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Flag Tony_Vargas October 6, 2011 2:08 PM PDT

Oct 6, 2011 -- 1:04PM, matswo wrote:


OK, so here goes. Me and some mates are looking to get into D&D. We already kind of have an idea of what we want to play as. One wants to play gnome bard. as far as i know there aint no gnomes or bards in the essential characters. so im guessing we are going player handbooks. so my question is. can you guys please let me know if i got everything right about what we need:


Player handbook 1: basic rules about creating characters?


Player handbook 2 & 3: for more races and classes?


So far so good.  You probably don't even need PH3, unless someone wants to play a Monk (martial artist) or a really wierd race, like a sentient psychic rock or plant.


Rules compendium: as far as understand, this contains the core rules and are easy to look up?


It's a handy reference, but with the PH1, DMG 1 & 2, and errata, there's not /need/ for it.


 


For the DM:


DM kit: is there any rules that differ from the DM guides (1&2) intended for PHB, is the rules in this kit intended for essential characters?


The only major rules difference is that magic items are given rarities, and the rules for magic item dailies are gone.  There's also some DMG content that didn't make it into the DMK, most notable rules for designing your own monstes and traps.  The DMGs have excellent DM advice and are still very good resources, even if you do need to consult some errata.

 can i use this kit for the PHB characters? im wondering if this includes any rules at all. it seems i need to get either heroes of ... books or the DM guides?


Yes, the DMK includes rules.  Some of them are repeated in the Heros of.. books, and most are in the Rules Compendium - Essentials re-prints the same rules in different books:  the Heroes of___ books so the players are sure to have them, the DM Kit for the DM, and the RC, for ease of reference.  The core books don't have that kind of redundancy, so you need to know what book to find any given rule in.


monster vaults: i understand its quite a few of the monsters from MM1 and 2, with some kind of new stats/numbers. what is that all about? can i play the monster vault monsters against the PHB characters/DM guides? i quite like the tokens!


Yes, the MV monsters are perfectly useable with PH characters.  They might be a little on the butch side if you're not using any of the '_____ Power' books, which give PCs more options.  The MM1 has some pretty flawed monsters (in particular, elites and solos have too-high defenses and too-low damage), MM2 is probably your best bet, given the situation you describe.  MM3 and MV will be good once your players get their feet under them and start building more potent characters.


we already got dice, but quite like tiles!


The tile sets are pretty cool.  I find it's good to have a not too smooth surface to put them on, though - they slide around quite a bit on a typical table or battlemat.  A table cloth, felt, or contact liner (like you use in a kitchen cabinet) works better.


 

Flag leaveeye October 6, 2011 4:10 PM PDT
so i was just wondering some good ? to ask my dm durring play
Flag SHAD0WEN October 9, 2011 5:53 AM PDT
I have a question? where do i go to look for dnd games(or post) near me. i remember there use to be a forum at wizards but i can't find it.
Flag Pluisjen October 9, 2011 5:56 AM PDT
The best way to find gamers is usually to either try and find a local game store and see if they have an "looking for group" board, to try and convince your friends to play or to see if there's any stores that run Encounters or LFR in the area.

There is a board here... somewhere. I can't find it though It's super well hidden. And thus, obviously, not used much. 
Flag SHAD0WEN October 9, 2011 9:57 AM PDT
I just moved from Seattle WA, to Hoisington KS. >_< most people here haven't even heard of dnd. oh top of that i would have to go 51 miles just to get to a store that sales it.(Wizards lies, they don't sale the red box at wal-mart)
Flag mellored October 9, 2011 11:05 AM PDT

Oct 9, 2011 -- 9:57AM, SHAD0WEN wrote:

I just moved from Seattle WA, to Hoisington KS. >_< most people here haven't even heard of dnd. oh top of that i would have to go 51 miles just to get to a store that sales it.(Wizards lies, they don't sale the red box at wal-mart)


You could try playing online.

Flag SHAD0WEN October 9, 2011 2:00 PM PDT
and where can i go and/or does it cost money. for i am's poor
Flag mellored October 9, 2011 11:11 PM PDT
Maptools is free.  As is several chat programs (ventrillo, skype).  Just need a computer and an internet connection.

As for where to find players... dunno, but they exsist.  I suggest searching google.
Flag Fallen_Star_02 October 17, 2011 2:30 PM PDT

Oct 9, 2011 -- 5:56AM, Pluisjen wrote:

The best way to find gamers is usually to either try and find a local game store and see if they have an "looking for group" board, to try and convince your friends to play or to see if there's any stores that run Encounters or LFR in the area.

There is a board here... somewhere. I can't find it though It's super well hidden. And thus, obviously, not used much. 





RPG player classifieds.

community.wizards.com/go/forum/view/7585...


Maybe the original poster can put the link there?   


      

Flag Kbar11223 November 7, 2011 9:05 PM PST
Hello.  Some friends and I are thinking about starting a group.  We're looking for something fun to do.  My brother played a little in high school.  I rolled a few characters with him back then.  But neither of us took it very seriously.  Other than that, the whole group is new to the game.  Some of them have never had any rpg experience.  So I'm just looking for a little start up info.  

It looks like the best way to go is simply to pick up the starter kit.  Is this true?  Will it be necessary for us to buy any other books before we can begin?  I've been looking all over the place, and the cost for buying materials could add up pretty quickly.  I'd like to keep that cost to a minimun until we can figure out if this group is gonna fly or not.  Some of these people may decide that D&D is way too cool for them, and go slinking back to their boring, non-rpg lives.

I realize that these questions are exactly what this thread was created to address, but it gets confusing very quickly when I start to look at essential vs core rule books, etc.  

Any advice would be appreciated.  Thanks.  
Flag Tony_Vargas November 8, 2011 12:33 AM PST

Nov 7, 2011 -- 9:05PM, Kbar11223 wrote:

Hello.  Some friends and I are thinking about starting a group.  We're looking for something fun to do.  My brother played a little in high school.  I rolled a few characters with him back then.  But neither of us took it very seriously.  Other than that, the whole group is new to the game.  Some of them have never had any rpg experience.  So I'm just looking for a little start up info.  

It looks like the best way to go is simply to pick up the starter kit.  Is this true?  Will it be necessary for us to buy any other books before we can begin?  I've been looking all over the place, and the cost for buying materials could add up pretty quickly.  I'd like to keep that cost to a minimun until we can figure out if this group is gonna fly or not.  Some of these people may decide that D&D is way too cool for them, and go slinking back to their boring, non-rpg lives.  


If you're not deeply into the nostalgic feel of D&D like it was 'back in the day,' and are introducing other, genuinely-new players, then the Players Handbook is probably the stronger intro to the game.  It gives you more information - everything a player needs, all the rules you likely need in play - and covers a nice range of classes. 

You can start with the starter set, of course, but it's a tad redundant if you're going to go on and buy the PH later. There's also quickstart rules and free adventures on-line here (just ignore the boardgame stuff, d/l quickstart rules and H1).

Either way, you /can/ mix some core 4e and Essentials stuff with good results.  The Player's Handbook (PH1) is the best place to start, and the DMG is still a very good resources.  The Monster Manual is a bit out of date, and the MM3 or Monster Vault (which is a boxed set with tokens - very convenient) could be better choices. 

I realize that these questions are exactly what this thread was created to address, but it gets confusing very quickly when I start to look at essential vs core rule books, etc.


The whole core vs essentials thing is a rift among longtime fans of the game.  4e made some improvements to the game - made it easier to learn, easier to play, a lot easier to run, and a bit harder to 'abuse' - at the cost of a number of 'sacred cows' that had defined the feel of the game for a long time.  There was much nerdrage and angst.

In response, WotC launched Essentials, which dragged the game back to some it's earlier feel, losing some of the progress made in the process, of course.  Essentials turned out to be a great re-introduction to modern D&D for longtime D&Ders who haven't ever played 3e or 4e, though, and I've had good results using it that way.  I find new players do better with the core game, because it's aproach, particularly to characters & classes, is more consistent.

Flag mellored November 8, 2011 8:48 AM PST

Nov 7, 2011 -- 9:05PM, Kbar11223 wrote:

I realize that these questions are exactly what this thread was created to address, but it gets confusing very quickly when I start to look at essential vs core rule books, etc.  


It bascily comes down to a style difference.  Essentials being more streamlined at the cost of customability, and the core being more customizabe, but requiring more effort to make.

You can use either, or both.  It's still the same game.  Though i highly recommend the Rules Compendium.  Much nicer to have all the rules in one book then spread out over 3.  Plus it's updated, so it covers some corner cases they didn't initally think of, and cleaned up some wording.

Flag Tony_Vargas November 8, 2011 2:46 PM PST

Nov 8, 2011 -- 8:48AM, mellored wrote:

Nov 7, 2011 -- 9:05PM, Kbar11223 wrote:

I realize that these questions are exactly what this thread was created to address, but it gets confusing very quickly when I start to look at essential vs core rule books, etc.  


It bascily comes down to a style difference.  Essentials being more streamlined at the cost of customability,


class balance, and consistency...

and the core being more customizabe, but requiring more effort to make.


You make the same number of choices in core with any class - slightly fewer than with an Essentials Mage, for perspective.   Essentials if more varied, Mages have a lot of choice, warpriests less, martial classes a lot less, and everyone else somewhere in between.  In 4e all classes are created equal, so you can play whatever concept you want, rather than having to restrict your choice based on how much customizeability (and abuseability) you want.

Flag Hreth November 13, 2011 6:45 AM PST

Nov 7, 2011 -- 9:05PM, Kbar11223 wrote:

It looks like the best way to go is simply to pick up the starter kit.  Is this true?  Will it be necessary for us to buy any other books before we can begin?




You can start for free by downloading the adveture H1 Keep on the Shadowfell from www.wizards.com/dnd/files/h1.pdf, character sheets (both empty and pre-made ones) from www.wizards.com/dnd/Tool.aspx?x=dnd/4new..., and quick start rules from www.wizards.com/dnd/TryDnD.aspx.

The second cheapest option is to buy the starter kit (aka Red Box), which also gives you dice, hero and monster tokens, maps, and two adventures. Note that the first adventure in the Red Box should probably not be counted as an adventure. It is more of a series of loosely structured encounters that help you create a character and learn the basic game mechanics. This is written as a solo adventure, so each player in your group will have to go through it by him- or herself. Unfortunately, this portion of the Red Box is marred by poor editing and a bunch of errors. The second adventure is designed for a party of level 1 adventurers and one dungeon master, and is more of a traditional dungeon romp.

A problem with the Red Box, is that it was developed before the Essentials rules were finalized, so many things that exist in the Red Box don't exist in the game you will transition to after starting. But you can re-create your characters using the Essentials rules (or the core 4e rules) afterwards, or adapt them, or simply create new characters after you are done with the Red Box. Even if you use the quick start rules from the link above, you will note that some of the rules have changed.

When you are ready to invest more money, I would recommend the Essentials products Heroes of Forgotten Lands, Heroes of Forgotten Kingdoms, the Rules Compendium, and the Monster Vault (if you need tokens), and one subscription to Dungeons & Dragons Insider (DDi). The latter will give you access to the Character Builder, which makes it very easy to build new characters, and the Compendium, which has all monsters, treasures, and other game features.

Flag envious_raccoon November 30, 2011 1:21 PM PST
Hey there.

New to 4e and am looking to get started with a game/campaign.  Last time I DMed was 3.5 working with Heroes of Horror, but that's been awhile.  I've done some GMing for other games since then, but 4e D&D seems like it has more potential of getting up and running in a short amount of time (I'm pretty sure the last game I ran had the players spending one session just creating characters...oy).

First thing is, after looking into a bit, I want to get the DM Kit.  It has a screen, some tokens, some maps, and a decent-sounding adventure.  What I can't determine is what sort of rules are in the DM Kit.  I'm sure I need more than just that to get started, but I'm not sure what I need.

What's going to be most useful to get in conjunction with the DM Kit?  The Rules Compendium doesn't seem to get too deep into character creation, and I'm sure there's some overlap with the DM Kit.  At the same time, while the Heroes of _____ books seem to cover races and classes well, are there any other gaps that they're missing?

I'm going to have to order the books online, since the only ones in stock around here are rather...well-used.  I've gotten so many mixed reviews of the various products that I'm not sure where to start (Note: We've all done some RPing before, so I don't want to bore everyone with the Red Box). I know I want to pick up the DM Kit, so it's just a matter of finding what's going to be most useful as an add-on to that.

Thanks! 
Flag crazy_monkey November 30, 2011 1:25 PM PST
The DM's Kit plus either of the Heroes of books will be enough to get you started.

When you've got the hang of and start making your own adventures, be sure to pick up the Monster Vault for lots more critters and tokens, as well as adventures that follow up on the adventures in the DM's Kit.

The Rules Compendium is a super handy reference at the table for both you, the DM, and your players.
Flag Tony_Vargas November 30, 2011 1:33 PM PST

Nov 30, 2011 -- 1:21PM, envious_raccoon wrote:

4e D&D seems like it has more potential of getting up and running in a short amount of time.


Yep, it does make the DMs job a lot easier, though that's been changing, a bit, in the later stuff, including the DM kit...

First thing is, after looking into a bit, I want to get the DM Kit.  It has a screen, some tokens, some maps, and a decent-sounding adventure.  What I can't determine is what sort of rules are in the DM Kit.  I'm sure I need more than just that to get started, but I'm not sure what I need.


The 4e line has split, with Core (Player Handbook, DM Guide, Monster Manual) on one side, and Essentials on the other.  They're nominally compatible, and probably the /best/ way to get started is to use some of each. 

As a general rule, the DM stuff from Essentials is better, and the player's stuff from Core is better.

More specifically, the Monster Vault is great, with challenging, well-developed monsters, tokens for said monsters, and a mini-adventure.  The DM Kit also has those nice extras, but introduces some changes to the handling of magic items that make the DMs life harder, as well as some refinements to skill challenges that make those more functional.    The Player's Handbook, though there's a lot of bits of errata out for it, is a very good and complete resource for players.  It also includes the Core aproach to magic items (limited use of item dailies/no 'rarity'), and a selection of mostly pretty safe (with errata) items to give out.

So, that's maybe the ideal:  Monster Vault, DM Kit, and PH.  Let the players build from the PH, and use the magic item rules from there.  Everything else you need, including two adventures, is in the DMK and MV.


Flag envious_raccoon November 30, 2011 2:18 PM PST
Great! Thanks folks.  I'll put in an order for my DM Kit and one of the Heroes of books for my own reference and let the players decide if they want the PHB as well (that one's plentiful enough in stores for us to have no trouble finding it in a pinch).

The Monster Vault was definitely on my list for second tier purchasing - those tokens are going to be a godsend, I can tell (far, far less miniature-buying and painting for this guy).

As for the Heroes of books, any recommendations on where to start?  Were I playing instead of DMing, I'd lean towards Forgotten Kingdoms as it covers the races and classes I'm more prone to playing, but Fallen Lands seems to cover the more "iconic" options.  I know the girls in the group are more likely to aim for magic-using characters, so would Fallen Lands be better if I'm trying to keep the session cheap and cheerful?
Flag crazy_monkey November 30, 2011 2:26 PM PST
Without knowing the preferences of your players, its hard to say.  I have both as I enjoy a wide range of options. 

Fallen Lands is the safer bet when it comes to more "iconic" D&D races and classes.

Forgotten Kingdoms will give you some slighly more exotic options while still staying within classic D&D archtypes.
Flag scotth266 December 9, 2011 4:57 PM PST
Okay then, I'm looking to get into 4th Edition.  The question is, what books should/shouldn't I get?

To clarify: I'm planning on DMing some games once I get ahold of the system, so I had already planned on getting the trifecta of Player's Handbook, DMG, and Monster Manual.  Then I noticed that both the DMG and Monster Manual had special "kits" available for sale: the DMG had the Dungeon Master's Kit, and the Monster Manual had the Monster Vault.  Are these straight-up improvements to the original books? Should I even bother getting the original books when these products are available?

In addition to this, there are several other questions I've got.  I had planned on getting the 2nd Player's Handbook, as it featured some stuff that was apparently missing from the first book, as well as the third Monster Manual, which is supposed to be really good.  However, the third player's handbook looks like it's not my thing... except for the updated hybrid class rules.  Are these rules worth getting the whole book over?  Keep in mind that I don't really plan on using any of the other content (minotaurs and psychic stuff? Odd mix) so I'd be getting the book for just those rules.

Speaking of Rules, the Rules Compendium.  I've heard many people sing its praises, but I'd like a more detailed explanation about why I should get it.  Is it just a REALLY good rule guide?  Can people pass on it if they're familiar enough with jury-rigging rules to the situation at hand?

Lastly, there's the issue of the Heroes books and the power expansion books (Arcane Power, Primal Power, etc.)  I'd like some opinions about which ones are more "essential" than others.  I plan on getting both Heroes books at some point, but which one should I get first if I had to choose?  I also heard rumors that Arcane Power is especially useful because mage-types apparently suffer from a lack of options in the default books: is this true?

That's all the questions I have for now. 
Flag Tony_Vargas December 9, 2011 5:53 PM PST

Dec 9, 2011 -- 4:57PM, scotth266 wrote:

Okay then, I'm looking to get into 4th Edition.  The question is, what books should/shouldn't I get?

To clarify: I'm planning on DMing some games once I get ahold of the system, so I had already planned on getting the trifecta of Player's Handbook, DMG, and Monster Manual.  Then I noticed that both the DMG and Monster Manual had special "kits" available for sale: the DMG had the Dungeon Master's Kit, and the Monster Manual had the Monster Vault.  Are these straight-up improvements to the original books? Should I even bother getting the original books when these products are available?


Pretty nearly, yes.  The Monster Vault doesn't have quite as many monsters, but they're mechanically more up to date, and you get an adventure, map, and counters for all the monsters, so you don't need a huge collection of monster minis, and don't find yourself resorting to 'this d12 is a dragon..' so much.

The DM Kit, likewise, includes a bonus adventure, poster map for it, and some tokens.  It has /most/ of the information that the DMG has, and some of it is more up-to-date.  It also makes a few substantive changes to the game relative to the DMG that make some extra work for the DM, maybe leave a few pitfalls that mightn't otherwise be there.  If you already have the DMG, you can always ignore them... if you don't, getting both would be redundant.  It's not a big deal, either way.  You should be fine either way. 

In addition to this, there are several other questions I've got.  I had planned on getting the 2nd Player's Handbook, as it featured some stuff that was apparently missing from the first book, as well as the third Monster Manual, which is supposed to be really good.


The MM3 is good, as is the Monster Vault - they're the recent ones.  The MM3 is just a book, though, and MV has more 'classic' and heroic-level monsters, good for starting up a campaign.

  However, the third player's handbook looks like it's not my thing... except for the updated hybrid class rules.  Are these rules worth getting the whole book over?


Not really.  The classes and races in PH3 are all pretty marginal.

Speaking of Rules, the Rules Compendium.  I've heard many people sing its praises, but I'd like a more detailed explanation about why I should get it.  Is it just a REALLY good rule guide?
Can people pass on it if they're familiar enough with jury-rigging rules to the situation at hand?


Yes, it's just a handy reference book.  You can pass on it if you're good at picking up rules and don't need to look 'em up often, or if you plan to have the PH and DMG/Kit at the table every session.

Lastly, there's the issue of the Heroes books and the power expansion books (Arcane Power, Primal Power, etc.)  I'd like some opinions about which ones are more "essential" than others.


Powers books are good, if you want to expand the given source involved.  The first three 'Heroes of...' books are pretty aweful.  The first two re-tread existing classes in less balanced, less consistent, ways - some are pretty awesome (broken) some are pretty crappy.  The third, HoS, is just aweful, badly done from cover to cover, no redeeming value.  They really hit their stride on the fourth one, though - so hopefully that line will continue to get better going forwad - Heroes of the Feywild has new builds (sub-classes) that don't just re-do existing concepts with poorly thought-out mechanics, some good stuff for existing races, a few themes and the like...  races aren't so stellar, two unremarkable, one broken (pixie - though it'd be find once your campaign is out of heroic, in the heroic tier it's just asking for trouble).  

I also heard rumors that Arcane Power is especially useful because mage-types apparently suffer from a lack of options in the default books: is this true?


No.  Not even a little.  It does have some feats that can stack up some fair damage bonuses, and the new (and classic) spells in it are nice (only a few really broken or useless ones).

Flag DarkLordBrannon December 27, 2011 1:07 PM PST
I Googled the basics on Core and Essential 4th edition and I have to admit that it's still a bit puzzling. The original purpose for Essentials seems to have been to simplify an already "simple" game (by D&D terms) yet the write up goes on to say that the Essential's line went on to revise Core rules and update various aspects. 

I suppose my question is if Core is still being published or is it ALL Essential now...thus making Essential "Core"?  
Flag mellored December 27, 2011 1:55 PM PST

Dec 27, 2011 -- 1:07PM, DarkLordBrannon wrote:

I Googled the basics on Core and Essential 4th edition and I have to admit that it's still a bit puzzling. The original purpose for Essentials seems to have been to simplify an already "simple" game (by D&D terms) yet the write up goes on to say that the Essential's line went on to revise Core rules and update various aspects. 

I suppose my question is if Core is still being published or is it ALL Essential now...thus making Essential "Core"?  


Everything (except settings) is "core".
Essentials reworded a number of rules, but it's still the same game.
Essentials classes can be used along side pre-essentials classes.

A few (not all) of the essentials classes are simple to play.

Flag Tony_Vargas December 29, 2011 12:57 PM PST

Dec 27, 2011 -- 1:07PM, DarkLordBrannon wrote:

I suppose my question is if Core is still being published or is it ALL Essential now...thus making Essential "Core"?  


Core is still in print.  With the inclusion of any 'update documents' (ongoing, extensive errata), any published 4e book, in print or not, remains useable with the rest of 4e, including Essentials. 

If you're not using Essentials, there are a few 'updates' that you'd want to ignore - you wouldn't worry about which items are 'common,' for instance, and wouldn't need to change Magic Missle or concern yourself with wizard-spell school keywords, or take to calling the fighter in your party a 'Weapon Master (Fighter).'

Flag Garthanos December 31, 2011 7:05 PM PST

Dec 29, 2011 -- 12:57PM, Tony_Vargas wrote:

  or take to calling the fighter in your party a 'Weapon Master (Fighter).'



Heh who calls any character by there class name... He is a Thane not a Warlord, by garsh.

Flag wiz2020 January 5, 2012 8:53 AM PST
I have been out of D&D for maybe the last 18 months or so and just getting back in now, I am trying to figure out how the Essentials line works in to character creation and not getting any good answers from either searches or my local game store.

If I am making a Warlock for the Encounters program on Wednesdays am I limited to the ability/builds shown in the Essential guide or can I take powers from the PHB? The DM at Encounters made it sound like I had to stick to the Essential build/options but some of the pre-gens seemed to take from the PHB. I initially wanted to play an Invoker but they are not listed in the Essential books and could not be used for Encounters was the explanation I got

I know the local DM will have to ok anything I bring to the table but in general should I view Essentials as a supplement/extra options for characters? Something I can mix and match with PHB created characters?



Flag LoveBeard January 5, 2012 9:05 PM PST

I'm new to D&D and am looking to DM for a group of friends whom have also never played before (the books I am using are the Dungeon master guide, the MM1, and the players hand book).  The initial dungeon is made and all of the encounters within it are ready (although reading some of the comments from another thread I see that my MM1 was probably not a good purchase as it looks like the monster vault book supersedes it).  Anyway, I figure since I only have the one players hand book I would get power cards to supplement our game and make it so we don't drag out combat having to pass a single book around a table of 6 people.

I'm looking on line to purchase the cards but am getting confused.  First there is the Players Hand book set:
www.wizards.com/dnd/Product.aspx?x=dnd/p...
These are the ones I think I need.  They are for the players hand book that I purchased.  Unfortunately, through all of my searching this item seems to be discontinued (there are people selling this boxed set but every seller I have come across online wants a boat load of cash for it.).

So instead I am looking to purchase the packs individually as they seem easier to come by:




www.wizards.com/dnd/Product.aspx?x=dnd/p...


But then I saw these packs:
www.wizards.com/dnd/Product.aspx?x=dnd/p...


...They seem like they might be the same thing but I can't tell for sure (the descriptions aren't that helpful).  Which ones do I want?

As well, is my dungeon going to be too hard based on the fact that I used MM1?

Thanks for hearing me out guys.


Flag Tony_Vargas January 6, 2012 1:06 AM PST

Jan 5, 2012 -- 8:53AM, wiz2020 wrote:

I have been out of D&D for maybe the last 18 months or so and just getting back in now, I am trying to figure out how the Essentials line works in to character creation and not getting any good answers from either searches or my local game store.


Essentials is a specific product line, particularly aimed at new gamers.  They're nominally compatible, but cover a lot of the same ground as the core three PH, MM, & DMG.  In the case of the 'Monster Vault' they cover that ground better.  In the case of the player materials, not so much. 

If I am making a Warlock for the Encounters program on Wednesdays am I limited to the ability/builds shown in the Essential guide or can I take powers from the PHB?


The Encounters-legal character guidelines are different each season.  This season, it's Essentials + Heroes of the Feywild.  So, you can use stuff from Heroes of the Forgotten Kindgom, Heroes of the Fallen Land, or Heroes of the Feywild.  And, you can also use Dragon material that /specifically/ expands on stuff from Essentials (like a Pyromancer, for instance).

The DM at Encounters made it sound like I had to stick to the Essential build/options but some of the pre-gens seemed to take from the PHB. I initially wanted to play an Invoker but they are not listed in the Essential books and could not be used for Encounters was the explanation I got


Your DM is correct.  The pre-gens are Essentials-only, and have been used for 3 seasons now, IIRC.

I know the local DM will have to ok anything I bring to the table but in general should I view Essentials as a supplement/extra options for characters? Something I can mix and match with PHB created characters?


For Encounters, Essentials + the latest thing being pushed that season, is it.  Your DM /can/ allow in anything, if he wants.  Outside of Encounters, Essentials is just another source - you can use or not use as you see fit. 

Flag Tony_Vargas January 6, 2012 1:17 AM PST

Jan 5, 2012 -- 9:05PM, LoveBeard wrote:

I'm new to D&D and am looking to DM for a group of friends whom have also never played before (the books I am using are the Dungeon master guide, the MM1, and the players hand book).  The initial dungeon is made and all of the encounters within it are ready (although reading some of the comments from another thread I see that my MM1 was probably not a good purchase as it looks like the monster vault book supersedes it).


Technically, the MM1 is still a valid source for monsters.  It's just not quite as good as later ones - it was one of the first books out, and the monsters missed the mark slightly - most doing too little damage, for one example, and Elites and Solos having too-high defenses, for another.  It's useable, though.  It might be hard to challenge experienced players building 'drink from the firehose' characters with the MM1, but it'll be fine for a set of new players.  Even Elites and solos are OK - just don't use any more than a level or two above the party, or combats could drag.

I'm looking on line to purchase the cards but am getting confused.  First there is the Players Hand book set:
www.wizards.com/dnd/Product.aspx?x=dnd/p...
These are the ones I think I need.  They are for the players hand book that I purchased.  Unfortunately, through all of my searching this item seems to be discontinued (there are people selling this boxed set but every seller I have come across online wants a boat load of cash for it.).

So instead I am looking to purchase the packs individually as they seem easier to come by:



www.wizards.com/dnd/Product.aspx?x=dnd/p...


I don't know that you 'need' these.  There are alternatives.  For one, your players should quickly become familiar with their at-will and encounter powers, and not have to look them up all the time.  Until then (and for dailies) there's the option of simply copying the powers down - onto a sheet or onto index cards.  Not as pretty, but not really much of a problem, a starting character only has a few powers.  There's also the Character Builder on DDI.  The current one is on-line only (the old one was useable offline, and was consequently pirated - obviously, you wouldn't want to go and Torrent some pirated CB) so it's available while your DDI sub is current.  There are similar third-party programs that let you create 'cards,' which is just a fancier way of copying down your powers - heck, a word processor lets you make prefectly presentalbe 'card sheets' like the ones the CB outputs.

But then I saw these packs:
www.wizards.com/dnd/Product.aspx?x=dnd/p...

...They seem like they might be the same thing but I can't tell for sure (the descriptions aren't that helpful).  Which ones do I want?


Nope.  These cards are for the 'Divine Power' suplement, they have no PH powers in 'em.

As well, is my dungeon going to be too hard based on the fact that I used MM1?


Not at all.  If your players are using just the PH1 it should be quite challenging.  Just be cautious of higher-level Elites and Solos.  You might, in fact, find that combats are a little easy, you can always up monster damage a bit to make 'em a little scarier.


Flag LoveBeard January 6, 2012 7:08 AM PST
Thanks for the help Tony_Vargas.
Flag Schmo_Samgee January 21, 2012 10:58 PM PST
So I recently purchased the Red Box and I must say I love it, a nice read and a fun game to boot.  I ran through the solo side and am working on running my wife through it.  My hopes are to have a few of my co-workers run through it also to build their characters and end up DMing a group of four people.  I purchased the DM kit and will be getting it Monday (I can't wait).  My question is should I continue to purchase the monster vault, and other 4e books since I see talk of a new edition coming out.  Also if my group plans dont pan out how active is the VT?  I would gladly pay $10 a month for some good games.
Flag Tony_Vargas January 22, 2012 2:04 AM PST
No idea about the VTT.

5e is probably a couple of years away, and for all we know, it may suck.  No reason you can't play now.

One obvious option is to just pick up the Rules Compendium and a DDI subscription.  When 5e comes out, if you like it, drop DDI and start buying 5e books.  If it sucks, start buying 4e books on ebay. 

:shrug:

Or you could just not worry about it and get whatever books interest you.  Where it might get a little wierd is the 4e/Essentials divide, since it created a lot of redundnacy.

Heroes of the Fallen Land and Heroes of the Forgotten Kingdom, for instance, are player-oriented books that the Red Box points you at.  They are redundant - a lot of basic information is in both - but, you need both to get a reasonable selection of classes and races.  They're also /both/ redundant with the Player's Handbook, which gives you even more basic rules information, and a broader selection of races and classes.

Similarly, DM Kit and DMG 1 & 2 has some redundancy.  DM Kit gives you a module, maps and tokens, though, so it a pretty fair deal.    Likewise, Monster Vault & Monster Manual 1 - again, the Monster Vault is newer and has an adventure & tokens - and has better write-ups of many of the same monsters.

With the basics of Player's Handbook, DMG or DM Kit, and a Monster Vault, you could run 4e until 5e comes out with an investment of less than $100.
Flag Emperorlou January 24, 2012 9:15 AM PST

Jan 21, 2012 -- 10:58PM, Schmo_Samgee wrote:

So I recently purchased the Red Box and I must say I love it, a nice read and a fun game to boot.  I ran through the solo side and am working on running my wife through it.  My hopes are to have a few of my co-workers run through it also to build their characters and end up DMing a group of four people.  I purchased the DM kit and will be getting it Monday (I can't wait).  My question is should I continue to purchase the monster vault, and other 4e books since I see talk of a new edition coming out.  Also if my group plans dont pan out how active is the VT?  I would gladly pay $10 a month for some good games.


You can always play online at myrpg for free if you need a vtt. As long as you don't mind using Microlite20 instead of full blown D&D.

Flag mellored January 25, 2012 8:40 AM PST

Jan 21, 2012 -- 10:58PM, Schmo_Samgee wrote:

So I recently purchased the Red Box and I must say I love it, a nice read and a fun game to boot.  I ran through the solo side and am working on running my wife through it.  My hopes are to have a few of my co-workers run through it also to build their characters and end up DMing a group of four people.  I purchased the DM kit and will be getting it Monday (I can't wait).  My question is should I continue to purchase the monster vault, and other 4e books since I see talk of a new edition coming out.  Also if my group plans dont pan out how active is the VT?  I would gladly pay $10 a month for some good games.


Maptools (www.rptools.net) makes a great free VTT.

Flag rcmdawg February 13, 2012 3:39 PM PST
So i'm getting the Heros of Fallen Lands book what else do i need to start an adventure? So far it's only my girlfriend and I who are going to start playing and maybe two other people.
Flag mellored February 14, 2012 7:11 AM PST

Feb 13, 2012 -- 3:39PM, rcmdawg wrote:

So i'm getting the Heros of Fallen Lands book what else do i need to start an adventure? So far it's only my girlfriend and I who are going to start playing and maybe two other people.



DM kit (for whoever is DMing).
Rule compendium.

Dice + paper+ penciles ... 

Later, grab the monster vault. 

Flag rcmdawg February 14, 2012 8:39 AM PST
I see stuff about character movement so do i need to get the Tiles? Or is there somewhere i can get map that have the grid markers on them? Not sure what my first adventure will be but i see a free one online called Keep on the Shadowfell. It shows a map on it but not sure where to get it. Thanks for the help! I'm trying to get everything for this weekend.
Flag mellored February 14, 2012 9:39 AM PST

Feb 14, 2012 -- 8:39AM, rcmdawg wrote:

I see stuff about character movement so do i need to get the Tiles? Or is there somewhere i can get map that have the grid markers on them? Not sure what my first adventure will be but i see a free one online called Keep on the Shadowfell. It shows a map on it but not sure where to get it. Thanks for the help! I'm trying to get everything for this weekend.


What you really need is a grid (roughly 20x20), moveable pieces (that can be differentiatied), and set pieces (for walls, and stuff).

Tiles work, and they look nice.  I don't personally use them.
You can also make your own tiles.  If you have a printer.
Many people like to get a laminated grid, and just draw stuff.
Others use a checkered table cloth and colored candy, with forks, spoons, and salt shakers.  For those on a super small budget.
There's also digital maps.  Such as maptools, but those require laptops, or a big TV to hook up to.  They let you play online though.
And if you want to go all out, there's several 3d stuff you can build and miniture figurines to buy.


And the DM kit comes with a nice starter adventure.  So you should be set for a little while.  You can decide weather you want to create your own or continue with pre-mades after you've played a bit.

Flag rcmdawg February 14, 2012 10:20 AM PST
Thank you for your help! I personally like the way the maps look with the tiles so i might pick up the Dungeon ones. I like the miniutures but i heard that WOTC doesn't make them anymore so they'll be hard to find. I might just pick some up for the Player characters. I heard the Monster Vault has monster tokens so that would be fine with me. I'll have to pick up the DM kit which brings me to my next question. So there are a total of 4 of us. If one of us is the DM then there will only be 3 players. I heard that 5 is the recommended amount but i don't think we will find other people who will want to play with us. Are the adventures scalable for 3 players instead of 5? 
Flag mellored February 14, 2012 11:47 AM PST

Feb 14, 2012 -- 10:20AM, rcmdawg wrote:

Thank you for your help! I personally like the way the maps look with the tiles so i might pick up the Dungeon ones. I like the miniutures but i heard that WOTC doesn't make them anymore so they'll be hard to find. I might just pick some up for the Player characters. I heard the Monster Vault has monster tokens so that would be fine with me. I'll have to pick up the DM kit which brings me to my next question. So there are a total of 4 of us. If one of us is the DM then there will only be 3 players. I heard that 5 is the recommended amount but i don't think we will find other people who will want to play with us. Are the adventures scalable for 3 players instead of 5? 


There are rules for scale encounters yes.  And yes, the default is 5, so you will need to.

Generally...
If there's 5 monsters, just remove 2.
If there's 4 monsters, remove 2 weaker ones, or 1 stronger one.
If there's 1 monster, reduce him by a level.

Some other encounters may take a bit more tinkering, like replacing a stronger monster with a weaker one.  But the rules cover all this, and it's not too difficult.

Flag Zagstrike February 17, 2012 1:54 AM PST
G'day, i'm a newbie to D&D. I've just gotten the red box and finished the solo mission (i ended up with a hafling cleric of of the sun) and am eager to continue on from there. I've got another friend who has the red box as well, we'll sort try and both get into the hobby together as a team.

So far playing a full fledged game looks pretty daunting, both in all the rules that seem to be needed for an actual game as well as actually finding someone to DM it all who'd be willing to take on a newb. Anyway, i'm here to try and learn as much as i can so i can get into the real game as soon as i can. It's nice to be here.
Flag crazy_monkey March 6, 2012 7:51 PM PST
I've made some minor updates to the first post in this thread.  Apologies for the ugly links, it appears to be a technical issue.
Flag Surrealisticpill March 15, 2012 5:37 PM PDT
Hi everyone, I just got the red box and have a few questions.

1. When a status such as "helpless" grants combat advantage, what does that actually mean? Does that helpless creature now get +2 Damage to all creatures?

2. During the first encounter in the DM book from the red box, the text reads "You roll two initiative checks, one for the goblins (d20+3) and one for the wolves (d20+5)". Does this mean I roll twice in total for all the monsters (if so how do I as the DM just choose which goblin or wolf goes first), or do I roll 4 times total for each monster?

3. Also, on the next page of the DM book, it gives the stats for those two types of monsters and it states: "2 Goblin Cutthroats, Initiative + 5" and "2 Gray Wolves, Initiative + 6," despite it saying +3 and +5 respectivelly on the page before (quoted above). Is this a typo or are there other factors that need to be added before an initiative check?

Thanks
Flag Schmo_Samgee March 15, 2012 7:35 PM PDT

Mar 15, 2012 -- 5:37PM, Surrealisticpill wrote:

Hi everyone, I just got the red box and have a few questions.

1. When a status such as "helpless" grants combat advantage, what does that actually mean? Does that helpless creature now get +2 Damage to all creatures?

2. During the first encounter in the DM book from the red box, the text reads "You roll two initiative checks, one for the goblins (d20+3) and one for the wolves (d20+5)". Does this mean I roll twice in total for all the monsters (if so how do I as the DM just choose which goblin or wolf goes first), or do I roll 4 times total for each monster?

3. Also, on the next page of the DM book, it gives the stats for those two types of monsters and it states: "2 Goblin Cutthroats, Initiative + 5" and "2 Gray Wolves, Initiative + 6," despite it saying +3 and +5 respectivelly on the page before (quoted above). Is this a typo or are there other factors that need to be added before an initiative check?

Thanks




1.  If something has combat advantage over something else they gain a +2 to their attack role against the creature that is "helpless" (I think).

2.  It depends.  They are having you roll iniative for each "group" of monster, ie once for the group of goblins, then for the wolves.  From there it would be up to you which monster goes first in the group.  If the tokens have 1 - 3 on them you could start with 1 then go down the line.  I have also rolled iniative for each monster but it takes alot longer.

3.  I checked the adventure tools on the site and it shows a +5 for the goblins and +6 for the wolves.  Looks like there is a type (I never noticed that before). 

Flag mellored March 16, 2012 10:40 AM PDT

Mar 15, 2012 -- 5:37PM, Surrealisticpill wrote:

Hi everyone, I just got the red box and have a few questions.

1. When a status such as "helpless" grants combat advantage, what does that actually mean? Does that helpless creature now get +2 Damage to all creatures?

2. During the first encounter in the DM book from the red box, the text reads "You roll two initiative checks, one for the goblins (d20+3) and one for the wolves (d20+5)". Does this mean I roll twice in total for all the monsters (if so how do I as the DM just choose which goblin or wolf goes first), or do I roll 4 times total for each monster?

3. Also, on the next page of the DM book, it gives the stats for those two types of monsters and it states: "2 Goblin Cutthroats, Initiative + 5" and "2 Gray Wolves, Initiative + 6," despite it saying +3 and +5 respectivelly on the page before (quoted above). Is this a typo or are there other factors that need to be added before an initiative check?

Thanks


1) Combat advantage gives you +2 to hit.  "granting it" means other people get the bonus.  Helpless also means your -5 on all defenses, for a total of 7.

2) Once per monster, once per PC.  So 4 total.  Though it's fairly common to roll once for the entire group.  Especially if there's alot of them.

The one with the highest (add the init bonus) goes first.  In case of a tie, the one with the bigger bonus (the wolf) goes first.

3) Looks like a typo.

Flag mordrene March 19, 2012 9:46 AM PDT
hello again. in reading the essential heros books i have another question. what happeded to rituals?
Flag mellored March 19, 2012 12:45 PM PDT

Mar 19, 2012 -- 9:46AM, mordrene wrote:

hello again. in reading the essential heros books i have another question. what happeded to rituals?


Nothing.  They are safely sitting in PHB1 along with the ritual caster feat, which everyone qualifies for (even slayers).

Flag Darnan March 19, 2012 1:36 PM PDT
Newbie here.

I just did a few dungeons with friends and had a blast, but I don't know what to do next. I see there is Game Supplements, but can I just buy any one? Or is each one made for a certain level. I only saw "For levels *blank* - *blank*" on some of them. 
Flag mordrene March 19, 2012 7:58 PM PDT

Mar 19, 2012 -- 12:45PM, mellored wrote:

Mar 19, 2012 -- 9:46AM, mordrene wrote:

hello again. in reading the essential heros books i have another question. what happeded to rituals?


Nothing.  They are safely sitting in PHB1 along with the ritual caster feat, which everyone qualifies for (even slayers).




reason i ask i didnt see them in the essentials players book but for a one page mention. does essentials not use them?

Flag mellored March 20, 2012 5:57 AM PDT

Mar 19, 2012 -- 1:36PM, Darnan wrote:

Newbie here.

I just did a few dungeons with friends and had a blast, but I don't know what to do next. I see there is Game Supplements, but can I just buy any one? Or is each one made for a certain level. I only saw "For levels *blank* - *blank*" on some of them. 


Once you've run though the adventures in the DM kit, you could either..

1) Get a full adventure, which are level specific.  I belive H1, H2, H3 would be appropriate.  I personally don't use them.

2) Make your own adventure.  Which you can do from complete scratch, or can be supplimented with pre-made monsters from the monster vault, and premade worlds such as eberon.

Flag mellored March 20, 2012 6:03 AM PDT

Mar 19, 2012 -- 7:58PM, mordrene wrote:

Mar 19, 2012 -- 12:45PM, mellored wrote:

Mar 19, 2012 -- 9:46AM, mordrene wrote:

hello again. in reading the essential heros books i have another question. what happeded to rituals?


Nothing.  They are safely sitting in PHB1 along with the ritual caster feat, which everyone qualifies for (even slayers).




reason i ask i didnt see them in the essentials players book but for a one page mention. does essentials not use them?


None of the essentals classes start with them.  But they can use them.

They need the ritual casting feat (or one of the other possible feats, such as bardic ritualist) from PHB1, and then buy/find the rituals, and have the residium to cast them.  You also can cast them from scrolls without the feat.  

Same as a warlord, ranger, warden, vampire, or avenger would use them.

Flag mordrene March 20, 2012 8:23 AM PDT

Mar 20, 2012 -- 6:03AM, mellored wrote:

Mar 19, 2012 -- 7:58PM, mordrene wrote:

Mar 19, 2012 -- 12:45PM, mellored wrote:

Mar 19, 2012 -- 9:46AM, mordrene wrote:

hello again. in reading the essential heros books i have another question. what happeded to rituals?


Nothing.  They are safely sitting in PHB1 along with the ritual caster feat, which everyone qualifies for (even slayers).




reason i ask i didnt see them in the essentials players book but for a one page mention. does essentials not use them?


None of the essentals classes start with them.  But they can use them.

They need the ritual casting feat (or one of the other possible feats, such as bardic ritualist) from PHB1, and then buy/find the rituals, and have the residium to cast them.  You also can cast them from scrolls without the feat.  

Same as a warlord, ranger, warden, vampire, or avenger would use them.




Thanks for the help mello

Flag crazy_monkey March 20, 2012 12:25 PM PDT
Howdy folks,


Check out our New to D&D section of the Dungeons & Dragons website.
www.wizards.com/dnd/Feature.aspx?x=new/w...


(This link will be added to the first post in this thread as well.)   
    
Flag Zeltron April 6, 2012 7:03 PM PDT
We realy need something to show people like me how to properly fill out a character sheet.
Flag mellored April 8, 2012 10:43 AM PDT

Apr 6, 2012 -- 7:03PM, Zeltron wrote:

We realy need something to show people like me how to properly fill out a character sheet.


The red box does a good job.
So does the character builder.

Or i'm sure someone in your group can show you. 

Flag crazy_monkey April 18, 2012 3:55 PM PDT
Update 4/18/2012 - Tidied up some ugly links and such in the first post.
Flag Adamrp April 20, 2012 2:31 PM PDT
Hey all,

So I've become interested in D&D and had a question regarding the character you create for playing.  Do you continue playing this character through all future games, or do you just use the same one throughout a single campaingn. Or do you have to use a new character with each game/campaign you start?

If you play the same character, do you also get to keep newly discovered weapons/gold etc that you can bring to other games?

Thanks for any info!

Flag Bloodiron April 21, 2012 4:57 PM PDT
So I'm not necessarily a new player, but I am trying to recruit some others into it. We all play MtG together and so I figured maybe they could be swayed to play DnD as well. Does anyone have any tips?
Flag mellored April 21, 2012 8:43 PM PDT
You can always make MtG creatures.
And the BBEG could use MtG spells.
Flag Balesir April 24, 2012 3:02 AM PDT

Apr 20, 2012 -- 2:31PM, Adamrp wrote:

So I've become interested in D&D and had a question regarding the character you create for playing.  Do you continue playing this character through all future games, or do you just use the same one throughout a single campaingn. Or do you have to use a new character with each game/campaign you start?


This is all very variable, so treat my answers as "it's usually like this, but it might be different"!

You usually play the same character as long as the game remains the same "campaign". Exceptions would be if the character dies (and his companions don't get him raised from the dead), or if you just get fed up with a character and want to switch.

If you start a new campaign, it's usual to create new characters. This is far fom universal, though; if you get a steady gaming group and all become long term friends (or maybe were friends before you started gaming together), you might decide to do anything that interested you. Sometimes you might say "remember that old campaign with such-and-such characters? Let's play them in a new campaign!" There is nothing to stop you doing that, if that's what you want to do!

Finally, a word about "organised play". The Encounters seasons I think generally assume you create a new character for each season, but the "Living" games are more like a huge, ongoing "campaign". You have to keep records of what your character gets (which have to be signed off by accredited DMs and so on), but there you can take the same character along to other sessions run by other DMs in the "Living" game system and run them there.

Apr 20, 2012 -- 2:31PM, Adamrp wrote:

If you play the same character, do you also get to keep newly discovered weapons/gold etc that you can bring to other games?


If you can keep the character, then, generally, yes. So, if you are in the same "campaign" (including moving between DMs in a "Living" campaign), then you can keep the treasure and purchases from one session to the next.

The only real "golden rule" is to speak to the DM before the game starts. He or she will be able to tell you what the "table rules" are for what you are about to do.

Flag Rario April 26, 2012 5:54 PM PDT
I Was wondering can a trio of friends play DnD? And also we bought

1 "Monster Vault: An Essential Dungeons & Dragons Kit (4th Edition D&D)" Rodney Thompson; Game; 

"Dungeon Master's Kit: An Essential Dungeons & Dragons Kit (4th Edition D&D)" Wyatt, James; Game;

"Chessex Dice: Polyhedral 7-Die Translucent Dice Set Green" Chessex; Toy;

Rules Compendium: An Essential Dungeons & Drago Compendium (4th Edition D&D)" Wyatt, James; Paperback;

"Dungeons & Dragons Player's Handbook" Rob Heinsoo; Hardcover

Is there anything else we need? do we need more players?
Flag Balesir April 27, 2012 4:02 AM PDT

Apr 26, 2012 -- 5:54PM, Rario wrote:

Is there anything else we need? do we need more players?


Nope - you have everything you need to start with!

A few suggestions:

- Make sure to go to the "Rules Updates" part of the Wizards of the Coast website and download the latest updates. They are free to download, and you might find some differences between the books that you have confusing if, for example, you don't realise that the Players' Handbook has been updated so the rules in the PHB and the Rules Compendium are a bit different. The Updates should make clear what the current rule should be.

- If you are using published adventures (and you will find a freely downloadable copy of "The Keep on the Shadowfell" on the WotC website here, to add to what comes with the DM's box and the Monster Vault) your DM will probably want to "scale" the encounters to the small number of players. Playing with two players and a DM is quite possible, but the published adventures assume a party of 5 characters. Your best bet, here, is to scale the encounters so that only 40% of the experience point worth of monsters are present. This way, the player characters won't get mobbed so hard!

- It's probably an idea to choose player character classes carefully. With a five character party you have some "leeway", but with only two it's possible to get a bit out of balance. Two Wizard characters, for example, may struggle to overcome all the challenges they meet. A Defender (Fighter or Paladin) and either a Controller (Wizard) or Striker (Rogue, Ranger or Warlock) would probably work fine. Leaders (Clerics and Warlords) generally need more characters as allies to be fully effective, but a multiclass into one of these might work well.

In general, though, take it easy and try to really grok the rules as you use them, and you should be fine and will find that it gets easier and easier until you are forgetting the real world and just having a rollicking good time!

Flag Rario April 27, 2012 1:24 PM PDT
Thanx you Balesir. I Will do that. Now if it isnt much of a problem i would like to ask. What should I As a Dungeon Master do?
Since the books havent gotten here yet i havent really had the chance to read it. But, what tips can you give me?

A Big question i havem is, should the DM Focus on trying to actually kill the characters with the encounters? or just give a sense of difficulty?

Also; since pretty much everyone is a newb in this group.  Do anyone happens to know if/were i can get some "Pre-Made" Characters.  I had the idea of searching for some balanced PC's, like say a Warrior, a Mage and a Rouge, and give it to them Randomly so that they just put a name, and a bio on them to smooth our first game. 

We have grown to 4 now btw 0//
Flag mellored April 30, 2012 6:14 AM PDT

Apr 27, 2012 -- 1:24PM, Rario wrote:

A Big question i havem is, should the DM Focus on trying to actually kill the characters with the encounters? or just give a sense of difficulty?


You shouldn't be out to kill them.  It's not DM vs Players.  Especially at first.

Also, i suggest you be pretty liberal in letting people remake, or adjust thier characters in the beginning.

Flag Balesir April 30, 2012 9:43 AM PDT

Apr 27, 2012 -- 1:24PM, Rario wrote:

A Big question i havem is, should the DM Focus on trying to actually kill the characters with the encounters? or just give a sense of difficulty?


Trying to kill the characters is not what you should be doing; first level characters are pretty weak, and the DM can kill them any time just by using, say, an ancient dragon, so that does not lead to a very fun game!

The DM's Kit (that I see you are buying) will have some advice on just this topic. The general idea is to give the players a challenge, but not make things impossible for their characters to win. Generally, in fact, they would be expected to win - otherwise they will never reach those higher levels! Once in a while, though, they should feel that they nearly "lost it" there...

On pre-gen characters and such - the "Keep on the Shadowfell" I mentioned before has some pre-gens included in the pack, I think, together with some "get playing quick" rules that cover the bare minimum to start out.

Edit: here is a link for the Quickstart rules (which include some pre-made characters) and the Keep on the Shadowfell and Khyber's Harvest starter adventures:

www.wizards.com/dnd/Feature.aspx?x=new/l...

Flag UmberleeWyvernspur May 17, 2012 3:02 PM PDT
Really new to this site and I see a lot of abbreviations that I have no clue about. Is there list for what terms like BBEG, PnP and FLGS mean?
 
Flag crazy_monkey May 17, 2012 3:31 PM PDT
BBEG usually means Big Bad Evil Guy, in other words the main villain of a story or adventure.

PnP usually means Pen and Paper or Pencil and Paper, in other words non-digital gaming.

FLGS usually means Friendly Local Game Store, in other words the place you go to buy D&D and other games.  Some fans don't have access to a FLGS and/or prefer to shop online.

Hope that helps.       
Flag UmberleeWyvernspur May 17, 2012 3:57 PM PDT
Thanks, makes sense when you see them like that lolol. 
Flag Dansun June 21, 2012 6:04 PM PDT

I haven't gamed in 15 years and bought the Pathfinder Rulebook & PF Advanced Players Guide to get caught up with what is new. My new group wants to play D&D 4th edition and I was wondering if it is simular to Pathfinder with feats, classes, spells, skills being simular?

Is D&D 4th edition about to get revamped anytime soon? I see D&D Next. Is this the upcoming new edition of the rules? How long until 4th edition gets replaced?

As a player, what D&D 4th edition books are recommended for a decent variety of play options? Players Handbook and what other player rulebooks are widely used/recommended?


Thanks,

Dansun
Flag brownkidd July 12, 2012 8:13 PM PDT
Do you NEED a map and tokens to play? My friends and I don't really want to get into the tactical warfare aspect of the game. To be honest, we just want to experience the feel of the D&D episode of Community Tongue Out.
Flag Lucid-Dragon July 16, 2012 11:12 AM PDT
Hi everyone,


I started playing D&D about 2 months ago.  I've played a few games of D&D, so I know the game pretty well, but now I feel that I'd like to DM a game.  I've always enjoyed writing/storytelling, so I feel I'd be a good match for the position.  However, I have a few questions that may help me get started.


1. What program(s) are recommended for playing online?  I use Maptool currently, but if there is a better option, then by all means, let me know.


2. In one of my first games (version 3.5), I decided to create a monster player character (PC); a lizardfolk paladin, to be specific.  I enjoyed a lot of success with that character, and I'd like to incorporate PC Monsters in some of the campaigns I've come up with.  However, I've yet to come across rules in 4e that would allow that.  Is there a rule I'm missing (like the playable monster rule in 3.5), is the monster just made as a homebrew class, or is there something else that would allow a playable monster in 4e?


3. Is there a program or app that allows for easier or more intuitive dungeon creation (similar to those programs that architects use to make models of houses), and if so, what is recommended (considering I'll be running at least one campaign over the internet)?


Any help regarding this would be great.  Thanks in advance!


-LD
Flag Shadow_Geist August 8, 2012 4:28 PM PDT
Howdy everyone. I'm somewhat new to D&D and extremly new to the forums.

I started playing about a year and a half ago, so my knowledge of things has a bit to go but I'm looking forward to it. I am currently reading up on Forgotten Realms, since that setting is the one that has captured my eye. I've played a couple of different characters, but by no means am I experienced in any of them =P. Can't wait to really immerse myself into the game and games to come.
Flag crazy_monkey August 8, 2012 4:31 PM PDT
Welcome to the community and to D&D Shadow_Geist!  :D
Flag TomTi89 November 27, 2012 10:13 AM PST
I am completely new to D&D, and tried to find groups in my area [tried meetup.com etc]

I only have a couple of people who may play - no groups. So I may try and get it rolling by starting my own group.

They have either not played in years, or are not exactly experts, so please consider for this post that we are all newbies.

I have heard that 4e favours new players, PC and DM alike, so I am likely to go down that route.

My question is two-fold 

1. Being realistic, what chances does a newbie have of DMing? Would it enough to read the books for a week or two, then play by trial and error?

2. What books to get? I am getting conflicting advice.

Most places say the 3 core books, which are apparently outdated due to errata etc.

So buy essentials / rules compendium. This doesn't seem as thorough though.

And an equal amount say get the Red Box, which seems good to get me started, but doesn't seem to have much in the way of rules?

Please help guide a newbie :D 
Flag crazy_monkey November 27, 2012 1:22 PM PST
Welcome to D&D and the community TomTi89!

D&D 4th Edition is very friendly to new DMs and is often cited as being the easiest edition to DM.

Personally, I would recommened the Essentials line as a good entry point, specifically the DM's Kit, Monster Vault, Rules Compendium, and either of the "Heroes of" books (or both if you are so inclined).

That said, the Dungeon Master's Guide and Dungeon Master's Guide 2 contain excellent advice and tools for DMing and are a bit more errata-proof than the Player's Handbooks and Monster Manuals.

Hope that helps and good gaming to you.  :D       
Flag TomTi89 November 27, 2012 3:01 PM PST
Thank you very much! I've just looked up the whole essentials on youtube, and you definitely get a lot for your money. It's still a fair amount overall though so I think I'll have to make sure I can definitely get players Tongue Out

I have one more question, just out of interest right now.

How much flexibility do you have to change the levels of enemies?

For example, lower-level enemies are orcs etc, and enemies for higher-level characters are dragons and the like.

What if you wanted to make an orc that is super powerful? [it found an ancient artefact etc]. Do the rules allow for this? 
Flag crazy_monkey November 27, 2012 4:18 PM PST
The Monster Vault presents a range of levels for most creatures.  Orcs, for example, have stats for level 3 to level 6 with a range of roles and abilities.  Its also relatively easy to "reflavor" a monster of higher or lower level.  For example, you can take a Level 14 Arena-Trained Ogre and call it an Arena-Trained Orc.  The only mechanical adjustments you really need to make are to reduce its size to Medium and give it the orc "Savage Demise" trait that all orcs possess.

Flag Coys December 27, 2012 5:31 PM PST

Nov 27, 2012 -- 10:13AM, TomTi89 wrote:



1. Being realistic, what chances does a newbie have of DMing? Would it enough to read the books for a week or two, then play by trial and error?

2. What books to get? I am getting conflicting advice.




My first experience playing DnD is literally DMing a group of six friends - it takes a lot of reading of the Rules Compendium and purchase of the Dungeon Master's Guide. We also bought a Red Box and started from there - we're almost up to level 6 now. 

There are lots of resources out there: twitter (Sly Flourish comes to mind), blogs (dungeonsmaster.com)

Have your group help you - what they hope to get out of the game is a huge part of wether you're going to suceed in keeping them engaged and ultimately wanting to keep playing. 

Learn together - it's not as hard as you think it might be. Smile

Flag flitchplate January 14, 2013 6:34 PM PST
Red Box rookie here!  We have five adventurers plus myself as the fledgling Dungeon Master......

We are starting the first Red Box adventure this Friday after having created our characters per the solo adventure.

Human Cleric
Elven Rogue
Elven Wizard
Dwarven Fighter
Halfling Rogue

Before Friday I want to burn some money on a couple products / manuals to start. If you
had two items to buy following the Red Box what would they be?

Thanks!!
Flag LawfulNifty January 14, 2013 9:42 PM PST
DM Kit and Monster Vault. DM Kit has a more comprehensive rulebook plus a really good adventure in it and some nice poster maps and pogs. Monster Vault has more pogs, an adventure that (sort of) continues where the DM Kit adventure leaves off, and monsters to last your group into Epic tier. Your players will also want Heroes of the Fallen Lands in order to continue their characters once they're done with the Red Box.
Flag Matyr January 15, 2013 1:40 AM PST
If I had money to spend on stuff. I would buy these:

DM Cheat Sheet: slyflourish.com/master_dm_sheet.pdf (Free)
DDI subscription
Cheesex Dry-Erase Battlemat 
Flag flitchplate January 18, 2013 2:53 PM PST
Thanks for the suggestions! I did buy the Dungeon Master's Kit and downloaded the cheatsheet. Will start the multiplayer Red Box Adventure tonight. Hoping for the best!
Flag Hogar87 February 6, 2013 1:31 AM PST
Hi I am completely new to D&D and I am looking to start playing with some friends who have also never played before. I will hopefully be the DM and I was wondering what are the essentials to play?

I know I need the monster manual, Player handbook and dungeon masters guide. I also have seen the dungeon masters kit which Im not sure if that comes with a version of the dungeon masters guide or if that is something else?
I would prefer that as it comes with the tokens and dm screen etc but just wanted to make sure...

Also any advice would be great!
Flag Matyr February 6, 2013 1:57 AM PST
DDI subscription ($10)
Chessex Battle Mat ($25)
Wet-erase markers ($5)
DM Cheat Sheet  (Free)
Monster Vault 1 or Monster Vault 2 ($30) [I include this not as a rules source, but for the sheer number of tokens included]

That is all you need.  I have been running 4e for a long time.  I don't have monster manuals, players handbooks or dungeon master's guides.  Cause you can basically figure everything out with a DDI sub.  Everything else is just for table stuff. 
Flag Cultmor February 7, 2013 4:22 AM PST
Utter Red Box noob here! (Played D&D a loooooong time ago. Would have been about 25 years ago since I last played!!!!)
We (four of us) read the 'Player's Book' (I read the DM book) and we have a question regarding the Power Cards.
Which forum do we go to, to get clarification on this?

Thanks.Tongue Out
Flag Hogar87 February 7, 2013 9:03 AM PST

Feb 6, 2013 -- 1:57AM, Matyr wrote:

DDI subscription ($10)
Chessex Battle Mat ($25)
Wet-erase markers ($5)
DM Cheat Sheet  (Free)
Monster Vault 1 or Monster Vault 2 ($30) [I include this not as a rules source, but for the sheer number of tokens included]

That is all you need.  I have been running 4e for a long time.  I don't have monster manuals, players handbooks or dungeon master's guides.  Cause you can basically figure everything out with a DDI sub.  Everything else is just for table stuff. 


Thanks Matyr thats super helpful, it was looking pretty expensive with all the books and boards and minatures. That makes it seem a lot easier to get started.
Cheers

Flag Sumernivek February 7, 2013 7:31 PM PST
Hi all!  I am also brand new to D&D.  I have never played a role-playing game.  I have gotten interested in it after listening to my brother (who lives many hours away from me) talk about to me.  I purchased the Red Box tonight at a local game shop.  I also inquired about something called D&D: Encounters, which the game store clerk told me about.  I guess a new season or session started last night, so I am a day late, but I was told I can still participate at the next session next Wednesday.

I was pretty excited about this, so I had called another store to see if they do it (since they are techincally closer to my home...hit this other place tonight on the way back from work), and he said they did, and I had told this "other store's" guy that I just bought the Red Box and he made it sound like I just wasted my money as he told me that D&D would be changing rules soon (or something to that effect) and the Red Box should have been taken off the market by now.  That left me a bit confused.  So I assume the Red Box is obsolete now?

Either way, I plan to attend an Encounters session next week and see how I like the game.  Do I need to bring anything special to the session (forgot to ask while I was there, as I didn't know about the dice...that's how newbish I am)?

Anyway, sorry about the rambling.  Just very excited to be here!  Smile
Flag Matyr February 8, 2013 1:47 AM PST
Welcome to the game, I'll try to help answer your questions as best I can.

First off Encounters is designed so you can play whenever you have time.  Every session is episodal, so you get a problem at the start and solve it by the end of the session.  You can play in as many or as few episodes as you choose.  If you stay there for more than one episode you will see there is an overarching plot.

What the other clerk was talking about is 5th edition.  5e won't be out for a good bit, and it won't hurt you to have stuff from 4e.  If you are looking at buying products, I would buy things that would carry over well (initiative trackers, game mats, tokens, etc) and shy away from the 4e specific products.  You could also buy a DDI subscription which contains everything from 4e (including a character builder that is pretty idiot resistant and a searchable database of everything in every book of the game).  The sub is pretty cheap (about $10) and is something you and your friends can use to help you get started.

Welcome to the community! 
Flag Sumernivek February 8, 2013 6:37 PM PST
Thanks, Matyr!  I feel better about my purchase, and I just completed the solo adventure in the Starter Kit, which was very fun! 

I guess I should bring that set of dice that came with the Starter Kit to my first D&D Encounters session next week?  Like I said, I have no idea what to expect at this get-together (except to, hopefully, have some fun!).
Flag Matyr February 8, 2013 9:30 PM PST

Feb 8, 2013 -- 6:37PM, Sumernivek wrote:

Thanks, Matyr!  I feel better about my purchase, and I just completed the solo adventure in the Starter Kit, which was very fun! 

I guess I should bring that set of dice that came with the Starter Kit to my first D&D Encounters session next week?  Like I said, I have no idea what to expect at this get-together (except to, hopefully, have some fun!).




Just bring your dice.  If you want you can also bring a pregen character (I think the rules for this season let you bring basically whatever you want).  If you need help making something to take with you, let me know and I can help walk you through / showing you were to get a copy of whatever race/class seems fun to you.

Flag SalmonMan78 March 10, 2013 1:59 PM PDT
Great thread and I am trying to absorb a lot of it. Been over 10 years since I played and have a question.

I am now planning on getting back into it with my son, he's 11 and is totally stoked at the idea. I ordered the PHBs and a couple other books but am wondering if someone could point me where we could possibly go ahead and hammer out our character's starting stats and such online. Turns out the PHBs might not be here in time for us to make the next Encounter day and just want to prepare.

My son is going to be a Dragonborn Paladin and I am wanting a Tiefling Warlock. Would the DDI sub work for this?
Flag Hogar87 March 10, 2013 2:52 PM PDT

Mar 10, 2013 -- 1:59PM, SalmonMan78 wrote:

Great thread and I am trying to absorb a lot of it. Been over 10 years since I played and have a question.

I am now planning on getting back into it with my son, he's 11 and is totally stoked at the idea. I ordered the PHBs and a couple other books but am wondering if someone could point me where we could possibly go ahead and hammer out our character's starting stats and such online. Turns out the PHBs might not be here in time for us to make the next Encounter day and just want to prepare.

My son is going to be a Dragonborn Paladin and I am wanting a Tiefling Warlock. Would the DDI sub work for this?




If you are playing with 4th edition I'd suggest www.tinwatchman.com/chargen/
There's even a random function for the stats so its really easy to get things started but it doesn't explain everything like certain feats and abilities.

Flag Matyr March 10, 2013 4:00 PM PDT

Mar 10, 2013 -- 2:52PM, Hogar87 wrote:

Mar 10, 2013 -- 1:59PM, SalmonMan78 wrote:

Great thread and I am trying to absorb a lot of it. Been over 10 years since I played and have a question.

I am now planning on getting back into it with my son, he's 11 and is totally stoked at the idea. I ordered the PHBs and a couple other books but am wondering if someone could point me where we could possibly go ahead and hammer out our character's starting stats and such online. Turns out the PHBs might not be here in time for us to make the next Encounter day and just want to prepare.

My son is going to be a Dragonborn Paladin and I am wanting a Tiefling Warlock. Would the DDI sub work for this?




If you are playing with 4th edition I'd suggest www.tinwatchman.com/chargen/
There's even a random function for the stats so its really easy to get things started but it doesn't explain everything like certain feats and abilities.




Yeah, dont use that link please.

That is extremely limited and builds pretty horrible characters.

If you want to get a DDI it is a good plan.  You can do a lot of stuff without even having the books if you have a DDI sub (compendium + char builder is a good plan).

If you want to look at some pregenerated characters check here:
community.wizards.com/go/thread/view/758...

Welcome back to the hobby!

Edit:
I just made a character with that generator.  Holy crap its worse than I thought.  Please do not tell others to use something that is that categorically terrible. 

Flag Tony_Vargas March 10, 2013 4:48 PM PDT

Mar 10, 2013 -- 1:59PM, SalmonMan78 wrote:

Would the DDI sub work for this?


Yes.  It will give you access to the on-line Character Builder.  It walks you through building a character.  It's only a little arcane and balky at times.  

Flag One-Wing March 31, 2013 2:57 PM PDT
Hey, everyone! Smile 

Firstly, thanks for providing such an incredibly helpful thread (particularly for confused newbies like me!) Definitely feeling significantly less lost after half an hour's dedicated perusal Tongue Out

I've got absolutely zero xperience of playing D&D (or any RPG that doesn't involve a console, for that matter) but myself and a couple of friends are very interested in giving it a go. Looking at this thread, it seems the Red Box would be the best bet for us, as we're all equally inexperienced/clueless, and don't want to be overwhelmed by too much complexity when we're just starting out. Plus there's always the appeal of the low, low price... Tongue Out

Just a quick question - do you think three people (one DM and two players) is enough to play through without encountering too many issues, particularly considering we have no idea what we're doing? I'm holding out hope that we can manage to convince and/or bribe a fourth friend into playing, but if that cunning plan fails it'll just be the three of us, which I'm aware isn't really ideal. 

I'm sure I'll be popping up around the boards to bother you all with more questions, so thanks in advance for all the help! Looking forward to getting to know you guys Laughing

 
Flag Tony_Vargas April 2, 2013 5:11 PM PDT

Mar 31, 2013 -- 2:57PM, One-Wing wrote:


Just a quick question - do you think three people (one DM and two players) is enough to play through without encountering too many issues, particularly considering we have no idea what we're doing? I'm holding out hope that we can manage to convince and/or bribe a fourth friend into playing, but if that cunning plan fails it'll just be the three of us, which I'm aware isn't really ideal.  


A fourth would definitely help.  

One option, though, is to find a D&D Encounters game in your area.  The next season starts April 10th, I believe.  That way, you can just walk in and start playing.

Flag One-Wing April 3, 2013 4:20 AM PDT
Thanks for the reply Tony! Smile

I did succeed in convincing friend number four to give it a shot, so that's good news!

D&D Encounters sounds like a great idea, but it's not really viable for us until the summer as a couple of us are still in uni (including me). It's Easter break at the moment, so we have a month off, but if the season starts in April it won't be of much use. Cheers for the link though - it's definitely something I'd be interested in looking in to if I end up enjoying the game!
Flag Tony_Vargas April 4, 2013 9:32 PM PDT

Apr 3, 2013 -- 4:20AM, One-Wing wrote:

Thanks for the reply Tony! 

I did succeed in convincing friend number four to give it a shot, so that's good news!

D&D Encounters sounds like a great idea, but it's not really viable for us until the summer as a couple of us are still in uni (including me). It's Easter break at the moment, so we have a month off, but if the season starts in April it won't be of much use. Cheers for the link though - it's definitely something I'd be interested in looking in to if I end up enjoying the game!


Seasons are currently running 8 weeks, so there should be one starting in early summer.  Best of luck, hope your friends all enjoy it.

Flag Terrorfield May 13, 2013 8:23 PM PDT
I have never played D&D before, and am highly interested in starting. However, I don't have anyone to really play with in person. I tried finding a place to play it online and came across rpgtableonline.com. I was wondering if this is actually worth trying? I understand that the physical game tools and playing with people in person adds on a certain excitement to it all, but I just lack the ability for that to happen. Any suggestions on what I can do would be greatly appreciated. =]
Flag megusdragun May 15, 2013 2:37 AM PDT
hello; I just bought the 4th ED red box starter kit, waiting for it in the mail, and I am trying to find a place to play the game.
I am new to the game, so I don't really know where I should try; I live in Las Vegas, NV and tried the comic shop close to me comic oasis, but that was a huge bust. if anyone can help me it would be greatly appreciated, thanks
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