guide you on what adventures to run in the future.

    **Ninja Edit
u/namer98 · 3 pointsr/Christianity

There is a very super basic ruleset that is free so you can sample a few classes for a few levels.

And this is a low cost risk.

u/ckohtz · 3 pointsr/DnD

If you're just starting and have no money, download and print out the basic rules for free. You can find them here.

You're also going to need some dice. Dice run about $9 per set. As an alternative, you could buy a couple basic starter sets for $12. They have dice, the basic rules printed, as well as a starter module called the Lost Mines of Phandelver which is a great way for players and DMs to learn. This would be great for starting a club.;amp;ie=UTF8&amp;amp;qid=1474379491&amp;amp;sr=1-1&amp;amp;keywords=dungeons+and+dragons+5th+edition+starter+set

If it were me, I'd buy about 3 starter sets. You'll have 3 printed handbooks, a set of dice for the DM and two sets for players to share. Plus the three LMoP modules that comes with it. You could start by running a single session. With more dice, you could run up to 3 sessions at once.

No idea on the best way to raise money for this. But the cheapest place to buy the actual books is probably Amazon.

Hope this helps! Good luck.

Edit: removed light hearted suggestions of piracy. it's bad kids. it's just like drugs, don't do it.

u/Jaged1235 · 3 pointsr/boardgames

If I had to guess, of the D&amp;D products popular in stores now, that would probably be the 5th edition Starter Set. Unlike the normal D&amp;D books it is sold in the kind of box you would expect a board game to come in. The rules are amazing (my favorite edition so far), the adventure it comes with is great, and I would highly recommend it, but it is an RPG, not a board game. You would need someone to DM and such. Again, that's just a guess based on the description you gave.

If you are at all interested in D&amp;D, I would recommend getting it. There's also a free PDF that gives you all the rules you need to play, but the starter set is a bit easier to understand and comes with dice, pre-generated characters, and a pre-written adventure. The basic rules are also missing monsters and magic items, which will be added eventually, but for now are only in the starter set.

u/Oloian · 3 pointsr/DnD

The Starter set is currently a pretty good price for what it offers but the rest of the 5e material will be pretty expensive, but will be needed to adventure past level 5

u/oneplusoneisthree · 3 pointsr/DnD

Even if you have the books already, 4e is a complex strategy game. There are a whole host of statuses, conditional bonuses and varying roles players have to constantly think about. It is also infamous for requiring many on the fly calculations. It takes higher level, chess-like thinking that while very fun, would probably be beyond 2nd graders.

Their new edition is much simpler, can be done verbally and has both the rules and a small variety of races and classes freely available. If you're looking for a pre-made adventure to use, the starter set is meant to introduce new players to the game. It's currently like 13 dollars on amazon right now and so far both fun and easy to pick up. Also, if you want to see the first little part of the adventure being run, some of the people at wizards put a video of the first few encounters up on youtube here.

If you begin with the starter set now, they're planning on updating the (free) basic rules with monsters in about a month, so you should have everything you need to run your own campaigns after finishing the pre-made adventure.

PS, I just want to commend you for going the extra mile for your students. Good on you, I hope everything goes well.

u/jbradfield · 3 pointsr/DnD

The 5E Starter Set is a campaign that runs from level 1 to 5 and is designed for new players.

u/blaek_ · 3 pointsr/mattcolville

Of course the best starting place is with Matt's Running the Game series, and specifically the Delian Tomb.

I made this for my friend a few months ago as a sort of accompaniment to the series: The Delian Tomb Module.

I started running the game with the Delian Tomb, and then moved into the Starter Set by setting the Tomb in the woods near Phandalin.

I have my issues with the Starter Set, primarily that the adventure is not written as an entry point to TTRPG -- there is a lot left unsaid and the motivations of the antagonists are weak.

As a first time TTRPG player and DM I felt like I had to stick to the book 100% or I would ruin the fun for the players... This is not, in fact, true.

The published stuff should be looked at as guides, not playbooks -- and the Running the Game series is invaluable. Good luck :D

u/Dng52 · 3 pointsr/DnD

I would suggest picking up the starter set because it really is exactly that: a starter set. It has a small rule book, dice, premade characters, and best of all Lost Mines of Phandelver which is a great adventure for beginners. You can PM me if you want any more help!

u/LawfulStupid · 3 pointsr/DnD

The absolute best way to get started is the Starter Set. It's everything you need to get started including some dice and an adventure. As you get more into it, you'll want to pick up the Players Handbook, the Monster Manual, and the Dungeon Master's Guide (If you don't want to get them all at once, I recommend getting them in that order.) Also very useful is a Dungeon Master's Screen. Moving into more advanced stuff, Xanathar's Guide to Everything is a book full of a bunch of optional rules to spice up the game, and Volo's Guide to Monsters gives more monsters for players to fight, and some you can actually play as. If you need more adventures to run, Tales From the Yawning Portal is a nice big book of dungeons.

u/drunkengeebee · 3 pointsr/dndnext

Buy the starter set.

Buy a pound of dice

Buy 18 sets of dice

Buy a battlemat

That's all you need to get started. Don't spend $300 buying EVERYTHING. That's just a silly thing to do.

u/Slaterius · 3 pointsr/DMAcademy

Matt Colville has some great tips for new players:

I would recommend picking up the Starter Set (not the "Essentials Kit" they recently released, which isn't as newbie friendly):

It has a set of dice, some starter characters and a mini adventure with a lot of good information.

u/PsycoticANUBIS · 3 pointsr/DnD

It's the module that comes in the 5th edition starter pack. It also gives you short rules on playing the game, a set of dice and some pregenerated character sheets.

This is it;amp;qid=1567623376&amp;amp;s=gateway&amp;amp;sprefix=dungeons&amp;amp;sr=8-1

You can also find it at most hobby shops and many book stores

u/chaoticgeek · 3 pointsr/criticalrole

For question two I would say no it isn't. Much of their game is abstracted out of the way of your view. Leveling, experience gain, Matt's behind the scenes work, and class and ability mechanics (spells, skills, feats, etc) . What you see is a very streamlined version. Also house ruled and somethings are forgotten.

I suggest more of looking over the OGL rules (free, contains enough for people to play) here. Then if you have enough friends and someone who wants to run the session pick up the starter box. If you don't go look for some Adventurers League where you can possibly find a game you can drop into and see if you like it.

u/LF1MUBRSneedtank · 3 pointsr/childfree has them for less than that, and it qualifies for free shipping. Unfortunately, with the way our dollar is right now, the books have gone up in price recently... But it's still a better price than pretty much anywhere. You could also go on the official site and download the basic rules and basic DMG for free if you just want to try it out.

PHB $42.34 CAD

Stater box $18.35 CAD

And then there are the... ahem digital offerings ^^if ^^you ^^know ^^what ^^I ^^mean.

u/kaptain_carbon · 3 pointsr/Metal

Do you have a group you can play with? If not, you can play online with things like roll20 though it sort of is a last result. I have come to the judgement that D&amp;D5 is the perfect start for Tabeltop RPGs and then after doing that, based on your likes and dislikes, you can move onto other systems.

I would get a group together and play through this. This is literally everything you need with an adventure that would probably take 4-6 sessions to get through. After that you could buy books if you are interested or move onto another system.

u/Trigger93 · 3 pointsr/AskMen

&gt; getting started is so complicated and intimidating.

laughs in nerd
Nah bro, it's so easy to get into. 5th edition was streamlined to make it easy for new players. There's a Starter Set that literally teaches you everything and makes it super simple.

The hardest part of getting into it is finding a group to play with, but there's Adventures League nerd shops in every city if you're willing to google around. What I've found is that if you're willing to run a game it's easy to find a group, but if you just want to play in one it's difficult.

u/protectedneck · 3 pointsr/dndnext

I agree with everyone here. If they are friends/friendly already then that makes things easier.

I would say that you want to remember that you're the adult in the situation. So you're going to have to be patient. They're teenagers who might get side-tracked or not having the same expectations that you do for the game. So all the normal advice of "talk with your players to resolve problems" goes doubly here, since you have that extra layer of being the "mature one" in a position of power for the group.

Make sure you schedule times. Find out when everyone wants to play and what times work for them. Average sessions are between 2-4 hours. I like 2 hours for weekly games. Try to be flexible, since ideally this is a fun event and not a second job. But it's important to be firm about things like "if you can't make it to the game, you have to let me know at least a couple hours in advance." You might have to figure out ride situations, which means potentially coordinating with other parents. You might have to explain what it is that you're inviting their child to do with you. Some people are touchy about their kids playing D&amp;D for a variety of reasons.

As far as the game is concerned, the D&amp;D starter set has a great intro adventure and is basically all you need to start playing. Give everything a read a couple times to really familiarize yourself with the rules and adventure. You might want to pick up the Player's Handbook (PHB), Monster Manual, and Dungeon Master's Guide (DMG), but I would hold off until you have at least a couple sessions played. You will likely need more dice. I recommend the Chessex Pound-o-Dice. I have a big bowl filled with dice on the table that people can use.

You can get pretty deep down the rabbit hole as far as other accessories go (figures, terrain, dice sets, extra books, DM screen, playmats, custom minis). I find it's best to just play with what you have and then pick up more things as you find them useful ("oh, I wish I had a dry erase mat for that combat, let me pick one up for the future").

As far as play goes, modern D&amp;D is much more narrative. Player characters tend to be more hardy after a couple levels than in older editions. There's less emphasis on plundering dungeons for treasure and more emphasis on telling a combined story (that sometimes involves plundering dungeons). Characters are less likely to die and have a lot of resources at their disposal to succeed.

If you haven't already, I recommend checking out youtube to get an idea for how modern D&amp;D looks when its played. Youtube channels like WebDM and Taking20 have lots of tips on running D&amp;D. There are LOADS of live-play D&amp;D games that you can watch. Something like Acquisitions Incorporated or Force Grey are worth a watch, if only to get an idea of the pacing of a typical D&amp;D session.

Other than that, just have fun man! There's a million different ways to play D&amp;D, and it's nice that you've got an opportunity to use this to connect with your daughter and her friends. You will encounter lots of individual problems as they come up, but that's normal. Being the DM is about being flexible and creative and solving problems. Thankfully there's a lot of resources out there these days for finding how other people handle their issues. A quick google search will provide all kinds of info :)

u/Airmaid · 3 pointsr/GirlGamers
u/GullibleCoffee · 3 pointsr/Calgary

Your biggest hurdle is going to be finding a DM. Everyone wants to be a player.

I would suggest picking up the Starter Set and taking a chance at DMing. You don't need to do voices, have elaborate set ups or be perfect. If you get a group of new players then it's a learning experience for everyone and that should help with any anxiety over not knowing what to do because everyone is new.

I'd be more than happy to help you get started. I even have an extra set of books (DM's Guide &amp; Monster Manual) I'd be happy to lend you to get started.

u/rolls_for_initiative · 3 pointsr/army

'Tis never too late to begin!

r/lfg is also a wondrous resource for the errant knight in need of companions!

u/skitzokid1189 · 3 pointsr/DungeonsAndDragons

I would highly recommend buying the 5th edition starter kit. Being the newest D&amp;D edition available, you'll find a lot of official support for it. Wizards of the Coast is even releasing a Ipad/Android app sometimes soon.

The starter kit comes with a pretty sweet adventure, all the basic rules you need (except the character creation section which is free online), pre-made characters, a blank character sheet you could photocopy or download form-fillable and printable pdfs from wotc website, and even a set of dice.

relevent links:

5th Edition Basic set on Amazon

This page has free pdfs of character sheets, basic rules and some supplements for available adventures. Def worth checking it all out!

WotC Resources Page

u/Curtofthehorde · 3 pointsr/DMAcademy

Play Lost Mines of Phandelver and go from there. It's a total spoon-fed adventure that's still plenty of fun for PCs and DMs alike. Grab the Starter Set for $12 and have fun!

u/Im_a_shitty_Trans_Am · 3 pointsr/fountainpens

Amazon is the cheapest, but if you have a local brick and mortar store, go and look there. Though here's some amazon links.

Starter set.

Cheap but good dice.

u/LyschkoPlon · 3 pointsr/DnD

tl;dr: Get the Starter Set, get the Player's Handbook, get some Dice and go wild. Don't worry about asking for advice on here as well.

There's actually a Getting Started Guide in the Sidebar of this Subreddit; it's a very nice comprehensive list of what to do.

For home games, I would heavily encourage you to get the 5e Starter Set which comes with a Quickstart Rundown of the Rules, Pregenerated Characters, Dice and a really great Adventure. It really is a perfect start.

As for "Adventurer's League", that is the Official D&amp;D 5e game-style; it uses specific adventures and a certain set of rules that is consistent between stores and events so you can theoretically take a character from one Store/Event and play it at another place without problems. It follows a couple of specific rules, and is mainly a way for people to play that don't have a consitent home group to play with. It's fun, and if the Store does have an AL table for Children specifically, that is great; without much knowledge of the rules yet, AL may be overwhelming though.

If you are serious about starting, get the Starter Set, an extra Set of Dice (usually called a "Polyset"), and maybe the Player's Handbook, this will last for the first couple of Months I'd wager. Getting the Player's Handbook is great for when your Boys want to make their own Characters instead of using the Pregenerated ones, as it has all the standard Race and Class options, equipment for characters, and all the other things you need for playing.

The other books, like the Dungeon Master's Guide and Monster Manual are nice to have, but not a necessity. The DMG goes into a lot of detail on how to make your own worlds and adventures and lists a lot of magic items; good to have, but not a necessity I'd say.

The MM has the stastics and information on Monsters; a lot of those can be looked up via the 5e System Reference Document or the Roll20 Compendium. More monsters are always nice to have, but again, not necesarry for when you're starting out.

There's other books as well - Sword Coast Adventurer's Guide, Volo's Guide to Monsters, Xanathar's Guide to Everything, Mordenkainen's Tome of Foes..., but all those are Supplement Books that offer Information on Campaign/World Settings, have new Monsters or more Player Options in terms of Races and Classes, but they are also entirely optional and a little more "advanced" content, so to speak, so I wouldn't pick them up right away.

u/HighTechnocrat · 3 pointsr/DnD

Historically, yes, that has been the case. The core rulebooks will currently set you back $150 unless you get them on sale (they're basically always on sale on Amazon).


You have cheaper options:

The Starter Set is roughly $20. It comes with a pre-written adventure, simplified rules, dice, and 5 pre-made characters that you can play from levels 1 to 4 with just the stuff in the box.

If you're not ready to spend money, Wizards of Coast published the "Basic Rules" for free. It's everything you need to play except dice (and you can get a free mobile app for that) and people. It doesn't have all of the content of the core rulebooks, but it has the most iconic monsters and character options, and you could still play for years using just what's in the basic rules.

Like I said: It has literally never been easier to play.

u/Kraggs-bar · 3 pointsr/Dungeons_and_Dragons

starter kit
This starter set is a fantastic place to begin.

u/Bummer420 · 3 pointsr/DnD

I think the starter set would be good. I'm a very new player/DM and it gave me an adventure to run with my friends, who also had no experience playing. It was a lot of fun.

As for the math, it's really not terrible difficult, mainly just simple addition and subtraction, which would be great for the kids IMHO.

I plan on getting my two year old into D&amp;D ASAP personally. It's something that both her mom and I enjoy so it's something she can be involved in, and the math part, as I stated before, is pretty simple. Just have them add the modifiers and you tell them the outcome, there is no need for them to remember everything.

Now, if you're asking which edition to go for, 5e is probably the easiest for new players to understand (also it's the most recent edition, with the DM Guide having come out online only 3 days ago).;amp;qid=1418417769&amp;amp;sr=8-1&amp;amp;keywords=starter+set+dnd

That's the link to buy the starter set on Amazon. It's very fairly priced. Give it a try, I'm sure you and your kids will love it. If not, it'll give you somewhat of a base to build your own world that your kids will love. :)

u/Ottergame · 3 pointsr/boardgames

I'll toss my vote for the D&amp;D 5th edition starter set as well.;amp;qid=1419434231&amp;amp;sr=8-4&amp;amp;keywords=5th+edition+dungeons+and+dragons

It's a fantastic starting point, and it's a smoother game than Pathfinder, or the ilk. It's also a game people actually know of any play, so you are not going to have any problems finding people who can help you find more stuff in the future.

u/Nundahl · 3 pointsr/DnD

/u/Vagabond_Sam is right overall, but I'd argue you could go slightly more "barest essential" with the Starter Set, which I think might suit you best right now:;amp;qid=1421892837&amp;amp;sr=8-1&amp;amp;keywords=D%26D+starter

Granted if you love the game as much as I'm sure you will once you start getting into it then there's a good chance you'll buy the Player's Handbook, Monster Manual, and Dungeon Master's Guide after this anyway which repeats a lot of the same information (minus the adventure). This just gives you a cheap entry-point.

u/ExcitedForNothing · 3 pointsr/Roll20

This one is going to be long-winded so I apologize in advance :)

I have been DMing D&amp;D for a really long time. I have been DMing D&amp;D and Pathfinder on for a while as well. I dumped all other versions of tabletop (at the moment) for D&amp;D 5e. D&amp;D 5e moves away from the spreadsheet stat crunching type of play that D&amp;D 3.5 and Pathfinder embraced. D&amp;D 5e also departed the mechanical MMO style play of D&amp;D 4e. I think you are making a good choice in choosing 5e especially being a group of new players &amp; new DM.

Here are the things you'll need to make work well:

  • Everyone will need a free roll20 account
  • Everyone will need skype,teamspeak,ventrilo, or google+ hangout capabilities to talk. Trust me voice chat is much easier to interpret than typed chat available in roll20.
  • Everyone will need a really good imagination and patience as you all learn the ropes

    Since you are all new, I would recommend running the Lost Mines of Phandelver. It is included in the D&amp;D Starter Set (On Amazon for $12). It is an adventure that will take a group of 4-5 players through level 5 (roughly). I ran this for a group of newer players and it took us roughly ten 4-hour sessions to complete. The set comes with some helpful things for you as the DM and them as the players. It comes with the basic rules for both the DM and the players. These are also available and updated through Wizards of the Coast for free as PDFs and browser-friendly sources. It also comes with some pre-made character sheets. These are handy as they can save you time (and money) from generating your own characters. Usually for 4 players, it can take an entire session to plan out a character for each of them if you are new. This can give you all a taste of how the game works, how characters work, and if everyone is on board. Totally optional though! The adventure itself contains a DM booklet that gives you tips as a new DM as well as maps, layouts, monster stats, and descriptions.

    On the subject of maps and roll20. Roll20 gives you a graph-paper view that takes up most of the layout of the app. There aren't many gridded, digital versions of the maps for 5e adventures that I have seen. The ones that do exist will cost a little bit of money. This artist sells both player and DM versions of the maps for the adventure, but leaves some of the smaller encounters out. 5e relies on a lot of mind theater and imagination on both the players' and DM's part.

    What I tend to do for maps is, use the graph paper and draw on it using the simple controls roll20 provides. I tend to do this when I can't accurately describe the way things are laid out. For instance in the Lost Mines the first encounter can be tough to explain so I drew a rough outline of how the map looked while explaining to the players where they were, and where what they saw was.

    I'd highly recommend you get a free account at first and then log in and play around with it, just to see what it handles like. It has its quirks for sure.

    Aside from the Lost Mines of Phandelver, there is one other official campaign called the Tyranny of Dragons. It contains two adventure books, Hoard of the Dragon Queen and Rise of Tiamat. They take a party from levels 1-8 and 8-16 respectively. Hoard takes a lot of skill to run as it is a bunch of loosely related occurrences that clever or adventurous players might want to explore outside of. It doesn't provide much support to a new DM for handling this. Rise of Tiamat opens up a little more and is easier to run but without Hoard, it can be confusing as to what is going on.

    Drivethrurpg has some smaller 5e adventures available. I haven't played any myself, but I have heard some good things. They are located under their D&amp;DNext/5E heading.

    If you decide you do like 5e or are really committed to the cause from the get-go, I would recommend any player and the DM get the Player's Handbook (Amazon). This contains the rules governing attributes, player creation, combat, downtime, and a full description of all spells and spell casting classes. It goes well above and beyond the basic rules for players and I feel it is truly necessary to having the full experience. It can be pricey if you end up not liking it though.

    The DM additionally should consider the Dungeon Master's Guide. It really helps in running adventures, giving good flavor to the game, and creating your own campaigns. The Monster Manual is an optional buy, but helps by giving a large list of classic D&amp;D monsters to populate your game with.

    I'm guessing you have already found /r/DnD, but for 5e you might want to consider /r/dndnext which has weekly question threads and is more focused on 5e (which was previously codenamed next).

    tl;dr: Whatever you end up doing, just make sure you and your friends agree that it is to have fun. You don't need to be perfect with the rules and you can feel free to make mistakes along the way as long as you all agree to laugh it off. You are playing with your players as a DM and not against them! Good luck.
u/ChristophColombo · 3 pointsr/DnD

There are tons of premade campaigns out there. I'd recommend kicking off with either the Starter Set or the Essentials Kit. They include basic rulesets, dice, and a short campaign. You can get started with just one of these sets just fine.

If you want to get more into the rules, I'd strongly suggest picking up the Player's Handbook at a minimum - it goes more in depth on the rules and lays out more race and class options for your players than the limited ones in the starter sets.

After that, whoever ends up as the DM may want to pick up the DM's Guide, which gives tips on how to run the game, random tables for lots of stuff (items, encounters, etc), and suggestions on how to make your own world if you're interested in that in the future. If you want to run other published campaigns or build your own homebrew setting, you'll also want to pick up the Monster Manual- the starter set rules only include stat blocks for the monsters that they use.

There are several other published sourcebooks out right now as well that add additional monsters, playable races, and class options to the game, but the three core books get you the vast majority of the content.

u/BCM_00 · 3 pointsr/pics

It's very easy to get into these days. The fifth edition streamlined a lot of the rules, and online communities make finding people easier than ever. You can get the Starter Set on AMazon which has everything you need to start playing, including dice, an adventure, and pre-made characters (if you don't want to make your own).

u/brambelthorn · 3 pointsr/DnD

Players hand book has the rules, they are also in the system reference guide (think thats the name of it) which is free, online, provided by WotC. If he's not played before you can get LMoP for 15 bucks which has a subset of the players hand book, all the important rules, and a premade campaign. thats enough to get you started and would let you then run a home brew when the reach level 5 and finish the campagin (LMoP is balanced for 4 players 1 DM, so you would need to change the encounters to make them easier if you only have 2 players)

u/distilledwill · 3 pointsr/DnD

&gt; Do I need to read the whole thing


If you want to learn DnD the fun way then watch the following:

Matt Colville Running the Game

Critical Role: Season 2 (I say season 2 because whilst season 1 is good, and you should totally watch it, by season 2 they are experienced players and the set-up is so much smoother)

I'd recommend looking at the SRD (Systems Reference Document - catchy name!!) its a condensed rules and its completely free online, it cuts it down to absolutely the bare minimum you need to know to get a game running.

And finally, if you are willing to invest 15 bucks (or your regional equivalent) then pick up the Starter Set which is a great little book which properly introduces you and your players to DnD. It ASSUMES you've never played before and as the adventure guide progresses it gradually lets go of your hand and lets you DM the normal way - it was the first campaign I ran and it was a great introduction.

u/slparker09 · 3 pointsr/DnD

If you can, the Starter Set can be picked up pretty cheap now-a-days (it wasn't expensive to begin with).

Here and here.

Wizards provides the basic rule set for free here.

Beyond that, buying the PHB, DMG, MM, and any other campaign book or supplement is the only option. Wizards doesn't release PDF versions of their books for purchase.

You can also check the side-bar for info, and ask questions here anytime.

u/He_Himself · 3 pointsr/DnD

Download the free basic rules from Wizards. Read it. Order Lost Mines of Phandelver, the 5e starter set. It's cheap and comes with everything you need to start playing, including dice and pre-generated character sheets. It also serves as a walkthrough to the game for both the DM and the players. You won't need the core books until after you finish LMoP, so you can save some cash and see if you guys enjoy the game before you commit.

People are downvoting you because all of this is spelled out on the sidebar, which has a ton of other resources that will help you.

u/baktrax · 3 pointsr/DnD
  1. No, 5e is just a shortened way of saying the 5th edition of D&amp;D. There are previous editions, but 5th is the current one and is a great edition for new players to start on. This is the starter set I'm talking about.

  2. The core 5th edition D&amp;D books are the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. The Player's Handbook contains all of the player options (like how to make a character with different classes and races) and the rules of how to play and is a good book for both players and DMs to have. The Dungeon Master's Guide is good for a DM to have and includes a lot of information and advice on how to run the game and make a campaign, and it contains tables for things like treasure, encounters, dungeons, etc. The Monster Manual is also good for a DM to have and includes the stats for a ton of monsters to use in encounters.

    There are also more supplementary books that were released later (Sword Coast Adventurer's Guide, Volo's Guide to Monsters) and campaign books, but I wouldn't consider them part of the core set of D&amp;D books. I would recommend you go 5th edition starter set --&gt; If everyone's excited and interested in continuing to play, then look into the core books (Player's Handbook, Dungeon Master's Guide, Monster Manual) --&gt; If you want more options, resources, or a full campaign to play through, look into some of the other published books.
u/daren_sf · 3 pointsr/DnD

Go, buy this now: 5e Starter Set. It has everything your group will need.

You can probably get a copy quicker at your local gaming store.

Come back here with any questions!

u/Bewbtube · 3 pointsr/DnD

5th Edition is super user friendly. I'd suggest picking up the Players Handbook as well as The Starter Set, which is a great module for your first adventure and has everything a DM needs to learn the ropes and run the module.

u/Hylric · 3 pointsr/DungeonsAndDragons

To answer your second question: If you have a group of friend and none of you have ever played any tabletop roleplaying game then I recommend getting the starter set. The starter set has an introduction adventure for 5-6 people, one of which is the Dungeon Master and the rest are characters. The set also contains pre-made characters, a set of dice, and a short rules book. (To answer your first question you'll need a 7 dice set of polyhedral dice. The prices range based on how fancy they are, but they all work the same.)

If you have a friend that has played an RPG before then ask them to run one or to join their group. Ask them if it's okay to borrow dice and stuff for the session to see if you like it or not.

If none of your friends are interested then look for a group online and let them know you're a beginner. I occasionally see people offering to teach beginners.

To answer your last question, I tried to make an informative imgur album a while ago but I dunno how useful it is.

u/Ashenrohk · 3 pointsr/DnD

Try the starter's set if it's your first time, it's got the basic classes as well as a 3-4 session adventure that will take you up to Level 5 ish.

Note: If it's your first time you don't want to dive in at higher levels that mean you have more abilities/spells to manage on your first go through. Start at level 1 and work up from there.;amp;qid=1453819787&amp;amp;sr=8-1&amp;amp;keywords=d+and+d+starter+set

u/charthom8 · 3 pointsr/DnD

5th edition is the most streamlined version. [DnD Starter Set](Dungeons &amp; Dragons Starter Set is about $16. It's plenty to get you going and to find out if you like it enough to save up for more books.

u/bleuchz · 3 pointsr/boardgames

So you can use the minis in D&amp;D for sure. I actually traded for all of them for this exact reason.

The game itself, however, doesn't really help ease you into D&amp;D proper at all.

That being said you don't even need minis to play 5th edition.

I would recomend grabbing the starter set. It comes with pregen characters, basic rules and an excellent intro adventure.

u/MetzgerWilli · 3 pointsr/DnD

I don't know about 4e, but 5e books are not available for free as pdfs. The Basic Rules, however, are. As are some short adventurs, such as the Death House part of Curse of Strahd.

If you are completely new to the game and you are not only running a One-Shot, I highly recommend playing the Starter Set adventure, as it eases new DMs (and players) into the game. You can always include your own stuff if you want to give it a personal touch.

u/poseidon0025 · 3 pointsr/mildlyinteresting

Then play some fifth edition dnd! Easy enough to pick up, all you need is 15 usd and 3 or 4 friends! Hell, I can be a stand in friend if you need the numbers, as long as time is OK. The starter set can be found at many stores or [HERE] ( and if you want, grab a dice set for yourself, as it's generally acknowledged that the starter set dice are cursed. There's many different colors

It's actually really easy to play and learn how to. I picked it up in a week. After that it becomes super rewarding if you get it going, and my first campaign just recently celebrated the one year anniversary. (generally the person that runs it spends more time/souls/energy/money/etc on it but gets to claim ownership of it)

u/James_Jamerson · 3 pointsr/DnD

Gonna do you a favor and drop this link here:;amp;list=PLlUk42GiU2guNzWBzxn7hs8MaV7ELLCP_

While I encourage you to watch all of those videos, the first 4 should be sufficient to help get you going.

You mentioned running an official adventure. I'd highly recommend checking out the adventure The Lost Mine of Phandelver. It's part of the Starter Set for new players and new DMs. It costs about $13 on Amazon.;amp;keywords=dnd+5e+starter+set&amp;amp;qid=1555389927&amp;amp;s=gateway&amp;amp;sprefix=dnd+5e+starter%2Caps%2C158&amp;amp;sr=8-1

As far as tips/advice: You are going to make some mistakes; Its ok. We all do. Don't over-prepare but rather be willing to adapt when players do things you don't expect - which I promise you will happen. Most importantly, have fun!

u/ameoba · 3 pointsr/DnD

$50? Ouch.

I guess it's not too surprising since 4e is out of print.

Your best bet would be to go for the 5e starter set - it's the current edition that will be actively supported with new content and it's only $12 on Amazon

u/basketball_curry · 3 pointsr/boardgames

Unfortunately no, there is no way to play the game solo. I've heard there are a ton of ways to play with strangers online but I haven't tried any.

What drew me in was I started watching/listening to Critical Role season 2. It's a podcast with a bunch of video game voice actors playing. It's a far more roleplaying version of the game than what I play but it's still great for teaching new players the ropes.

If you want to just dive in, basic versions of the rules can be found here for free or if you want to see what a proper adventure looks like without buying the $50 book, the starter set is a phenomnal introduction that takes about 30 hours to play through and gets you to level 5 (max is 20). Check some of those and if you're still interested, find a meetup near you. You won't regret it.

u/TenThousandKobolds · 3 pointsr/DnD

Welcome! It sounds like you have enough friends to start your own group. The Starter Set is highly recommended for new players- it comes with pregenerated characters, an abbreviated rulebook, dice, and an adventure to run. If you want more after that, you can dive in to the full rule books. The Player's Handbook is the most useful, and the Monster Manual and DM's Guide are helpful for the DM.

You can take turns being the DM for short campaigns or one-shots, or you can run a longer campaign if you (or one of your friends) is interested in running the game long-term. You can make up your own story or you can run a pre-made adventure (there are some published by WOTC, and there are also some available online- DM's Guild is a good online resource).

Don't stress out too much about knowing every rule- in the end, you're telling a story with your friends. If you don't know the rule, make up something that seems reasonable and look it up later.

u/erbush1988 · 3 pointsr/gamingsuggestions

&gt; And how strict are they when it comes to role playing your characters?

I've been a dungeon master for an in person group going on 2 years (same group) and been a DM for near 8 years all together. It's about setting expectations. We don't do voices or any of that. Our first game we played (for nearly a year) nobody was in character. This game, everyone wanted to step up and try more RP, it's working well.

&gt; But how welcoming are they to new dnd players?

It's VERY accepting of new players. /r/dnd is VERY open to new players as well.

I suggest you pick up the starter set which guides you and the players through your first adventures.

Many people write their own adventures, which is not what I recommend for a new player. There are MANY pre-written campaigns / modules out there for you some of which take years to play through. I read that if you played through all of the official books, it would take something like 12 years or something crazy.

Edit: a link to the getting started guide on /r/dnd:

u/BoostGeek · 3 pointsr/rpg
u/lediath · 3 pointsr/dndnext

The 5E Starter Set is currently $14.20 on Amazon. Premade adventures are a god send for new DMs just because it lays out everything for you. There is very little prep work besides reading the actual adventure. The adventure included with the starter set is quite good and offers at least a few sessions of play.

Instruct your players to download and read through the Basic Rules as well as the Pregen Characters, both free on the D&amp;D website. Besides getting familiar with the mechanics of play, Basic Rules also provide guidelines for character generation. If they don't have time they can take one of the pregens and if they choose to, they can use the Basic Rules to create their own characters.


u/LordFluffy · 3 pointsr/dndnext

It should be noted that the starter set, which is an excellent introduction, is on sale today.

u/TiSpork · 3 pointsr/dndnext

Also, the D&amp;D 5e Starter Set is only $8. right now!

u/planet_irata · 3 pointsr/DnD

I recommend 5th edition starter set, hands down. It has (IMO) the best starter set adventure of any of the previous starter/basic sets.

Here's the link:;amp;sr=8-1&amp;amp;keywords=d%26d+starter+set+5th+edition

u/EPGelion · 3 pointsr/DungeonsAndDragons

I'm amazed the comments section isn't full immediately...

So! One of the best places to start with D&amp;D if you're coming at it with little to no experience is YouTube. If you've been watching shows like Acquisitions Incorporated, Critical Role, or Force Grey: Giant Hunters, you might already have some idea of what to expect. There are a plethora of other YouTube personalities that are very education and encouragement-driven.

If you're just looking for the best things to buy or download to get started, for D&amp;D specifically, the 5th edition Starter Set is terrific. It's only $20 in-store and provides you with multiple levels of play along with prebuilt characters and a decent-length adventure:

The official D&amp;D site also has great free material to take your game further without spending any money:

Also, I would recommend starting with pre-written adventures until you get a feel for how to run a game and populate worlds with interesting people. A great site for cheap premade adventures is the DMs Guild (formerly D&amp;D Classics).

Quick note: assuming you can wrangle a group of friends into playing, if you're the one putting in the most work at the outset you'll almost certainly be the de facto Dungeon Master. Just be ready for players to not put in the effort as much.

u/ItsADnDMonsterNow · 3 pointsr/gifs

Welp, Wizards of the Coast has put the core rulebook of the latest edition online for free, so you can read over that to get a handle on the rules.

Other than that, the 5th edition starter set is pretty cheap on Amazon -- that will give you everything you need to start playing with some friends at a table.

And the free(!) online service is a virtual tabletop where you can play over the internet with folks from anywhere!

For finding folks to play, either talk 3-5 friends into playing, or search /r/lfg or roll20's built-in game finder.

And that's everything you need! :D

u/Squigles · 3 pointsr/DnD
u/EdgeOfDreams · 3 pointsr/NoStupidQuestions

You don't need miniatures or paints to play the game.

You do need a set of dice, preferably one that has all the standard numbers of sides (4, 6, 8, 10, another 10 for simulating 100 sides, 12, and 20). Something like this:

Getting one of the older editions of D&amp;D at this point may be difficult. There are a lot of different versions and printings, so it's hard to know which one to recommend.

However, the recent 5th Edition of D&amp;D, called "5e" or "D&amp;D Next" is very good and readily available. You can either buy all three of the core books OR the starter kit. The nice thing about the starter kit is that it comes with dice, a pre-written adventure, some pre-made characters, and so on. However, the starter kit is not enough to really create and run your own full adventures and characters from scratch, as it only has a much trimmed-down version of the rules.

Starter Kit:

Core books:

u/drdoctorphd · 3 pointsr/DnD

You're in luck: the Basic Rules are available for free online. They don't cover everything, so you could buy a Player's Handbook for much more detail and information, but the free stuff is a good starting point.

u/OBZeta · 3 pointsr/DungeonsAndDragons

It should have everything he needs to kick things off yeah! But if anything I would recommend getting him a 5th edition players handbook

Dungeons &amp; Dragons Player's Handbook (Dungeons &amp; Dragons Core Rulebooks)

He himself will know what he wants to do if he watches a lot of it. He will know if he wants to play the game as a player character or wants to play the game as the dungeon master in charge.

If he wants to play the latter then get him a 5th edition dungeon masters guide

Dungeon Master's Guide (Dungeons &amp; Dragons Core Rulebooks)

Good luck!! He’s about to jump into what I think is the best hobby you could possibly have!

For you, try watching critical role

If you haven’t already.

u/stewsters · 3 pointsr/gaming

I agree on Magic and Warhammer, but D&amp;D can also be really cheap if you stick to the core books and don't need to purchase every supplement.

You can get the 3 core books for about $80 (though players really only need the PHB at about $28) and either a dice set for like 4 bucks or the starter set with dice for like 12. Then buy a ream of paper and take some pencils out of your school stuff and you should be good to go at about $100.

Beyond that you just need a DM who is good at making stuff up. The books can be shared with new players, and most of the basic rules are available here if you just want to try it out.

Again, this is if you don't need to purchase every campaign setting, mini, dice bag, custom gaming tables with built in dice towers, etc.

u/justme1818 · 3 pointsr/DungeonsAndDragons

It all depends on your preference but I recommend 5th edition also theirs a starter kit if you down to buy that it comes with a premise campaign for beginners and I believe it comes with premade characters it’s ideal for 4-6 players. One of you will have to be the dungeon master(dm) who leads the characters through the story and plays the npcs(non playable characters) you’ll also play the creatures/characters your players fight against id recommend these books for now or later on when you start building your own characters etc... this for the dm and this for more monsters and this for character creation etc as for dice it’s not that hard each player needs one d4, d6, d8, d10, d12, and a d20 you’ll also want a 10 sided percentile die here’s a cheap set off amazon with plenty of dice(theirs probably cheaper this is just the first thing I saw) now non of this is required of course for character creation you can always use sites such as dnd beyond or apps like fight club 5 which are free the only thing that’s really required is the dice. Now I know that’s a lot but honestly it’s a externally fun game and I’ve met some of my closest friends through it

u/MormoTheMagestic · 3 pointsr/DnD

If you decide to go with 5E, consider getting the player's handbook (PHB) instead of the starter set. If you decide you like the game a lot, the starter set won't be enough to get you past about level 5. The PHB has the full rules and all the information you need to play the game effectively. It's available on Amazon for about $30.

u/KDirty · 3 pointsr/DnD

D&amp;D (Dungeons &amp; Dragons) is a collective story-telling game where you play as a single character encountering a fantasy world and adventuring. There is a Dungeon Master or Game Master who plays the part of The Narrator and all of the other characters and events in the fantasy world. Together with other players and the DM/GM you create a fantasy story that fits your party and your players. There is a rulebook that goes over the specific rules, but in general you play a specific class that has specific mechanics, and you use those mechanics in-game to advance the story, fight enemies, complete quests, solve puzzles, etc. If you're still curious, there's a Wiki and Getting Started Guide on the sidebar. Roll20 is just a tool that some people use to play the game online. Don't let this post about Roll20 dissuade you, though, D&amp;D is still an incredibly fun way to spend some time. If you have a comic book store or tabletop game store near you, you should pop by and see if they're running any starter adventures that you could join.

u/thesuperperson · 3 pointsr/DnD

You probably want to roll with the Starter Set first, before venturing into worldbuilding and tailoring Tolkien's World to you players. Also, they still need to get a hold of the mechanics, and the Starter Set is good for new DMs and Players.

If you're set on being in Middle Earth, you could just flavor everything as if its in Middle Earth.

Edit: Also, there is no "one" DnD world. There are multiple settings, though the one that 5th Edition is primarily based around is the Forgotten Realms Setting.

Edit2: One last thing. Here's the free basic rules from the creators of DnD. It has the Basic Rules for players, and the Basic Rules for DMs. You'll wanna read both, and your players will wanna read the former. The free SRD also has a more expanded list of creatures than the Dungeon Master's Rules starting from PDF page 261.

In terms of products you'll actually wanna buy, consider the:

Player's Handbook Hint: Your players should also get get their own copies eventually
Dungeon Master's Guide
Monster Manual

u/terribleusername · 3 pointsr/DnD

If you've got an idea for a story, you can start right now with an online dice roller and the free basic rules, both on Wizard's official website. These are essentially the full rules with limited options.

Step two would be to buy the Players Handbook and some real dice. You could also go with the official Starter Set, which includes dice and an adventure module, but I'd reccomend the PHB instead, because if you want to keep playing you're going to buy one anyway.

As for the other two core books, I'd suggest putting the Monster Manual at a higher priority than the Dungeon Master's Guide. The DMG has tons of great ideas and optional rules, but you'll get more direct use out of the various baddies in the MM.

u/tabulaerrata · 3 pointsr/dndnext

Thank you! Got the MM for $25 (including shipping), which was the only core rulebook I was missing.

For those who missed out on other books, you can get them through Amazon at not-awful discounts (considering ThinkGeek charges shipping), particularly if you have Amazon Prime:

u/sevy85 · 3 pointsr/DnD

200$? Challenge accepted.

Buy the books for 100,76$

players handbook

dungeon master's guide

monster manual

To be fair, you're already set now. I would advise the players to also buy a player's handbook or at the very least download the free basic rules

If you need figurines you can google what you want, print them off and use them or you can use this from u/printableheroes and pay him 10$

You don't need an erasable battle map to play, you can just draw everything yourself but I would highly recommend it and it's not that expensive. just 21,66$

For the dice, just buy a bag of everything for 19,99$

you're now all set to go on epic adventures for a combined total off 152,41$

If you have any money left that you would want to spend, I would recommend buying the starter set, so you can learn how it is to DM before making everything up on your own. And at 29,99$ it's really a steal

This would bring your money spend on 182,4$

Allright we're 17,6$ under budget. You can use that to buy some drawing paper, pens and what not.

Then if you want to start DM-ing go and watch these videos, You will learn a lot from them. Also, if you want to start playing on wednesday, you're either going to have to read as a maniac or use the first adventure that u/mattcolville talks about in his first videos. If you make up a town with a few NPC's and have them travel there with an encounter (let's say wolves in a forest), you've already got a few hours playtime. However, you will all need to roll up characters which will also take some time. Especially if you are all new at this. Maybe use the templates from the starter set to get the feel.

Also, because they are fun, awesome and it will help you understand what d&amp;d is and to grow as a DM, watch some critical role.

In the spare time you have left, contemplate on how much time you had before you started this awesome hobby and how you wished somebody else would DM so you could just sit down on a lazy chair and kill things.

Congratulations, you're one of us now.

u/AqueonTheConjurer · 3 pointsr/DnD

Links below!

The most complicated part is character creation. Once you get past that (which you can do by enlisting your fellows' help or by using a pregen character from the Wizards of the Coast website) it should be pretty easy. You'll need a set of polyhedral dice, though you may be able to borrow one for your first night.

As for what you're "letting [your]self in for," you're entering a diverse and storied hobby scene, full of every sort of person imaginable. In this hobby, you will use and abuse the framework of rules to tell some of the most epic, ridiculous, and memorable stories you've ever experienced. People will shed tears over a character's death and find themselves slapping the table in a fit of laughter in same session.

The rules are complex, yes, but you don't need to think of them as the ropes which tie your hands; they are, rather, the bars of the jungle gym up which you and your party are climbing.

Basic Rules

Character Sheet PDFs and Pregenerated Characters

ForgedAnvil Character Creation Tool - I highly recommend this tool in conjunction with a Player's Handbook.;amp;downloadid=1234;bcsi-ac-8cba37c1e31f6013=2579E820000002082fK730btoVId+ZXswTE5SWQIHdIBAAAACAIAAMxCBwAAjScAAAAAACcCAAA=

Amazon Dice Selection - Don't spend too much on dice just yet. That will come with time.;amp;field-keywords=polyhedral+dice&amp;amp;sprefix=polyhedral+dice%2Caps%2C191

Player's Handbook;amp;refRID=1WNJ37QGGRB03E3842VJ

I hope you have a good game night. Let us know how it went! If you want to ask anything D&amp;D-related, this is a great place to do it.

u/Bunnyhat · 3 pointsr/batonrougednd

So I've never played Dungeons and Dragons, though I am familiar with online RPGs at least. I want to start playing and I'm going to come on the 1st. Is there anything I can read or do to be ready?;amp;ie=UTF8&amp;amp;qid=1479830585&amp;amp;sr=1-1&amp;amp;keywords=dungeons+and+dragons+5e+new+player

Would that be something to get me started?

u/stevensydan · 3 pointsr/DMAcademy

I just ran my first session as a new DM with LMoP last week! I'll jot down my experience running a group of 4 beginners. (so take my advice with a grain of salt as a beginner that has not finished the campaign)

First, read through the books in the Starter Set! (If you can afford the Player's Handbook, that is a good idea as well.) I highly recommend going through the rulebook (or Basic Rules) then at least skimming through the entire LMoP module. You don't have to memorize everything but as a DM it is important to have the idea of the setting in your head.

For combat, you have to decide if you are going to run "Theater of the Mind" or battlemat+miniatures for combat. Theater of the Mind is more flexible and requires less preparation but battlemats give great visuals at a cost of preparation and supply.

Then you have to decide if you think your players would want to make their own characters or not. For my beginner group, I decided that they would be a lot more invested/excited if they could identify with their own creation so I chose to not use the pre-generated character sheets. Once you are comfortable with the rules of D&amp;D enough, set a date to meet with your group.

Since we had to make characters, I held a Session 0 to introduce the basic concept of what to expect in committing to D&amp;D as well as character creation. I highly suggest making characters together a separate day before Session 1 because it usually takes a decent amount of time for the first time (3ish hours for me).

My Session 0 looked like this:

  • Introduction to D&amp;D

  • Explaining all races, classes, backgrounds and letting them pick

  • Giving character sheets, rolling stats

  • Guiding them through the char sheet by referencing DNDBeyond for background/race/class bonuses

    After everyone was done, I let them take home the character sheet and work on character appearance, personality, and background story.

    The week after, we had Session 1. Make sure you actually read through the LMoP module in depth, at least up to Part 1-2 beforehand. I also decided to take some elements of this supplement Part 0 for LMoP to use as a tutorial for my players. Then, begin your adventure! My party took a lot longer than I expected and only got to the entrance of the Cragmaw Hideout after 3 hours.

    Good luck to your campaign, I'm looking forward to my second session!


    Some recommended guides I used:

  • Matt Mercer tips (all DM's love this man)

  • Don't Stop Thinking guides (great graphic visuals and in-depth coverage)

  • Matt Colville tips (gives a good idea of how D&amp;D should look like at an advanced level)

  • DungeonDudes (channel that covers good topics)

  • DNDBeyond (amazing website for the Basic Rules, classes, and races)

  • OneCritWonder LMoP tips (helpful overview of the module)

  • LMoP enemies (generator that adapts to how many players you have)

    Supplies I personally prepared (BUT ARE OPTIONAL):

  • Beginner dice (shared with my beginners, they are planning to get their own sets soon)

  • Custom character sheets (a bit overwhelming at first but I find helpful for each class)

  • Spell cards (I don't think many people use these but I find it an amazing resource to give your players if they are spellcasters)

  • Battlemat (use with Wet-Erase markers)

  • Paper minis (dedication and time required, can use coins, legos, or anything instead or even real miniatures if you can afford it)

  • DM Screen (the official and most standard and affordable screen)
u/theg0dc0mp13x · 3 pointsr/DnD

Looks like it's 50% off with prime shipping. Sold and shipped by amazon

u/Less3r · 3 pointsr/DnD

This information will be in the Dungeon Master's Guide when it's released.

For now

  • Use the search bar for /r/DnD (a question like this has surely been asked here in the past and been answered better than I could)

  • Check out other subreddits (/r/mapmaking and /r/worldbuilding)

  • Check out other editions' DMGs for the general idea of how many people live in a village vs a city, and what buildings are there.

  • Similar to the previous point, you can check out Pathfinder which is effectively fanmade 3.75e, and has lots of great systems for things such as the layout of a town (and even has rules and costs for how a player would be able to do so)

    Edit: A list of buildings/constructions that I found on Pathfinder's Kingdom Building page: Academy, Alchemist, Arena, Bank, Bardic College, Barracks, Black Market, Brewery, Bridge, Bureau, Caster's Tower, Castle, Cathedral, Cistern, City Wall, Dance Hall, Dump, Everflowing Spring, Exotic Artisan, Foreign Quarter, Foundry, Garrison, Granary, Graveyard, Guildhall, Herbalist, Hospital, House, Inn, Jail, Library, Luxury Store, Magic Shop, Magical Academy, Magical Streetlamps, Mansion, Market, Menagerie, Military Academy, Mill, Mint, Moat, Monastery, Monument, Museum, Noble Villa, Observatory, Orphanage, Palace, Park, Paved Streets, Pier, Sewer System, Shop, Shrine, Smithy, Stable, Stockyard, Tannery, Tavern, Temple, Tenement, Theater, Town Hall, Trade Shop, University, Watchtower, Watergate, Waterfront, Taxation Edicts, Waterway

    Edit 2: From the 3.5e DMG (Generating Towns pg137-139):


  • Thorp, 20-80

  • Hamlet, 81-400

  • Village, 401-900

  • Small Town, 901-2000

  • Large Town, 2001-5000

  • Small City, 5001-12000

  • Large City, 12001-25000

  • Metropolis, 25001+
u/Ditto8353 · 3 pointsr/DnD

If you have a game shop around they should have some. You can also get the "official" screen on Amazon. Either way they cost more than they're worth in my opinion. You can make your own that will work just as well, out of cardboard, duct tape, and some printed-out information.

u/tomedunn · 3 pointsr/dndnext

The Sword Coast Adventurer's Guide is probably the best recent source however it isn't free. If you want something free for them to search through there is always the Forgotten Realms Wiki.

u/BaronVonWaffle · 3 pointsr/dndnext

Currently, official resources are fairly scarce, and we won't be getting anything new for a bit, as the next book (The Curse of Strahd) won't have any new character options.

Currently, your official options are twofold:

Elemental Evil Players Companion:
This free resources adds 4 new races and a handfull of new spells.

Sword Coast Adventurer's Guide
Currently the most recent book, is roughly 80% setting information, but towards the back contains new race variants, background options, a handful of new cantrips, as well as new class options for the following:

  • Barbairan (Path of the Battlerager and more options for Totem Warrior animals)
  • Cleric (Arcana Domain)
  • Fighter (Purple Dragon Knight)
  • Monk (Way of the Long Death and Way of the Sun Soul)
  • Paladin (Oath of the Crown)
  • Rogue (Mastermind and Swashbuckler)
  • Sorcerer (Storm Sorcery)
  • Warlock (The Undying)
  • Wizard (Bladesinger)

    If you would like, I can go more in depth on those extra class options if any one or all pique your interest.

    Your unofficial options are much broader

    Be sure to check out /r/UnearthedArcana, as this is the 5e Homebrew subreddit, and there's a lot of good stuff here, but it will require a lot of close monitoring by the DM to keep it fair and in-universe.

    Secondly, DM's Guild is the WOTC 'marketplace' for homebrew content. It allows creators to host their stuff and set a price (or not) to purchase it. I would highly suggest looking at Matthew Mercer's Witch Hunter Class and Gunslinger Fighter Archetype (Both are "Pay what you want") as they have gone through some pretty rigorous testing and I can personally attest both are an absolute blast to play.
u/Ironforged · 3 pointsr/dndnext
u/WhiteHeather · 3 pointsr/DnD

Just FYI, if you are interested in getting it, Volo's is only $25 on amazon right now instead of the $50 it retails for.

u/capthavokk · 3 pointsr/DnD

There are 13 races added to the new book released by WotC. Volo's Guide to Monsters

u/deleteat10000karma · 3 pointsr/rpg

There are a lot of good resources to learn how to DM, but the most important thing you can do is DM a bunch. In some ways it's probably easiest to start off with a book adventure, something like one of the adventurers league books in DnD with lots of prewritten details you can hang onto, but it's also very valuable to be able to just turn shit upside down on a whim if you've got decent improv skills.

As far as writing off a core subsystem because you don't understand it- no. Bad. The GM doesn't need to be an encyclopedia, but they NEED to be able to make basic rulings on the fly in systems that the entire game is based around, and in DnD magic is core to the experience and eventually a feature of almost every single class (even if some of it works differently for several of them). This isn't Burning Wheel, you need spells. Reread the chapter once, then ask on a forum dedicated to that game, then try a different game you'll be able to play more than a third of if you still can't make heads or tails of it.

u/s5photog · 3 pointsr/mattcolville

Hidden Shrine of Tamoachan is set in a Ziggurat and is in Yawning Portal. I think it is a bit UNDER their level but is still an interesting dungeon

u/Tinfoil_King · 3 pointsr/AskScienceFiction

In universe: There are... rumors... put down in book form (cough) that Arthas had a three way battle between Ner'zuhl, a representation of his humanity, and what we know of as The Lich King. In which the Lich King killed both his humanity and Ner'zuhl.

However, brave adventurers have reported sightings of a ghostlike child who went by a name that is an anagram of Arthas Menethil, the Lich King's human name. Said child lead the adventurers, Tirion, and Darion Mograine (so it is reported) to the Lich King's heart.

While events of the Lich King's fall are vague, not all of those present have been tight lipped. After the destruction of Frostmourne it is reported that the Lich King returned to a more Arthas state of mind. Maybe that he was holding back the Scourge from their full power. This alone raises questions regarding if the initial reports, rumors, that Arthas killed his humanity and Ner'zuhl are valid.

However... there is more. Reports that Bolvar lives. His voice was distorted by being plagued and kept eternally alive by Alexstraza's flame. However, once the helmet was put on his head he sounded different. He had, if you listened closely, a more... orcish sound to it. coughNer'zuhl livescough

Meta answer: Ner'zuhl lives. Games &gt; books. The book came out long before the end of Wrath, and by Wrath it looks like Blizzard changed their mind.

u/VicariousJambi · 3 pointsr/wow

There's a book about it, and it's actually quite good. I highly recommend reading it.

u/Nimalla · 3 pointsr/wow

I really enjoyed one of the Northrend lore books - Arthas. It is one of my favorite wow books. The Quests will lead you through the lore pretty well also!

u/JimH10 · 3 pointsr/math

Peter Smith is a philosopher and his Godel's Theorems book seems to me like what you are looking for. It considers the implications of the theorems and comes with a careful bibliography. Most university libraries would have it.

A shorter book is Torkel Franzén's.

u/slow56k · 3 pointsr/math

I skimmed the comments to see if anyone mentioned this related book:

Gödel's Theorem: An Incomplete Guide to Its Use and Abuse

I recently checked it out of our math library. Pretty heady stuff for a small fry like me!

u/oddrobot70 · 3 pointsr/science

If I remember Godel's theorems correctly, then we can not provide such examples. There are some accompanying statements to (1) and (2) above, that go something like

(1) If there is an unprovably true statement A, we can not ever prove that A is unprovably true.


) If there is a provable but false statement B, we can not ever prove that B is provable but false.

It is extremely handy to know these when faced in debate by someone who has only read very hand-wavy accounts of Godel's theorems. A fallacious argument based on Godel's theorems is "Statement A seems to be true, but I have no logical proof. But, Godel tells me that many things that are true can not be proved to be true. Therefore A." One response might be "Godel also tells us that unprovably true statements can never be known to be true, so if A is unprovably true, we can never logically conclude that it is true. Thus your statement is fallacious."

Honestly, I haven't run into this argument in use that often myself, but I don't spend a lot of time reading New Age drivel. Visit the Amazon page for the book Godel's Theorem: An Incomplete Guide to Its Use and Abuse . I have not read all of this book myself (just a selection), but it should provide a broader answer to your question than I have given here.

u/Adddicus · 3 pointsr/chess

Chess by Lazlo Polgar.

u/cobrakai11 · 3 pointsr/chess

Play Winning Chess Tactics by Yasser Seriawan (&amp;Jeremy Silman)

A fantastic beginners book, and he's got a whole series out there that are very easy to read, filled with tests and practice and examples. Each chapter starts out with a different tactic, some personal story from Yasser, and then tests at the end of every chapter to reinforce what you learned.

The end of the books have biographies of famous tacticians and advanced tests where you put everything you have learned together. The answers and explanations are complete in the book. I found it a great book to begin learning with and have often recommended it to others. I have some of the Silman books recommended in this thread, and I don't think any of them are as good for beginners as Yasser's.

I also recommend in the same series Play Winning Chess Openings and Play Winnings Chess Strategies They are all on Amazon or ebay for purchase.

u/gnuvince · 3 pointsr/chess

Reading a book on tactical patterns could help you; the free Chess Tactics Explained or Yasser Seirawan's Winning Chess Tactics aretwo good options.

Another thing that helped me recently was taking some time off, and when I came back, taking more time to solve each puzzles. Instead of playing the first move that looks good and reacting to the computer's move, figure out in advance what the computer can play and how you can keep on going. It makes problem solving longer, can make you pull out your hair, but is extremely rewarding when after 20 minutes you figure out the complete sequence of moves.

Good luck!

u/turqo34 · 3 pointsr/chess

i think this is what you are looking for: The Amateur's Mind: Turning Chess Misconceptions Into Chess Mastery

i have that book but haven't read yet. it is highly recommended. i will be able to make more accurate comments about the book after i read.

u/CalmChessWizard · 3 pointsr/chess

Chess is a hard game! If you are a serious player, I recommend buying and studying The Amateur's Mind. You need to break down the game and understand the abilities and weaknesses of each piece. Silman helps explains these concepts by exposing the faulty logic in his students' analysis. (Hence, The Amateur's Mind!) It's an amazing book, and I really suggest you try it out!

u/114121019 · 3 pointsr/chess

Jeremy Silman is a good chess author. I own...

The Complete Book of Chess Strategy

The Amateurs Mind

How to Reassess your Chess

Silmans Complete Endgame Course

...all are recommended

u/abechahrour · 3 pointsr/IAmA

If you're aiming to compete, try doing all of the following if you can:

1- Find a chess teacher. A rating above 2000 is preferred

2- Get Chess books that teach the basics of tactics, strategy, and endgame.

3- Make an account on and start solving tactics

4- Play many rapid games online. allows you to play for free

5-For book recommendations : Endgame/
-As for opening, you really need a mentor to guide you in choosing the best opening for you. If you want to learn some opening, this is a good basic book

u/unhingedpsychopath · 3 pointsr/chess

First of all, never say 'opening tactics' again. I think you mean 'openings', 'opening principles' or 'opening strategy'. Strategy and tactics are a different thing, and in chess the difference is huge.

Endgames can be beautifully complicated even when they might appear simple at first. has an endgame trainer that is useful. You can also learn a lot from books (example) and youtube (example).

Playing a lot is essential to improvement. But so is analysing your games, studying material and tactics training.

u/Oh_Alright · 3 pointsr/anime

So I tossed about a third of my PC together today.

Pulled most everything out of the boxes, tossed the PSU in, attached both my 2.5 SSD, and 3.5 HDD into the brackets (leaving them out of the case for now) attached all my Motherboard standoffs and started getting my cables into the right spots. I also didn't cut my hand open on the IO shield! Gotta finish prepping my MoBo (unfortunately I've got to send my CPU cooler back because the bracket doesn't fit) but I've got to mount my CPU, toss in in my memory, screw the MoBo in and graphics card, and then start plugging in cables.

First build is coming along easier than I expected, the only big hurdle for me left is to make sure I mount the CPU and Heatsink properly, pretty confident in everything else.

I'll post some pics tomorrow, it won't really be much to look at until I get the MoBo in though. I've learned a hell of a lot about PC's already, and looking forward to picking up more as I go along.

I also got a surprise delivery in the mail, my Bloodborne Strategy Guide came in the mail finally. Preorded it back in April, and this thing is fucking amazing, just over 550 pages with every little statistic and number you ever wanted to know, plus trivia, concept art, as well as quotes and insight from Miyazaki all in a beautiful hardcover book. Will edit with a few pics when I get around to taking them. A must buy for big Bloodborne fans.

Anyway, tangent aside. Have any of you built a PC before? Have any funny stories or tips to share?

u/LittleHelperRobot · 3 pointsr/bloodborne
u/Ditju · 2 pointsr/elderscrollsonline

The only real books there are of TES are "The Infernal City" and "Lord of Souls" which tell of some events between TES IV: Oblivion and TES V: Skyrim.

u/cloudsora · 2 pointsr/skyrim

Well I mean theres the OBVIOUS choice;amp;qid=1320577705&amp;amp;sr=8-1-spell;amp;qid=1320577705&amp;amp;sr=8-2-spell

The two Elder Scrolls Novels that bridge some of the gap of the 200 years and also bring a lot of the back story and history into play.

u/Whyareyoufollowingme · 2 pointsr/AskReddit

There are novels. Here's one on Amazon.

u/Wray92 · 2 pointsr/baduk

Just because of the nature of chess and go outside Asia, there's a lot more terrible chess players out there. If your friends aren't serious, you could probably at least give a good fight to all of them after going through this book. (corollary: if they are serious, you will probably never beat them unless you're serious about chess too).

There is always an opportunity cost, though. If you REALLY want to get good at go, splitting your time into another game is always going to hurt you.

u/310BrownGuy · 2 pointsr/soccer

Once you decide to get in into chess, no matter how good you are, you start to notice just how many people participate in global chess beyond a game occasionally played with friends/family. If you want to get into chess, you should really buy yourself a couple of books, starting at a child's level, and go from there. I would really suggest Bobby Fischer Teaches Chess by Bobby Fischer himself as a good, easy, interactive starting point to learning how to solve chess logic puzzles and situations. I didn't know about chess puzzles until I got into them, and I like them more than Sudoku and Crossword Puzzles now. After understanding a bit, then you can really benefit from the tons of videos online. And of course, nothing beats playing chess just by itself to learn!

u/TheDwarfLard · 2 pointsr/katawashoujo

These two might be good, but I can't really speak from personal experience.

Saw them on a beginner recommendation list or something like that.

u/feynarun · 2 pointsr/chess

You can sign up and play on these websites.


Watch beginner videos on youtube. You can subscribe to these channels and watch their videos regularly. Many of these channels are not entirely aimed at beginners. You can watch them for entertainment and learn chess history too.









Check out these books that are great for beginners and intermediate players.



u/DarthFrog · 2 pointsr/chess

Chess: The Art of Logical Thinking: From the First Move to the Last by Neil McDonald.

I liken it to Chernev's Logical Chess Move By Move: Every Move Explained but more up to date, covering games by Kasparov, Karpov, Kramnik, et al.

u/ttigue · 2 pointsr/chess

My favorite 2 books:

  • Simple Chess - great for explaining fundamental positional goals in a game especially what to do with your pawns.
  • Logical Chess Move by Move - goes over the reason behind every move in historical chess games.

    I think both of these books are really good at mastering the moves that you should be making to reach a good position. I don't consider them too advanced, but they assume you know things like reading algebraic notation, basic tactics and motifs.

    Also agree with others that a good tactics book will provide with serious improvement in your game. But if you want to understand how to get a position that will provide tactical opportunities, these two books are great.
u/drfoqui · 2 pointsr/chess

Besides everything that is being said, analyzing annotated games from the masters is usually very useful and entertaining. This book is great if you want to do that.

u/Nosher · 2 pointsr/chess

You're in for a lot of fun kbphoto, welcome to chess.

For an adult beginner I'd recommend two things to start off with:

  1. Get yourself a board and pieces and buy this book and play through the games. Every move in each game is explained and this is a great way to get up and running quickly even if some of the openings are a little old fashioned.

  2. Watch these "Chess Fundamentals videos (1 to 5) by International Master John Bartholomew - It's like having your own highly rated tutor guide you through your first steps in chess and has some great tips and practices to follow.

    Both these together will get you off to a flying start and then later on you can take a look at some more resources listed in the FAQ in the sidebar.

    Good luck!

u/BichonUnited · 2 pointsr/chess

Probably Logical Chess

u/CarpeCapra · 2 pointsr/chess

Here are some things that many people do to improve:

  • Read books targeted to your level. For beginners, I'd recommend Irving Chernev's Logical Chess Move by Move and others like it.
  • Play lots of chess! Any time control is good, but the longer the game, the more you can think, and the better you'll play.
  • Analyze your games - especially your losses. See what kinds of mistakes you're making, and use that to identify where you need more work. Falling for an opening trap? Learn one or two openings as white and as black. Dropping pieces to simple tactics? Do some Puzzle Rush on
  • Look at games by top players, especially those that follow openings you play. Try to find annotated games so you have a guide through the complications. This is really helpful for problems like "I don't know how to make a plan in this position"
  • Try to "guess the move" when playing through games of other people. If you don't guess correctly, try to see a) if your move is also good, b) if their move is better, and c) if there is a refutation to your idea.
  • And finally, for many players, it is psychologically difficult to play a worse position or against an opponent to whom you feel like an underdog. Many amateur players, once they've made a small mistake, collapse completely. One of the biggest differences between the good and the great is the tenacity to play any position as best as you can.

    I hope all this helps, and welcome to the chess world!
u/callmeerdnase · 2 pointsr/casualiama

Yeah, sure.

It depends on a few things. How seriously do you want to take it, and what are your goals. If you want to just casually learn about the game and kind of play it from time to time, that's greatly different from someone that wants to try and get really good etc.

I guess, what does get into chess mean to you? ;)

I'll give a more detailed writeup after that, haha.

edit: Some starter info I guess!

  1. Just start playing! Make an account on or - both are free.
  2. Read a beginner oriented book - they typically cover a wide variety of basics. This is often considered very good
  3. Familiarize yourself with basic Tactics themes If you want a book on it, this is ok and there are websites for practicing them - I think Lichess has them.
  4. Play slow games - Speed Chess is very popular online but relies on a lot of pattern recognition and intuition which you won't have built up yet
  5. Study common endgame technique - this often feels more like homework and can be very dry. This is where I guess you have to decide how "seriously" you want to take Chess.
  6. Just keep playing and have fun!

    There can be more details etc but that's basically it.
u/ThoughtfullyReckless · 2 pointsr/chess

Have you read "Logical Chess: Move By Move" - Irving Chernev? It might help you! It deals a lot with the other aspect of the game, strategy (and openings etc)... Well worth a read!

u/thechuff · 2 pointsr/chessbeginners

I know you asked for videos but there is a classic book called Logical Chess Move by Move that touts its 'every single move explained' approach. Might be up your alley if you are interested in a book.

u/tobiasvl · 2 pointsr/chess

Not the book you're after, but I think Chess: The Art of Logical Thinking: From the First Move to the Last is a good book for you. It goes through 30 games (grouped by opening) by annotating every move, so you don't have to read through long sequences of moves without help.

Logical Chess: Move By Move: Every Move Explained is similar and probably good too (Chernev is cool) but I haven't read it.

u/redepenning1 · 2 pointsr/lincoln

Like the other people mentioned Gauntlet Games is the place to go. I'd recommend starting with this [mini-campaign.] (

It comes with a story that the DM (Dungeon Master) uses to help run the sessions. It also has 5 pregenerated character sheets and a basic rule book.

For more information about D&amp;D, check out /r/DnD

u/MarkOfTheDragon12 · 2 pointsr/DnD
  • A DM can be anyone willing to learn along with you just as well as an experienced person who's been running games for years.

  • D&amp;D 5e Starter Set Amazon Link

  • The amount of setup is entirely dependent on how much you (more specifically the DM, typically) want to avoid delays mid-game. The "Prep" that a DM does before hand that you always hear about, are things like reviewing the story, pre-drawing maps, gathering monster stats for convenience, etc. Player Prep is more or less just making sure your character is leveled to where they should be, and show up. That said, a typical session usually runs about 3 hours give or take, though this can vary greatly.

  • Far far far far too many to list :) I primarily play Pathfinder, with a bit of Starfinder and D&amp;D 5e on the side. I've been playing tabletop rpg's for about four+ years now. (Computerized D&amp;D for something like, 30 years)

  • Advise? Google and YouTube are your friends. There are COUNTLESS guides on how to play, how to get started, how to dm, how to create a character, etc. You just need to absorb it. The Starter Kits are a great place to start out as they're written with extra explanations and tips for the DM on how to run an adventure. Just find a group of friends; ideally five all together, and have one person DM while you're ALL learning the game together.
u/DonCallate · 2 pointsr/boardgames

I would recommend grabbing the D&amp;D Starter Kit and trying that out to see if you like it. If you don't like it, it's only $15 so you aren't out a bundle of money.

There are also free Basic Rules for D&amp;D available online.

I would also note that D&amp;D is only one of dozens of mainstream games and hundreds of lesser known ones, all of which have something to offer. If you don't find yourself enjoying D&amp;D, you might come join us at /r/rpg to find a better fit for you and your group.

Have fun!

u/highlandertr · 2 pointsr/DungeonsAndDragons;amp;qid=1563332066&amp;amp;s=gateway&amp;amp;sprefix=dnd+starter+set&amp;amp;sr=8-1

That one is the one I was thinking about. It come with pre made characters with options for homemade ones if you prefer. Great price for a starting point to see if you are into it as a group.

u/ironhide_ivan · 2 pointsr/Dungeons_and_Dragons

Dungeons &amp; Dragons Starter Set

$13 according to amazon

u/Comaburr · 2 pointsr/DnD

I checked the Getting Started/Learning to Play thread and he recommends starting out with the Red Box starter set since it's only $20 but it's actually $90 on Amazon. (I PM'd him about it.) He recommends 4e or Pathfinder. The thread is old but it was updated 12 days ago.

Is this an okay alternative?: 5e D&amp;D Starter Set

Or perhaps I should start out with the Pathfinder Beginner Box? as mentioned in the Choosing an edition thread.

I have 4 players and I would be the DM. Their attention spans tend to drift if things get TOO complicated and they are better at keeping up when someone already knows the rules instead of everyone learning at the same time. That being said, I want to be able to jump into something that will basically introduce us to the game mechanics in an easy and smooth as possible kind of way.

I really want to get into D&amp;D with this group of friends and they already like some of the more "involved" board games in the world. I just need to keep them captivated. It might be folly to try but I want to give it a shot. I feel like there is a whole world of gaming that I am missing out on.

Thanks for the advice.

Edit: Sorry to drop this on you in this thread but I figured it was as good a place as any...

Edit: My fear is that the 5e will be overcomplicated and using Pathfinder would be easier... I don't know. Ahhh.

u/MadGort · 2 pointsr/DnD

Buy this:

Dungeons &amp; Dragons Starter Set: Fantasy Roleplaying Fundamentals (D&amp;D Boxed Game) by Wizards RPG Team

Buy some extra dice.

Buy some mechanical pencils.

Get 4-5 friends to meet up on the same day.

Take it slow and remember that having fun is the only real rule and the only limit is imagination.

That's it. That alone will provide several sessions of fun. Still interested after you're done? Come back here and take it from there.

u/REdEnt · 2 pointsr/boardgames

If you're looking to add some pen and paper rpg, DnD 5e is pretty cheap to get a good starting point.

You could honestly run a good game with just the starter set (it includes one of my favorite starter campaigns, very good for new players). It's just around $13.

But a pretty necessary purchase, especially if you want a bit more for your players to work with. You can get that for $30.

If you want to give your DM a bit more to work with the Monter Manual (~$27) and the Dungeon Master's Guide (~$28) are a must.

Dice are pretty cheap too if you want to get a few sets for the club or enough for you're players to take some home. (The starter set comes with one set of dice)

u/Canadians360 · 2 pointsr/DnD

So a couple of things. Are you going for homebrew or are you running an adventure book?

I've started DMing quite recently, 5 sessions in.

These videos were a big help. Matt Colville Running the Game

The starter set is $12 and from what I've heard is an amazing bang for buck for newbies. woo cheap stuff

I'd expect them to have lots of combat rules and class specific questions out the gate. The preset characters will let you know almost all the answers ahead of time as you'd know what they're playing. Then again if you've played most classes and have a few campaigns under your belt... you probably have that handled for custom characters.

I think my best advice is to overplan but not to overworry, I got pulled into DMing with 3 hours notice with little to no prep and now I've got a solid world, a great BBEG, and happy players. It all tends to work out so long as everyone's looking for fun.

u/thavirg · 2 pointsr/Harmontown

Get the 5e starter set. Costs $12 and will be at your door within the next couple o' days. It runs you through the game basics. It slowly exposes you to character sheet changes without dropping you into a boiling pot of water. It has enough monsters/enemies to not require a monster manual. It has a whole, decent story which doesn't require a DM manual.

The starter set is solid for ~3-5 players and a DM. Give the DM a week to read over the story / character backgrounds and get together with some quality beer. Keep us posted!

Also, check out /r/dnd/.

u/AeoSC · 2 pointsr/Dungeons_and_Dragons
u/JakeEkiss · 2 pointsr/DnD

The aptly named Starter Set is a good place to go first. It has the basic rules, some dice, pre-built characters, and a pre-made adventure. After that, if you're into the hobby, you can look at picking up the more fleshed out rules in the three main books. Those books are the Player's Handbook (get this one first, it's the main one you'll need), the Monster Manual (most folks will say get this second, as it's all the stuff to fight), and then the Dungeon Master's Guide (has a bunch of potent optional rules and tips for building a full campaign).

The basic, bare bones rules are also available for free through the D&amp;D main site.

u/DougieStar · 2 pointsr/DMAcademy

Pick up the starter set and run the pre-made scenario contained within.

u/miqued · 2 pointsr/DnD

You can buy Lost Mines of Phandelver here

u/gboehme3412 · 2 pointsr/DnD

No worries, we were all new at some point. I recommend getting the starter kit. It's got everything you need for 6 people to sit down and run a small campaign, plus it teaches everyone the rules as you go.

u/RandomDwarf · 2 pointsr/DnD

I have heard good things about the Starter Set. It comes with some basic rules, pre-made characters, an adventure (Lost Mine of Phandelver) and a set of dice. Although I personally haven't played it. For the more savvy players, they can of course roll their own characters.

I personally like the Sunless Citadel module, found in Tales of the Yawning Portal. It's a bit tougher for the PCs, but it's a solid two or three session adventure which will start the party at level 1 and go to about level 3.

I think these shorter adventures are the best place to start as a new group. Once your group tackles a few of these shorter adventures, maybe try an official campaign or homebrew your own.

u/BlackBiblio · 2 pointsr/DnD

Ok, well let's do it this way:

DnD is you gathering a group of friends (unless it's easier for you to play at a local game shop with strangers) and one of you does a bunch of work that proves mostly fruitless because sonovabitch they did the thing again and now you have to scrap 4 pages of notes... Which is why you do it with friends.

But in all seriousness, sit down for an episode of Harmonquest or a DnD stream. A lot of people will say critical role (do episode 12 it is a one shot that explains it better than just dropping in), Acquisitions Inc, or Force Grey for live stream/YouTube posted games.

If you want to get started, best option is grabbing the 5th Edition Starter Set and a few friends, coworkers, or classmates... Depending on where in life you are. One of you will need to be the Dungeon Master (or Game Master if you prefer) and they will need to read the rules a bit before starting the game. They may also wish to check out the GM Tips for a little more direction.

You may also want to set things up as a party for the first adventure; get some food and drinks, get a set of extra die (starter set comes with 1 set of polyhedral dice, you'll likely want a set for each player at the table... But he careful, collecting dice becomes a bad habit fast... I bought like 6 sets after my first session of DnD...), and figure out a spot to host your game. Expect to run a minimum of two hours, but prepare for up to 6-8. You'll want at least 2-4 players and the DM for best results.

OR as a last option, you could post in r/lfg, stop by your local gaming shop (sometimes also comic shops), or check out one of the many online services where you can get a GM to stop by and run a session. Though it has only just launched, is a decent choice for that last one.

u/wilk8940 · 2 pointsr/DnD

If you are looking between these two (17.99 &amp; 29.99) then the 17.99 one is just the book whereas the 29.99 is the entire starter set. I'm not aware of any others.

edit: Saw your edit and yes, the cheaper one is just the book.

u/KingDalma · 2 pointsr/DnD

If you have a good group of friends with similar schedules the beginners set works great. Comes with a short (3-4 session) plot that with some homebrewing I've been running for close to 7 sessions. Also comes with pre-made character sheets, but my players wanted to design their own characters so we used the free download of the player handbook and printed out the included empty character sheet.

Dungeons &amp; Dragons Starter Set

u/spvvvt · 2 pointsr/DnD

If you want to get right into playing without too much work, you should purchase the 5ed Starter Set.

It has everything you need to have many hours of play. It was made for people like you who want to get into DnD. It lets you get into the world and rules of playing without overwhelming you with too much information.

In addition, you will want some pencils, plain paper, graphing paper, 3 to 5 friends, snacks, and maybe some extra dice. The set comes with one set of dice so you will be able to play. Many people like to have their own set, though, so you may want to tell your friends to bring their own dice.

u/Nodonn226 · 2 pointsr/DnD

For learning how to play I'd recommend watching Acquisitions Inc. and maybe Critical Role. However, neither is really a guide so much as people just playing.

To teach yourself I'd recommend getting you, your girlfriend, and at least two friends and playing through something like the starter set.

I recommend buying some additional dice as well (it comes with one set).

You can also check out the free rules here.

u/Barantor · 2 pointsr/DnD

Starter Set is a boxed set that has pregenerated characters and a set of dice as well as an adventure for levels 1-5. Here it is on amazon.

Only $12 now, pretty good price for what a lot of folks consider a really good adventure.

u/darksounds · 2 pointsr/DnD

Couple directions you can go. If you want to learn it and get some friends involved at the same time, you can get the 5th Edition Starter Set and run that adventure for your friends. The player's handbook is also a must-own. The dungeon master's guide and monster manual are great, but not mandatory.

If you want to join a game, pick up a player's handbook and a set of dice, hit up r/lfg, local gaming stores, or other places around you. Reading the rules is not 100% mandatory, but it is highly recommended. The PHB alone will be enough to get you 100% ready to play if you read it fully.

5th edition is the easiest to pick up, and has a lot of flexibility, allowing you to make it what you want it to be.

3.5 or pathfinder has a lot more number crunching and a larger focus on designing the mechanics of a character throughout levels. If you love minutiae, planning ahead, and keeping track of lots of data, you might enjoy it quite a lot. I personally love it, but no longer play it, because 5th edition allows me to get my slightly more casual friends to the table for a good time.

u/NetaliaLackless24 · 2 pointsr/Eugene

You know, I was wondering the same thing! Crazy idea, include a link to what it is in the post!

I'm assuming it's this "best seller" on Amazon. I don't get it though. It's not released yet and there are zero details about what's in it besides a 96 page book. It says choking hazard, so I'm assuming there are at least dice and maybe some figs.


u/Aeristoka · 2 pointsr/DnD

I started DMing on Lost Mine of Phandelver, and it's absolutely fantastic to start with. It gives you (as a new DM) tons of helps and prompts for things that can be done, how to RP NPCs, etc. It's also fairly open-ended, so the PCs can choose where to go, what order to do things in, etc., and feel well-rewarded with a good number of magic items.;link_code=qs&amp;qid=1563799608&amp;s=gateway&amp;sr=8-2

I've also heard (though just in passing) good things about the newer Starter Set, Dragons of Icespire Peak, which is currently only available at Target (strange decision by Wizards).

Lost Mine was how I learned to DM, so it will always hold a special place in my heart, and I would highly recommend it. I've now moved on to Tyranny of Dragons with my now more experienced group wanting to start with new characters.

Feel free to DM me for some resources to help with Lost Mine as well.

u/AdmiralCrackbar · 2 pointsr/tabletop

Buy some dice.

Buy some books.

Honestly, it depends what kind of game you want to play. I think here you're going to get a lot of weird niche games suggested but for starters you're better off sticking with the a more 'traditional' experience. D&amp;D is an excellent starting point if you want to play a fantasy game, you can even pick up one of their adventures if you don't want to write your own material.

If you're unsure about spending that much just to get started you can pick up this starter set that will include the basic rules, a set of dice, some pregenerated characters, and a short adventure. From there, if you like the game, you can pick up the full rulebooks and some more dice and whatever else you like. Alternatively you can try out the free basic rules by downloading them from the Wizards of the Coast website. All you'll need is a set of dice to get started.

If you don't like or don't want to play D&amp;D you can check out a bunch of other systems that will let you play other games or settings. [Edge of the Empire] (;amp;qid=1563883870&amp;amp;s=gateway&amp;amp;sr=8-1) is a really cool Star Wars game, but it requires custom dice. My personal favourite sci-fi rpg is Traveller though, and it has the advantage of only requiring six sided dice.

A lot of people really like Savage Worlds, it's fun, it's cheap, and it's generic enough that you can run almost any setting you like with it. Unfortunately there's a new edition due out really soon so take that in to consideration. If you want a more in depth generic system then I can recommend GURPS, although you'll also need the Campaigns book. This system is absolutely not beginner friendly, it slaps you in the face with tables and rules for all sorts of scenarios, but I adore it and it's not really all that hard to figure out.

If you want an alternative to D&amp;D Green Ronin has the "Age" series of games, starting with Fantasy Age, continuing with Modern Age, and the recently released The Expanse RPG covers Sci-Fi. I will admit that I've not actually had a chance to play any of these games, but I've read the rules and like the system.

Honestly you can find a game to cover practically any genre you want, whether it's Grimdark Fantasy, Martial Arts, Space Exploration, Lovecraftian Horror, Anime Cyberpunk Space Opera, or almost any other thing you can think of.

Don't fall in to the trap of playing a game because someone suggests it's 'easy', play something that really grabs your interest and inspires your imagination.

u/enatiello · 2 pointsr/DnD

Are you going to have the same kids every session? Drop the 4th edition stuff, at least at first. It's more complicated to learn and run than the newest version, 5e. Get the starter set. it's 15 bucks on amazon and comes with everything you'll need to run quite a few 1 hour sessions.;keywords=starter+kit+dungeons+and+dragons&amp;qid=1567652267&amp;s=gateway&amp;sprefix=starter+kit%2Caps%2C380&amp;sr=8-1

u/Erlox · 2 pointsr/DnD

$13 for the starter set is overpriced? That's like an hour and a half at minimum wage for something that supposedly has 40 hours of playtime for you and 4-6 other people? Not to mention the ability to run games outside it with the basic rules included within. I don't mean to attack you, but that's a big claim.

I don't play it because I prefer making homebrew to playing in someone else's world, but that's another story.

u/KoroGamer · 2 pointsr/DnD

New person to D&amp;D 5e

So I Have read about D&amp;D and i have been meaning to get it. I looked around in amazon and found these 2 5th edition start kits at different prices;psc=1&amp;refRID=TR43C7FKC7WK0PE7DBGB

regular 5th edition starter kit


this includes a 6 different die sets also a lot of printable stuff that get emailed to you

i also heard that i could get character sheets at the coasts of wizards. so i have been wondering which one should i get as a start into this game

The first asks for 20$ and the other asks for $40. The 40$ one looks interesting due to the printable stuff. but is it worth the money? or should i just buy the 20$ one and print stuff from the coasts of wizards. idk tbh. help would be appreciated

u/Rithian · 2 pointsr/DungeonsAndDragons

If you shop online, likely amazon is a competitive price.

Dungeons &amp; Dragons Starter Set

If shopping local find a local game store or even target now sells the starter.

If nobody else has supplies, you’ll want to buy a pack of dice. Something like this for players to share:

6x Sets of 10 Polyhedral Dice: Half a Pound of RPG / D&amp;D Dice!

Stay laid back and enjoy it.

u/twotonkatrucks · 2 pointsr/DnD

yes there is a starter set and it's excellent! i highly recommend you start with it. it includes basic rule set (which you can also download free from WotC), set of dice, and a great starter adventure module.

u/TheyCallMeJonnyD · 2 pointsr/DnD
u/fuego5 · 2 pointsr/nfl

Go to your local game store, ask if they have any games going on.

Even better, go pick up a starter set, grab some friends, and go fucking nuts.

Slide into my DMs if you have any questions, or go visit r/dnd (or one of the multiple dnd subs), they're super helpful.

The newest edition is also very beginner friendly! And a TON of fun.

u/SharurScorpion · 2 pointsr/DnD

First off, welcome to our hobby.

When you say "starter box", I assume you mean this (;amp;psc=1&amp;amp;refRID=RF560H7GDB0W59TB418R). These are an abridged subset of the full rules, because many people who weren't into the hobby would balk at the cost of the core books, or would want to play right away rather than going through the process of creating characters. Originally, I think that they were around $60 or more for each of the three core books, although you can get them used now on Amazon for $25-35 each (I would also recommend). (I've also found some in my local library's reference section ).

The three core books in D&amp;D 5th edition are:

-The Player's Handbook (PHB)

-The Dungeon Master's Guide (DMG)

-The Monster Manual (MM)

If you enjoy the game, as a player, I would recommend investing in the Player's Handbook. It has rules for playing characters up to level 20, 12 classes with all of their options and subclasses, equipment, feats, and spell rules.

If you would like to try running the game, as the Dungeon Master, I recommend getting the Dungeon Master's Guide and the Monster Manual. The former has advice and guidelines for running the game, while the later has a plethora of ready made creatures. (I've heard some complain that the Monster Manual's creatures are too week, but personally, I think that is to its benefit: it is far easier to add features than it is to remove them).

You can also get advice for more specific questions either here, or (probably a better location) is the /r/Dmacademy/ subreddit, which is built around helping DMs, especially new DMs.

u/SweetKenny · 2 pointsr/DungeonsAndDragons

Check out local game store. A lot of places run what's called Adventurer's League; basically "official" gameplay. It's a great place to learn from some more experienced players and is available pretty much anywhere you go.

D&amp;D Starter Set

Edit: got rid of the friends comment because I'm an idiot who can't read. But left the starter set link because it's nice to have if you want it.

u/OnlyARedditUser · 2 pointsr/DungeonsAndDragons

Fantastic. Looks like the starter set goes for just over $13 US (

Also, though I can't find the link offhand, there's the SRD for 5e that has more of almost everything and could help you bridge that gap until the starter kit arrives.

u/McDie88 · 2 pointsr/rpg

will second others here

and there are many (SO MANY) rpg's out there

but Dungeons and Dragons 5th edition starter box set is really tight intro to the hobby

(here;amp;qid=1497255301&amp;amp;sr=8-1&amp;amp;keywords=dungeons+and+dragons+box+set )

has everything you need to play in that box (including dice!)

it also has a striped down version of the rules, a starter adventure (that is fantastic and can last multiple sessions) and pre-made characters that you can choose from (so players can jump right in!)

grab the box set, read up on it, and grab a few friends (plays best with 4 players and 1 GM)

and just relax and enjoy it, you will make mistakes, you will get a bit lost but thats part of the experience of learning table top!

once you've caught the bug, pick up a players handbook, dungeon masters guide and monster manual (make sure all 5th edition haha!)

and you are set for YEARS of adventure

and if you want more tips and tricks

youtube up

"Geek and sundry GM tips"

"matt colville"

both will give loads of advice for GM's and players

u/Goliath89 · 2 pointsr/DnD

Buy the Starter Set. It literally has everything you need to get started and learn the game. Also download the Basic Rules PDFs, for things like spell effects. Then all you have to do is find four or five other people to play with, maybe a few sets of dice (The Starter Set only has one set, so it can be a bit tedious to pass them around every time someone wants to do something.) and you're all set.

NOTE: Make sure that you purchase the Starter Set that I've linked to. There's a different starter set out there, but it's from a previous edition of the game that wasn't very popular.

NOTE THE SECOND: If you decide you want to invest in any of the hardcover books, make sure that you only pick up stuff for the 5th Edition rules (5e for short). It's the most recent version of the game and the only one currently being supported. While there are certain unifying concepts across all versions of D&amp;D, each edition is basically like it's own game in and of itself.

u/buescherb · 2 pointsr/DnD

I got the starter kit for 5e a few months back and after a few months of somewhat regular sessions my group of friends finished it. Pick it up. Buy some more dice and have fun. It's a great game and not as intimidating as I thought it would be. It will take a few sessions to get things in a good rhythm but we had a blast.

It has pre made characters and all the monsters you'll come across in the campaign so there is no need for all the other books. But if you're into it then there is a rather deep rabbit hole to fall down.

And it's only $13!

u/TragicMissile · 2 pointsr/DnD

Get the starter kit, and since you have a small party consider running this free prequel adventure beforehand.

u/Raven_Crowking · 2 pointsr/dccrpg

5e has a starter set that is much cheaper on Amazon.

Walk down that road, though, and the "Frequently bought together" down below is just the start....

Basic Fantasy is also a good choice.

u/DavefaceFMS · 2 pointsr/DnD

Hey buddy, this is my standard new DM guide. I started after having watched only Critical Role with a bunch who had never played before. A year on and I was running two campaigns somehow. It's 100% doable, I recommend the starter set which gives you all the tools you need and a great adventure to get everyone feet wet. Possibly looking at another streamed game first, just so you can see the variety of style. I link to loads at the bottom fo that doc.

u/Manwards84 · 2 pointsr/crossdressing

I'm afraid I'm already in a relationship (coming on nine years now), but thanks for being so kind. \^_\^

I have a DeviantArt with a bunch of photos of how I usually look. Strong NSFW warning because I did a lot of nude modelling over the past couple of years!

That's too bad about your DM. Have you considered DMing yourself? I'm the DM for my group of friends, and while it's a lot of work, it's incredibly satisfying to see a story come together and see everyone get really invested in it. Grab the 5th Edition Starter Set from Amazon; it's cheap and it'll teach you everything you need to know.

u/Conchobar8 · 2 pointsr/DnD

I don’t think I’ve seen the for kids version. So I can’t give advice there.
I’d avoid home brew to start. Too easy to misjudge how tough to make it.
Here’s the starter pack I mentioned

u/The_Coati_Kid · 2 pointsr/Documentaries

It looks like it's the adventure that comes with this starter set?

u/Randeth · 2 pointsr/DnD

Can't help you with the DM. But here's the link to the free basic rules.

Just get some dice and dive right in. If you can afford it the D&amp;D starter set has an excellent starter adventure and the dice you need.

u/elways_love_child · 2 pointsr/DnD

I was actually just looking around and saw this:

Looks to be just about perfect. Thanks for the help

u/Preparingtocode · 2 pointsr/shittybattlestations

As a new starter, I'd highly recommend the D&amp;D Starter Set - Comes with a lot of what you need without over loading you with information.

I would then recommend if you want to create a character taking a look at dndbeyond who allow for creating up to 6 characters for free, gives you a tonne of helpful info and helps calculate stats. Especially helpful for leveling up.

And if you just want to chill, see how the game works and unfurls, take a look at Critical Role who have episodes from their campaigns.

u/impediment · 2 pointsr/DMAcademy

You can get the book on Amazon for thirteen bucks.

u/xDrSchnugglesx · 2 pointsr/IWantToLearn

Cool, that Matt guy is excellent. I'll watch all his videos in the coming weeks.

As for the starter set, is that this? I googled it and it brought me to the WOTC page, with a link to that Amazon page. I assume it's right but just wanna double check with someone to be sure. I don't see 5th edition written anywhere, but maybe it doesn't matter since I'm just trying to learn mechanics and character building basically.

u/DerekStucki · 2 pointsr/DnD Is what JoDug means.

u/ztherion · 2 pointsr/DnD

Find four or five other people who are interested, then buy the following:

Dungeons and Dragons Starter Set - $12, contains the basic rules and an adventure to get you started.

One pound of dice - $20. Enough for your whole table to have two or three sets of dice each.

This should get you started with several session's worth of content for well under $50. If you and your friends decide to continue playing, you can then split the cost of the Player's Handbook and either more modules or a Monster Manual.

u/meretalk · 2 pointsr/boardgames

I like them, and I got into them for about the same reason you are looking to. They echo the 4th edition rules pretty well.

Are you looking to play solo or with people? If with people, you do probably have the makings of a small game group. Buy the 5th Edition starter kit for really cheap and go from there. If solo, they are a good stand in. I have heard from some people that for the same experience but done better they prefer Myth, but I've never played it.

u/mcveigh · 2 pointsr/de

Also ein sehr einsteigerfreundlicher Weg ist es, die Basic Rules der aktuellen D&amp;D Edition (5th) zu benutzen. Diese sind nämlich kostenlos als PDF verfügbar auf der Herstellerseite:

Da drin ist für eine erste Runde alles enthalten was man braucht und es wird auch ganz gut erklärt wie man einen Charakter erstellt, was ein DM (Dungeon Master) ist und macht und wie man Aktionen durchführt, wie zum Beispiel eine Attacke usw.

Und dann kann man überlegen, ob man einen GM findet, der sich eine Welt ausdenken möchte und kann in welcher die Spielercharaktere spielen, oder ob man zu Beginn lieber ein vorgefertigtes Adventure spielen möchte. Bei Anfängern würde ich das empfehlen, auch wenn ein Starterset ein paar Euro kostet. Sich selbst eine Welt und Dungeons etc. ausdenken ist natürlich preiswerter, aber man investiert halt Zeit und kreative Energie da rein.

Das Starterset ist das erste vorgefertigte Adventure und das findest du für unter 20€ und es bietet ein komplettes Abenteuer in 4 Akten, inklusive Karten, Zeichnungen, Monsterstats etc. Damit kann man für einige Stunden Spaß haben und muss als Game Master nicht so viel Vorarbeit leisten. Durchlesen und verstehen sollte man es, aber das wars schon ;);amp;qid=1493747690&amp;amp;sr=8-1&amp;amp;keywords=dungeons+and+dragons+starter+set

Und wenn man Lust auf mehr hat kann man sich das Player's Handbook zulegen, in welchem erweiterte Regeln sind oder hier auf (erfordert Twitch-Login, in Beta-Phase... heißt momentan kostenlos, wird irgendwann etwas kosten, wie viel ist noch nicht bekannt) sich erweiterte Regeln angucken.

Falls du weitere Fragen hast, her damit :)

u/Lu44y · 2 pointsr/DnD

[?] Hello guys, I just wanted to ask for some advice. Fairly soon, I will play DnD for the first time and our Dungeon Master only has a normal game as a character under his belt. He bought this version and I wanted to know if there is some decent VOD for new players or general tips so I won't be a complete disaster.

Edit: Ofc I read the "Getting Started Guide" but I feel like im not really prepared

u/Giric · 2 pointsr/rpg

Just my opinion, but the beginners boxes for games are helpful for introductions. I know you can get a D&amp;D starter box ( with some basic rules, dice, and such for getting your feet wet.

Alternatively, Steve Jackson has some things for free, like GURPS Light and some free modules compatible with that system. (

Atomic Sock Monkey has some freebies there ( including simple games with some mods, I think.

I haven't played Pathfinder, but that wouldn't be bad for the more complex side of things.

Dungeon World is good for a little less complex action:

Apocalypse World is based on Dungeon World for a post-apocalyptic feel. Has a world-building element to it, or at least that's how my group played last.

I hope these help.

u/GunnerMcGrath · 2 pointsr/DungeonsAndDragons

Yeah pick up the Starter Set:

Everybody can download a copy of the Basic Rules:

This is enough to get going, but if everybody wants to make their own character from scratch and don't want to be limited to what's in the basic rules, then you should pick up the Player's Handbook:

That should be plenty to get you started. Also you might want to get more than just the dice that come with the starter set, which can be found in any game shop or online in lots of places, but there are online die rollers that work just as well. I use this one:

Or you can find apps for your phone as long as you trust each other not to cheat =)

Most importantly, one of you will have to be Dungeon Master (DM), who should probably be the person with the most creativity, but should definitely be the person who is most willing to put extra time into preparation and will have fun by creating fun for his friends. The DM is not the enemy of the players, think of him as the narrator of the story and each player is one of the characters.

u/RJFlash · 2 pointsr/DnD

Since you are all new I would go with the starter kit. It’s about $12 on Amazon and comes with a shorter pre-made adventure with some of the basic rules and 1 set of dice.

If you guys enjoy it I recommend for all the players to pick up the Player Handbook which goes further into the rules and character creation. If you plan to continue to DM, I suggest still picking up the Player Handbook along with the Monster Manual and Dungeon Master’s Guide, and also a couple extra sets of dice.

After that you can start making up your own adventures or buy more of the pre-made adventures in any of their other books.

Have fun!

Link to Starter kit on Amazon:;amp;keywords=dnd+starter+set+5th+edition&amp;amp;qid=1555591640&amp;amp;s=gateway&amp;amp;sprefix=dnd+starter&amp;amp;sr=8-1

u/sssdigger · 2 pointsr/Roll20

We started about a year ago with the D&amp;D Starter Set. It has an abbreviated version of the rules and DM Guide, some dice, some pre-made player sheets, and a campaign that you can do to learn the game. It's been a great experience.

Good luck!

u/mm233 · 2 pointsr/DungeonsAndDragons

Well, If You don't have the money, then getting the starters set is really good, it has character sheets, sample adventures, and a basic rulebook for levels 1-5. I'll Put a link to the Amazon page:;amp;qid=1502026751&amp;amp;sr=8-1&amp;amp;keywords=d%26d+5e+starter+set
If you Buy it used it's only about ten dollars, but there really is nothing like flipping through the player's handbook and learning a lot more. Happy to help!

u/LKTrashmouth · 2 pointsr/boardgames;amp;qid=1520274900&amp;amp;sr=8-1&amp;amp;keywords=DnD+Beginner+box

You want to look into this.

This has some basic rules for character creation and an overview of how to play the game without being totally overwhelming.

It also includes a mini-campaign that I suggest you use as a starting point if you are a first time DM. You can change every name, every location, every single thing you want to in order to cater it to your friends, but I strongly suggest reading it start-to-finish so that you get an idea of how to structure challenges the players will face as a DM.

u/LBriar · 2 pointsr/rpg

By Starter Kit, I'm guessing you mean this? If so, it's going to have an adventure along with the rules and whatnot, as well as pregenerated characters for you to pick from. The adventure, Lost Mine of Phandelver, also has lots of advice for whomever's GMing the game. It is, after all, a starter set for them as well :)

For a more complete game, you'll need to drop some doss on the holy trinity - Player's Handbook, Dungeon Master's Guide and Monster Manual. All in, around $100 new, a bit less used. The PHB is going to outline most of what you need to run the game - character creation (all the options for races and classes and spells and whatnot), the rules for task resolution and combat, equipment, spells, and a lot of miscellaneous bits and bobs. The Monster Manual has a bunch of monsters in it, without which it'd be pretty boring to roam the world. The DMG is sort of a catch-all of everything else - magic items, extra/alternate rules, and a lot of generally helpful advice about things like what to do when the players go off the beaten path and designing worlds and campaigns. While it's helpful, I'd say it's the least crucial of the three to actually playing the game.

There's also a bunch of adventures and campaigns, published by both Wizards of the Coast and third party publishers. You might check some of those at as a good starting point for your adventures. While it's probably not as fun as making everything up yourselves, it'll be handy to play for awhile with the safety net of "here's what comes next" laid out in print.

You might check out Geek &amp; Sundary's Critical Role, which is actual D&amp;D being played by actual overly attractive people in a manner which is both fun and informative. Matthew Colville's channel has a lot of really great advice for people just starting out, especially related to running the game.

Hopefully that answered some of your questions. If you have anything specific, toss it out and I'll see if I can answer it.

u/ilikpankaks · 2 pointsr/DnD

I also recommend 5e and the starter set. It's perfect for getting started without too much hassle, and the included campaign makes DMing really easy and fun. It's also a super fun adventure. Here is the link, it's only $12!

But I'll let PriceZombie confirm that.

u/farkdog · 2 pointsr/DungeonsAndDragons

Hey, that sounds great, do you have a link for that? Or what is it called besides "Starter Set"? Is it "5E Starter Set"?

Is this it?

u/Werspfed · 2 pointsr/DnD

Maybe dtar with this. The 5e starter kit is on amazon for... wait... here

Dungeons &amp; Dragons Starter Set

Literally the cheapest/easiest entry into the game id say. Its got dice, premade characters, rules and info plus an adventure. Now just find a hand full of homies or go make some friends :) good luck!

u/papyrus_eater · 2 pointsr/DungeonsAndDragons
  1. Check some videos of real sessions so you know what it is. SOme are:;amp;list=PLZoi2erIV05CGoKVXtHElCcpE9Hk-5hwe

  2. Download and read the free manuals from wizards

  3. Locate a store when you can signup for weekly D&amp;D Encounters and try it!

  4. Buy a starter (it's cheap) and try to find at least three friends who culd be interested in playing;amp;qid=1449051385&amp;amp;sr=8-1&amp;amp;keywords=starter+dungeons
u/CrippleHook · 2 pointsr/dndnext

The three books you mentioned are the Core books. Yes, they're a bit pricey compared to some other systems out there, and that's something to consider then investing in a new game system, but you can sample what this edition has to offer via the basic rules. If you find you like it, or are interested in learning more, try the Starter Set. If your impression is still positive, that's when you can shell for the books.

u/UnfortunateTruths · 2 pointsr/boardgames

If you're interested in D&amp;D, the starter set for the newest edition is a great deal. It's only 15 dollars here on Amazon. It comes with a guide to get you through level 5, a set of dice, pregenerated characters, and a premade adventure for you to run. It's definitely worth a look.

If you're worried about complexity though, my favorite game to pick up and run with newbies is Savage Worlds. It is 9 dollars right now on Amazon for the entire rulebook. You'd just need a set of dice. Its focus is, "Fast, furious, and fun," and it does it pretty well. The best part is that it's only 150 pages or so instead of the hundreds upon hundreds that most people use for D&amp;D.

Either way, I'd encourage dropping by /r/rpg if you're at all interested. The community is super helpful and there are countless RPGs out there that are tons of fun to run and play.

u/Lord-Pancake · 2 pointsr/DMAcademy

Its not the same thing. There are TWO introductory box sets, so I can see where the confusion is from. The first and original is the DnD Starter Set which is this:

This was released quite some time ago and contains a cut down set of rules, pregenerated character sheets, dice, and the Lost Mines of Phandelver short campaign. The box as a whole is enough to run LMOP all by itself, and LMOP is regarded as a very high quality introductory campaign and is a huge amount of help to a new DM.

The DnD Essentials Kit is a new thing that released only this year:

This was created by request and in collaboration with a US retail company, as I understand, to basically fill what they saw as a gap in the market for people wanting to take the next step but without fully buying into all of the books, etc. Its very similar in design being a box containing a bunch of material to run a campaign (it has some extra bits over the original Starter Set such as including a cheap DM screen and cards for NPCs and items). The included campaign book is Dragon of Icespire Peak; which, as I understand it, is designed to be run either by itself or as a supplementary addition to Lost Mines of Phandelver.

From what I've read about it, however, and someone can correct me if this is wrong, DoIP isn't as good as a "coherent campaign" for new DMs as LMOP is. Because its really a series of loosely tied together mini adventures based on a kind of job board system. But I can't comment directly here because I don't have it.

u/cryrid · 2 pointsr/DnD

I'd start with the free basic rules, available here in browser and pdf formats. You'll want to read through the Player's Basic Rules first since that contains the rules and player creation guidelines. The DM's Basic Rules contains monster stats and rules specifically for the DM to use to keep things balanced.
You can also find the free System Reference Document, which contains even more class options, spells, and monster stats.

The $15 Starter Set is a great adventure for new DMs and players, and also contains a printed version of the basic rules.

If you know for sure you like the game, then you can buy the Player's Handbook (which contains the same rules, and even more options for creating characters). If you are the Dungeon Master then you may want to purchase the Monster Manual, and maybe the Dungeon Master's Guide.

The Dungeon Master's Guide (and the free DM's Basic Rules) will provide information on how to make sure the world is balanced for the player levels. There's quite a bit of math involved, so you may want to use a tool like Kobold Fight Club to help speed up the process. Also let the players know that they might stumble across very deadly monsters as they wander the land, and that its ok to flee or try non-combat approaches.

u/Morgrid · 2 pointsr/preppers
u/GetSchooled · 2 pointsr/DnD

The starter set of course!

&gt;Get started playing Dungeons &amp; Dragons with the Starter Set! Containing everything you need to leap into a D&amp;D adventure, this boxed set is designed for five to six players, with one of you taking on the role of the game’s lead storyteller, the Dungeon Master.
Join thousands of other D&amp;D players who have experienced the exciting adventure in the box: 'Lost Mine of Phandelver,' a 64-page booklet for the DM to read.
If you’d like to learn even more about D&amp;D, the Starter Set is a perfect jumping-off point, leading next to the main Dungeons &amp; Dragons books: the Player’s Handbook, Monster Manual, and Dungeon Master’s Guide.

Also, the Player's Handbook mentioned above is a great first purchase if you don't want to rely on the SRD stuff (which is free online).

u/OnslaughtSix · 2 pointsr/DnD

You seem ready to jump in, so I won't dissuade you from buying any of the core books. But I will throw out some stuff:

The Basic Rules are all you need to play (although they come at reduced number of classes and races), but they will help you understand the rules while you wait for a PHB to come in the mail:

(You can also use DNDbeyond or the SRD to get more classes and races but let's be real, at that point you may as well start buying stuff.)

In addition, if PDFs aren't your thing and you want a (really good) adventure to run out of the box, the 5e Starter Set is highly recommended. It comes with a version of those same basic rules, plus 5 pregen characters you can run out of the box without creating anything. It retails for $20 but routinely goes cheaper (it's $12 on Amazon right now):;amp;hvdev=c&amp;amp;hvlocphy=9006152&amp;amp;hvnetw=g&amp;amp;hvpos=1t1&amp;amp;hvqmt=e&amp;amp;hvrand=14664031953392712194&amp;amp;hvtargid=aud-649564993678%3Akwd-156503426224&amp;amp;keywords=5e+starter+set&amp;amp;qid=1555252914&amp;amp;s=gateway&amp;amp;sr=8-1

Now, your main question: Do you need a PHB and a DMG? Can you get by with just the PHB, or just the DMG?

As an experienced DM, what I have to say is: Buy the PHB, buy the Monster Manual (you can get by without it; the starter set has a bunch of monsters in the back and the SRD contains almost all of them that aren't "product identity" like Beholders and Mindflayers), skip the DMG for now--especially if you're going to run an adventure.

The PHB is like a souped up version of those basic rules--it has all the necessary rules to run the game, including mundane stuff like travel and item prices etc. But the main thing it has is all the core player options--races, all classes, and 2-3 subclasses per class. You can get more races and subclasses in other books (like Xanathar's Guide to Everything) but they aren't necessary to play.

But do you need a DMG? IMO, no, you don't. It mostly contains optional rules and a bunch of advice and tables. When someone says, "Do I need a 5e DMG?" I point them to the table of contents. Read the table of contents. If these are tools you think you would need, then by all means, buy one. If they are things you think you can skip (especially if you run pregenerated adventures like Storm King's Thunder, Curse of Strahd, Tomb of Annihilation, etc.) then hold off on a DMG until you feel like you need it.

Caveat: It also has almost all the magic items in the game. But you can find many of them in the SRD, or look them up online.;amp;d=1414184488&amp;amp;stc=1

I don't own the DMG. Hell, I don't even own a Monster Manual because I'm cheap. But I've been running 5e for six months.

u/NintendoGamer88 · 2 pointsr/DnD

For a crash course watch the first 4 episodes of Matt Colville's Running the Game series.

Either buy the D&amp;D starter kit it comes with basic rules, premade character sheets, a starter adventure, and a set of dice. If you have primer or can wait for shipping you can buy on Amazon for $13. Or do a Google search for local game shops or comic book stores. Most stores will have everything you might want to buy, tables to play at (great if you leave in a small apartment), and you're supporting a local business.

DMing isn't hard. You don't have to know all the rules. When a player has a question about their character ask them to read the rule on their character sheet (or in the rules) then you as DM decide what that means. If they want to do something not in the rules (like try and make peace with goblins) look for an appropriate skill (like persuasion) make up a number (if you think goblins should be hard to persuade so 18) and roll for it.

And remember it's a game. If you don't know what to do, say screw the rules and come up with an idea/compromise that's fair for everyone.

u/11_25_13_TheEdge · 2 pointsr/neverwinternights

I have a copy of the Players Handbook on pdf I can give you if you'd like. That has all the rules (I will tell you that buying a copy of the books benefits the hobby and it's really rewarding to flip the pages of the book instead of swiping up and down on a tablet). Or you can start a little simpler and download the basic rules for free, directly from Wizards of the Coast. It will take you only a couple of hours to learn the basics and roll a character. From there I'd just recommend playing with a group that knows you're new. You'll pick things up as you go along. There's even a Starter Set that you can find at your local gaming store or a Barnes &amp; Noble. It has a synopsis of basic rules and a guide for beginning your own campaign in the Forgotten Realms.

Check out /r/dnd while you're at it. It won't teach you how to play obviously, but there is a lot of cool related stuff and people who will be happy to answer any questions you have.

Good luck!

u/sudz3 · 2 pointsr/DnD

Ok, Bought the starter kit.

I'll read through it a few times and get it going.

I think I've just psyched myself out way too much. I want it to be "ruddy mysterious" and really get them hooked.

u/DungeonsnDragonThing · 2 pointsr/DungeonsAndDragons

Agreed. I wasn't qualified when me and my buddies bought our first kit at 13. I guess no DM is their first time. But beginner DMs work GREAT with beginner players.

If you guys do it yourselves, I'll guarantee there's at least 1 great Dm in your crew already. If the first person isn't great, someone in the group will be more than eager to try their hand.

Amazon - DnD starter kit has everything you need.

u/dubiousmage · 2 pointsr/DnD

The starter set is literally built for that. $13.50 on Amazon.

It's a level 1 to level 5 adventure, well written, and written with consideration for learning how to DM. And a booklet of the fundamental rules of playing, a set of dice, and some premade character sheets (which are good for new players, so they can learn how to play before trying to make the big decisions involved with character creation). All in all, it's an awesome value.

While you could theoretically just hop right in, open the box and start playing, you'd be better off doing the following:

  • Read the rulebook and try to get the mechanics figured out as much as you can: how you make ability checks and saving throws, and how combat works.

  • Read the first section or two of the adventure, to figure out what you'll be running. The first dungeon, maybe the town. That should be easily enough for your first session. But basically, the point of that is to kind of have an idea of what's going to happen, so you don't have to pause during the game to study it, and you know approximately where to find the information you need to look up.

    Then grab players and get playing. Try to stay at least one session ahead of your players as you read through the adventure.
u/Windchaser45 · 2 pointsr/DnD

Lost Mines of Phandelver is great in my opinion.

Pretty straight forward, room for improvisation/exploration, and the included materials are helpful for new players. Also, it ends around 5th level so your players are free to move on to bigger things story wise afterwards.

I'm currently running a group of players with ~2 years experience through it, and we are all enjoying it.

u/Hey_Neat · 2 pointsr/DnD

I play second edition since you can get a lot of the information you need for free. I may look into getting into fifth edition with this.

u/ymmaviary · 2 pointsr/rpg

If you can, I would recommend playing at least a few sessions of a game with folks who have experience. Do you have a local game or hobby store that hosts open RPG events? If not, I would check for local RPG groups. It's an easy and generally very welcoming way to enter the hobby.

If you do want to try teaching yourselves without any prior play experience, it's difficult but doable. If you want to play a fantasy RPG with a strong combat system, Fifth Edition D&amp;D is a good starting place. You can check out the basic version of the rules for free, though the $12 Starter Set is also a very convenient way to get going (and includes a sample introductory campaign).

Savage Worlds is also a great choice. I would avoid GURPS as a beginner - probably a bit too complex as a starting point. I'm not a fan of FATE, personally, but FATE Accelerated is very easy to learn and only $2.50 for the PDF to get going. This may be one of the better newbie-friendly options out there, and it's highly adaptable to any world setting. It does, however, require a certain flexibility and fast-thinking on the part of its GM (game master), so running it as a first-timer might not be the easiest thing in the world.

I'm not particularly enthusiastic about Dungeon World but it is hugely popular around here and on the rules-lite side, so it or another Powered by the Apocalypse game could be a decent place to start.

A lot of this is going to boil down to personal preference, and if you have no experience whatsoever with RPGs it's hard to guess what your preferences might be. Because of this I again strongly recommend playing at least a game or two with an experienced player, but if that's not an option don't be afraid to read a couple different systems and figure out what you like for yourself.

u/cesarfr · 2 pointsr/DnD

Hello, you can always check the starter set;amp;qid=1486622495&amp;amp;sr=8-1&amp;amp;pi=AC_SX236_SY340_FMwebp_QL65&amp;amp;keywords=dnd+starter+set&amp;amp;dpPl=1&amp;amp;dpID=51Ykm93n8ML&amp;amp;ref=plSrch

This is a fairly short adventure that asumes is your first time playing, the set also comes with a pretty handsome set of dice a couple of pregrnerated characters (not needed but helpful in case your players or you are not confident in creating your own characters) and a skiny version of the rules

u/Drondol · 2 pointsr/DnD

The starter set is the best start - will introduce you to D&amp;D with a good campaign for both new DMs and new players with just the right amount of rules to help you get started - it's also cheaper than getting all the other books so is a good investment to see if D&amp;D is actually for you. Here's the link if you're interested:;amp;qid=1486601556&amp;amp;sr=8-1&amp;amp;pi=AC_SX236_SY340_FMwebp_QL65&amp;amp;keywords=d%26d+starter+set&amp;amp;dpPl=1&amp;amp;dpID=51Ykm93n8ML&amp;amp;ref=plSrch

u/tabletopgames · 2 pointsr/Random_Acts_Of_Amazon

How much experience do you have with D&amp;D?

Edit: The company just released a new edition a few years ago that is great for introductory players Here is a link to a starter pack to see if he likes the experience. It comes with pre rolled characters which makes the learning experience streamlined.

u/CitizenKazr · 2 pointsr/DnD

Lost Mines of Phandelver is the official starter set for dnd 5th edition. It's a well put together adventure and has everything you need to start playing. The best part is its 16 bucks on Amazon.

u/cxaro · 2 pointsr/Random_Acts_Of_Amazon

If I had this book and its two companions when they came out, all my friends would definitely envy me.

u/AutonomyForbidden · 2 pointsr/DnD

If you are using the starter set, it has everything you need to run that game, using the pre-made characters. If you want to play beyond that, you will need to get the Dungeon Masters Guide, and the Players Guider for sure. Amazon has the cheapest deal for new copies that I've found

u/KnottedPenis · 2 pointsr/DnD

Definitely purchase the Player's Handbook. 5e is the most popular edition right now, so you can purchase the 5e book here:

You could also purchase a nice set of dice. A good, cheap vendor is dieharddice, but they are often out of stock.

u/Daeurth · 2 pointsr/Random_Acts_Of_Amazon

This and also this, and hell, even this embody me because I am a gamer through and through, and that will never change.

Clearly, I am also a hypersentient panda.

u/PapaNachos · 2 pointsr/DnD

The Player's Handbook only costs about half that on Amazon just FYI.

Anyway, to answer your question:
Your background will give you certain fixed skills. Your class will give you a certain number to choose from a class-specific list. Your race may give you more.

In older version of D&amp;D your int used to give you more skills, but that is, as far as I know, no longer the case.

u/HeckinChonkr · 2 pointsr/DMAcademy

I’ve been a forever DM for about 2 years and the absolute most important things have been

Smartdealspro 7 x 7-Die Series 7 Colors Symphony Dungeons and Dragons DND RPG MTG Table Games Dice with Free Pouches


Players Handbook
Player's Handbook (Dungeons &amp; Dragons)

Most everything else can be found on websites like

Class Specific Character Sheets

Almost Every Monster Stats

Just remember that you don’t have to memorize every part of the campaign sometimes it’s better to just improvise and let the characters do what they want as long as it doesn’t break anything.

And minis are very hard to get good ones if you don’t use honestly I just shifted through my LEGO bins and found all of the figure took them apart and let my players make their own

Best playmats with markers dice and double sided mats
RPG Battle Game Mat - 2 Pack Dry Erase Double sided 36" x 24" (4 Terrains) + 4 Dry Erase Markers + 1 Eraser + 7pc Polyhedral Dice Set - Large Table Top Role Playing Map for Starters and Masters

u/dezstern · 2 pointsr/DnD

The Players Handbook (;amp;ie=UTF8&amp;amp;qid=1522859274&amp;amp;sr=1-1&amp;amp;keywords=players+handbook+5th+edition).

Start with that. Watch a few of the videos by Matthew Colville if you want to be the Dungeon Master. I also recommend you watch the 30 minute D&amp;Diesel video on YouTube (The cast of Critical Role, which is a group of voice actors who play D&amp;D on the internet for people to watch, played with Vin Diesel) for a good primer on the flow of the game.

Build on that as you go on.

u/Metlover · 2 pointsr/dndnext

I would suggest OP purchase:

  1. The Players Handbook

  2. The Monster Manual

  3. A Chessex battlemap

  4. Pathfinder Assorted Bases

    I feel like the inclusion of the PHB and MM are self-explanatory.

    The battemat is something I own and I have used to great effect - It's supremely durable, survived multiple moves, and still looks great. I'm moving more towards tiles now that I have a little bit more money to spend on D&amp;D, but the mat was one of my biggest tools when I was first starting out as a DM.

    The token bases are from pathfinder, a related tabletop RPG, but can easily be used in DnD 5E. Simply print out pictures of the monsters that you've found online, cut them out, and place them in the bases, and viola - instant miniatures! They can help tide your players over while you build your own miniature collection.

    N.B. I agree with many of the other posters here that the use of a map and miniatures is not at all necessary for doing D&amp;D, however, I have found that using them greatly enhances the experience, and it is my opinion that I like them. If you feel so inclined, OP, instead of the battlemap and bases, purchase the DM's Guide, which contains great advice in building and running your own adventures and campaigns, which might interest you down the road if it doesn't already.

    Total cost: $95.86 on amazon.
u/sevensword · 2 pointsr/Philippines

If you just want a book, you can order it through amazon. I just checked, and the book is eligible for shipping to Ph,. Books are exempt from customs by the way, so you'd only need to pay the 50 peso inspection fee on top of the order price if ever.

u/AbatedDust · 2 pointsr/RWBY

You can check out /r/lfg to try and find groups or tabletop shops near you you can play at. Alternatively, if you don't want to leave the house, /r/roll20 can get you set up playing with other people online.

If you just want to learn more about playing the game in general, Wizards of the Coast has a free 5th edition basics guide for getting started with character creation, adventuring, and combat. Sadly they don't include the druid or ranger class in the basics but you can sail the high seas for the full 5th edition players handbook or buy one off amazon.

If you ever want to try and put together a full character, I'd love to help guide you through the process. Sometimes just making a character can be as fun as playing a session with one.

u/ridik_ulass · 2 pointsr/DnD

Figured tbh, Ireland here too.

*i got this for £78.68 which was a steal, cheaper than buying 2 books individually. The books in gamers world (Dublin city centre) are around 45-50 each

  • Monster Manual
  • Dungeons &amp; Dragons Player's Handbook
  • Dungeon Master's Guide

    are all what you want, if you use parcel motel to get them free delivery to the north and shipped down you are looking at about or less than 100 Euro for the full set, which maybe your players could chip in for.

    you don't need the monster manual as much, because you can get the monster's off the net, and the player handbook too, because you can use online resources to gen characters, so I'd say the DM hand book is most important. then players hand book (for items and weapons and such) then the monster manual.

    maybe your players will chip in for a early Christmas present?
u/nicholashale · 2 pointsr/Fantasy

Depends on what races/creatures you have in your book. Different races behave differently in different universes, but I personally prefer the treatment given to races and monsters in DnD because of how thorough and fleshed out it is.

Dungeons and Dragons Monster Rulebook for monsters (Dragons, Beholders etc)

Complete Book of Humanoids for humanoid races (Centaurs, Dark elves, Ogres etc)

Dungeons and Dragons Players Handbook for more conventional races (Humans, Dwarves, Elves)


Even if you don't play DnD, those books are worth a read.

If you prefer an all-in-one read then the Pathfinder manual is pretty good- It's a compressed (slightly less detailed and not as comprehensive) tome containing all 3 of the above classes of information

Pathfinder RPG Rulebook


u/thatrotteneggsmell · 2 pointsr/DnD

Hi, so glad to see new people joining D&amp;D! It's a lot of fun! I found my group through (lfg=looking for group)
Looks like u/Djoric has you covered on stuff you need, have fun! Welcome to the D&amp;D community!

Edit: Here's the link to the free rules:

And if you want the players handbook (all the rules/classes/abilities for players), it's cheapest on Amazon:;amp;qid=1492775474&amp;amp;sr=8-1&amp;amp;keywords=players+handbook+5th+edition

u/Illithids · 2 pointsr/dndnext

Must be a European thing it looks like. If you scroll a little down the page to the "Frequently bought together" section, you'll see all 3 of the Core books in a bundle, as well as their individual prices (~$30 for the PHB, up to ~$36 for the MM);amp;qid=1503071617&amp;amp;sr=8-1&amp;amp;keywords=d%26d+5e+player%27s+handbook

EDIT: Forgot link -_-

u/DrakonLitshed · 2 pointsr/DnD

I'm new and looking to get into D&amp;D as well so as one noob to another i would suggest getting the basic D&amp;D books like the Getting Started section in the sidebar suggest. I'm planing to start with the Character Creation Guide So i can read up on the classes, what they can do, how they work and how to create one. Then you want to eventually get the Dungeon Masters Guide so you know more about the rules of how everything works and the Monster Manual. These are the 3 basic books you should try to get before jumping into any campaigns i think and if you can find a group to help you learn and get adjusted that's even better.

u/Baby_Griffin · 2 pointsr/DnD

you just fucking decided to get into dnd. and who are these fuckers to tell you when and how to dnd? fck em. this is how you start: buy these. Then go pick up these: Phb it's at the lowest price ever right now, so be quick. and then this (also cheaper right now, you're really lucky) and this (also on sale. man, you are a lucky 3 striker) would be good too. that will give you enough gaming material for everything you need for atleast the next 5 years of dnd. i know its alot of money if you count it up and when you only have highschool-kid-budget especially, but its worth it. you basically keep them forever. if that all is too much, get some dice and the basic rules for the Players and the rules for the Dungeon Master for free.

Now go watch these:

WebDm &gt; more on their channel aswell.

Matt Colville

Matthew Mercer

You should be a party of 4 players and 1 Dm, in the best case. perfect size group. there are bigger and smaller groups but thats a good start for group size in the beginning. since you asked how to play, you will probably be the Dm. thats a good thing.

No group or friends to play with? try online play with, fantasy grounds or use the r/lfg subreddit to find people interested to play in your area. just be aware of the typical stranger danger of the internet .

If you need anything else, ask away.

u/Jaxom26 · 2 pointsr/Roll20
u/zorrorosso · 2 pointsr/writing

I borrowed a manual... This here
I believe there is plenty stuff online on just the character design side that woks as well.

u/ThatPhatBaby · 2 pointsr/DnD


Or maybe instead of the DMG, buy a mat/whiteboard and some pathfinder pawns or something for minis. Up to you really. You could always do theater of the mind, but having minis is so fun!

Edit: Found these for a quick comparison of the prices PHB £27.41 MM £27.29 DMG £38.99 Mat £21.99

Looks like the DMG is the most expensive bit.

u/AnEpicSquirrel · 2 pointsr/DnD

I agree with /u/Ryngard on checking out 5e, but that's up to you as a DM. The curve on "ease-of-learning" is noticeably different, so for beginners playing tabletop games, it is a great gateway. You could always look around for the information you need while the 5e handbook ships, but definitely get it, it's perfect for beginners. There are tons of 5e resources online (not just the pdfs that are not allowed on this subreddit; which I am not recommending here), that can help you with how to make a character, spells, stories, etc; made by other players.

As a DM, regardless of version, I'd make it clear on a few things:

  1. You are the DM, and the book is a guideline. You have the final say. This is important because sometimes the way you want to run your campaign will not follow how the book takes things; and that is okay. The story is yours, so take their concerns to heart, but be stern when it comes to them wanting something unreasonable. With that note, homebrewing is alright, but look out for OP things that sometimes don't reveal themselves until they level up a little more. It's okay to negotiate a nerf when homebrewing is involved.

  2. Make sure they have their character fleshed out before you play. It is a HUGE time-waster for new players to make characters while others and you want to play. Making a character is a personal experience, and by all means, help them, but don't make every wait on game night; they can join later at any time and simply learn how the game works if they aren't ready.

  3. Roleplay, roleplay, roleplay. Your character may not know what you know, including what is discussed outside of the game. The players and you must try their best to stay on top of not using knowledge that the character has no idea of, as it breaks, well, character. Also, if someone's character goes outside of their alignment, you can refuse to allow it, or have penalties, as a "Good" character most likely will not hold someone hostage, nor would an "Evil" character rescue a random peasant in need... without reward or personal gain being announced. It helps people get into the game, rather than play as themselves, which is nice, they're your friends, but it makes the story flow less emotionally, as the characters no longer have their own personalities.

  4. Have the game cater to everyone's interests, but do NOT spoon-feed one person's interest. This means that some people are in it for combat, others for story, and maybe even comedic moments. Set up your story to possibly include all these points, but do not bring up one thing over another to the point that someone who wants one of the focuses in the game get left out, or become the "main" character constantly. It is a difficult balance, and being new you guys might not know what you want, and that's okay, but find a balance that satisfies you all.

  5. It's okay to have things unanswered. You are telling a story about the lives of adventurers who most likely move from village to village. There will be things they miss, and things failed in terms of success. That is part of life and the game. This tip also extends into general storytelling. Don't throw out all the info at once, as players need something to draw them in, and mystery is a great incentive. As they dig deeper, the puzzle pieces start to fit, and eventually... bam, they've understand what was going on, and now based on their alignments, they have a few choices laid out for them. It keeps the longevity of your sessions, and things interesting.

  6. It's alright to have characters die due to difficult combat, but doing so frequently can make them lose attachment to characters, and become apathetic. Just try to keep them interested and invested, but do not make it too easy where they feel no challenge. It again, can be a hard balance, but they should not want to die, nor feel that "meh, I can just be a blank next time, give me a new sheet". Apathy can make players lose interest from what I've seen, but I'm sure they'll like their characters enough, due to them being their first ones.

    EDIT: Also, the player's handbook for 5e (with Prime, huzzah!) is half-off at the moment:;amp;qid=1452288239&amp;amp;sr=8-1&amp;amp;keywords=dnd+5e
u/Deliphin · 2 pointsr/DnD

The 5th Edition Book is $42, while the one I'm looking at is $20. (I only need PHB) So economically, this is better.

As well as I'm thoroughly used to 3.5e and Pathfinder, and am working on a custom ruleset of my own that I may or may not ever complete. Since my custom ruleset is mostly similar to 3.5e, it's resources are much more helpful, though I should sometime run a 4e and 5e campaign to see why they exist. But I'm not likely ever going to buy their books unless I really like the editions.

u/matthileo · 2 pointsr/dndnext

That will give you equipment, and all the rules stuff. For race and class, the only legit way is for them to buy the Player's Handbook.

u/NonPlayerCharacter78 · 2 pointsr/DnD

Players Handbook in the UK is £20.39($30.49 in U.S. currency). All three core books are £70.77($105.67 in U.S. currency) from Amazon UK.

In the USA, You can get all three core books for $71.30($91.79 with SCAG) on right now with the current "10TODAY" coupon code.

The shopping cart is still accepting the "20NOW" coupon code so if they honor it the price is $63.38 for the three Core books($81.58 with SCAG).





u/thomasthomas · 2 pointsr/DnD

Check out the getting started guide.

You need to buy a Player's Handbook. The store you will be playing at probably sells them. If you still have time before your game, go and buy the book. Read through the rules and get acquainted with everything. If you aren't able to get a book before you play, check out the basic rules.

u/coolcrowe · 2 pointsr/DungeonsAndDragons

Getting him a good copy of the Player's Handbook would be great, maybe with the Dungeon Master's Guide to go along with it. They're both on sale on Amazon right now.

u/Bolboda · 2 pointsr/DungeonsAndDragons

If you you decide to buy anything the order should be thus:

  1. A set of dice you think is lit af

  1. maybe get the Player's Handbook

  2. Another set of dice that is lit af


    Check out a local game store to see if they host any games or get online and play through Roll20 or another platform like that.
u/pat_trick · 2 pointsr/gaming

Precisely. All the game does is add some formal boundaries to that framework, based on the roll of dice. This is to prevent people from saying things like "I kill everyone in the room." Sure, you can try that, but you have to succeed at dice rolls to beat certain numbers for every single person in that room--all who are going to get multiple tries to do the same, where you can only really go at one person at a time.

Go ahead and pick up the Players Handbook (non-affiliate link) and give it a read!

u/Hornbingle · 2 pointsr/DnD
  1. Learn the rules. Not memorized to the last detail, but enough to know what spells you may know, when to cast them, when to attack, how much damage you do, and so on. There's an official Players' Handbook if you're willing to pay about 30$ for a copy. One of the other players may have one they're willing to share, or another one of your friends. If you don't want to spend the money and you don't have friends with one, there's a free pdf with most of the rules, but it has less variety of characters, races, and classes. The Players' Handbook (often abbreviated to PHB) has all of the canon ones.

  2. Make a character that you like playing as. You can be anything you want to be. ANYTHING. However you want the character to act, that's how they act. How you play one day may be different from another day, but that's all part of your character growing up. Just be sure that your character doesn't have a jarring change all at once. A religious, uptight Paladin doesn't change to a shameless flirt in a day, see what I mean.

  3. You're there to have fun. So are the other people at the table. You want everybody to enjoy themselves so that you can enjoy yourself. It's a game, not the end of the world. Be yourself and watch the fun happen.

    When in doubt, go to Google or YouTube or some place and search "What to know for a new D&amp;D player" or something like that. The Internet is a beautiful place.

    TL;DR: Learn the rules, play a character who you want to play as, and remember that it's just a game.
u/Prestidigitationaddi · 2 pointsr/DnD

Let's break it down:

Get your feet wet for (almost) FREE
Basic rules online or to download. Like a mini Player's Handbook but with fewer classes and races.
A character sheet. Or another character sheet.
(not free) A set of dice, pencil, paper.

Ohh, that was fun, I want more!
Player's Handbook
More dice
A miniature of your character

Totally optional for a player:
The Dungeon Master's Guide has a few more options for characters, but is mostly insight into building adventures and campaigns. The Monster Manual is great if you want to learn about what you will face. But don't buy them yet. Go play, have fun, make friends.

And if you win the lottery, buy a Geek Chic table to play on.

u/Zaorish9 · 2 pointsr/dndnext

The Player's Handbook. This is the handbook for players. It's focused on basic rules and character creation.

Basic concepts: Ability scores, ability modifiers, proficiencies, skills, attacks, hit points, armor class, actions, bonus actions, reactions, movements. Look up and learn these terms. Understand where they come from and what they are used for.

To start learning before you get your P.H.B., the Basic rules (some, not all rules) are located here:

u/sourmilksmell · 2 pointsr/DnD
u/JonnyP71 · 2 pointsr/dndnext

Sorry, but it's the price you pay by using a pirated copy of the PHB.

This is the only 'app' you really need:;amp;qid=1451935332&amp;amp;ref_=sr_1_1&amp;amp;sr=8-1

Unless you play as a fighter/cleric/rogue/wizard, then the rules are free as a printable pdf.

u/jonleepettimore · 2 pointsr/lfg;amp;condition=used&amp;amp;qid=1451590153&amp;amp;sr=8-1;amp;condition=used&amp;amp;qid=1451590031&amp;amp;sr=8-1

For those who don't want to click; used Everquest RPG PHB for $6.50 and $3.99 shipping. Used D&amp;D 5th Edition PHB is $18.50 with $3.99 shipping.

I don't know where /u/downthegoldenstream got the idea D&amp;D was free, nor his claims of $200 dollars to play.

But don't worry, /u/downthegoldenstream, I get it, bro. You don't want to play with me. It's cool. Happy New Years, bro. Peace out.

u/DestroyAllHearies · 2 pointsr/dndnext

It seems like the books have been at this reduced price most of the time they’ve been on Amazon. It only occasionally goes back to MSRP according to this

u/schm0 · 2 pointsr/dndnext

As an example: PHB on D&amp;D Beyond is $29.97. Prices on Amazon range from $23-30.

The digital product is consistently more expensive or the same price, not lower.

u/SpuneDagr · 2 pointsr/DnD

The 5th Edition Monster Manual will have all the basics.

If you want to dive down the rabbit hole of insanity there are countless more books you could get, spanning all the previous editions of the game. Many of those are out of print.

u/MystJake · 2 pointsr/gaming
u/David_Applesauce · 2 pointsr/DnD

A summoned and bound Bone Devil would fit the bill nicely.

I'd recommend this in the future.

u/James_the_Third · 2 pointsr/DnD

Maps and tabletops are cool, but let's not put the cart before the horse. If your son is looking to be a DM, I can't recommend anything more highly than the Monster Manual. That book alone will fill his head with enough awesome adventure ideas for fifty campaigns.

Other things will come later (the Player's Handbook, the Dungeon Master's Guide, an all-purpose map, etc.), but nothing will make an aspiring dungeon master go wow like the Monster Manual.

u/Seawench41 · 2 pointsr/DnD

It's the DM Guide Book. One of the core books by Wizards of the coast. It is generally recommended alongside the Player's Handbook and Monster Guide.

Dungeons &amp; Dragons Dungeon Master's Guide (Core Rulebook, D&amp;D Roleplaying Game)

u/kmj2l · 2 pointsr/DnD

They seem to be planning a release for Jan 20, 2015.

There is a screen with the Murder in Baldur's Gate adventure. And (maybe) with Legacy of the Crystal Shard? But these don't have 5e rules content; just setting-specific stuff.

u/coffeeholic91 · 2 pointsr/DnD

regular D&amp;D screen is good and cheap

edit: oh 3.5, sorry I'm not too sure then.

u/Dronarc · 2 pointsr/dndnext

I just bought mine off Amazon

u/Nautical_D · 2 pointsr/DnD

Ah sorry I didn't clarify. Forgot there were different official screens.
Mine is this the dimensions of which are 26.6cm by 20.8cm per panel.

No space for inserts, just going to stick them over the top

u/Isei8773 · 2 pointsr/DnD;amp;sr=8-1&amp;amp;pi=SY200_QL40&amp;amp;keywords=5e+dm+screen&amp;amp;dpPl=1&amp;amp;dpID=51btvDVPo-L&amp;amp;ref=plSrch

That's the link for the same screen the other user posted on amazon. I use This screen for 5e, and I particularly find the status conditions to be very useful on it.

u/Falkyrk · 2 pointsr/DnD

Could just get the D&amp;D one from Amazon. It's $10.

u/Newf77 · 2 pointsr/DnD

seems like a lot of the more 'useful' tables are missing. Useful is relative though I suppose.

u/flinnja · 2 pointsr/DnD

Unless you know what books they already have it might be a bit risky getting a book, but if you do get a book I would suggest getting something not in the "big three" as someone who's really into D&amp;D is likely to get the players handbook, monster manual, and dungeon masters guide on their own. Better to get them something they'd like but might not buy for themselves since theyre not as "essential", like Volo's Guide to Monsters, the Sword Coast Adventurer's Guide or Xanathar's Guide to Everything I think. Also, any d&amp;d player will always appreciate a new set of pretty dice, a cool bag to keep their dice in or a dice tray to roll on are also solid choices.