The Rules Compendium is the only part of the Essentials range I would consider to be essential. It is a handy quick reference guide for all the general rules of the game. Not 'needed' like the core books are, and, admittedly it is basically reprinting a lot of what is in those books, but as a reference guide it's a lot easier to carry around to the host's house than a load of hardbacks.
I would personally start by reading the player's guides (if you're going for the Essentials range then that'd be the Heroes Of... books). This will give you an introduction into being a player which is by far the easiest thing to do in DND. Once you understand that, then move on to reading the DM book to get the hang of actually running the game.
The Rules Compendium is the best rules rescources Wizards has put out. If there is a rule in the game it is in that book.
I as well consider it the only essential book to have at the table. I would never run a game without it again.
Start reading the DM book but also just jump in and start playing. Learning the rules in a vacum only gets you so far. The best way to really learn how they work is run a simple combat and make some mistakes.
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Bharhas, Level 3 Human, Warlord | Sorcerer Human Power Selection Option: Bonus At-Will power Languages: Common, Elven Theme: Gladiator
CURRENT STATUS: Phase of the Sun: *At the start of your turn, each enemy adjacent to you takes fire and radiant damage equal to your Strength modifier. *You also gain resist 5 cold.
VITALS AC: 18 Fort: 18 Ref: 15 Will: 17 HP: 40/40
Surges: 6/6 Surge Value: 10
Initiative: +1 Speed: 6
CURRENT ABILITY SCORES STR 18, CON 10, DEX 11, INT 10, WIS 8, CHA 17
Keep your story simple and have your maps pre-drawn. I know when I was just starting out I was always pausing to draw things and it really seemd to interrupt focus for my brand new group. As you get better at DMing you will get better at "winging it"
Also, reisist the tempation to launch into some sort of mega, long-running campaign from the start. As you and your player's learn how the game works what you want out of it may change and mutate, this is good.
If you are running a pre-published adventure, try to get to know it fairly well. You don't need to memorize it but it would be good to know the crucial information that needs to be imparted to the players at each scene. I recommend making it easy for them to follow the story so they stay interested.
One last thing, your first combats will take a very long time. There is little you can do to mitigate this as you learn the system. Don't expect to get very far.
And the most important piece...HAVE FUN. That is the reason (I hope) you are getting into D&D. If you or your players are not haveing fun, see what you all can do to make it better.
Play by Post Haven Stop by, join us, and sign up for some games while you are there Real Adventures Come join in and have some adventures, real ones!
Want even more Play-By-Post games? Head over to www.Nerdbound.com to check some more out. People there are playing lots of systems, not just D&D
Bharhas, Level 3 Human, Warlord | Sorcerer Human Power Selection Option: Bonus At-Will power Languages: Common, Elven Theme: Gladiator
CURRENT STATUS: Phase of the Sun: *At the start of your turn, each enemy adjacent to you takes fire and radiant damage equal to your Strength modifier. *You also gain resist 5 cold.
VITALS AC: 18 Fort: 18 Ref: 15 Will: 17 HP: 40/40
Surges: 6/6 Surge Value: 10
Initiative: +1 Speed: 6
CURRENT ABILITY SCORES STR 18, CON 10, DEX 11, INT 10, WIS 8, CHA 17
I think you've ended up with a pretty solid set of books to get started with. A few ideas for where to go from here:
1. Listen to at least the first four podcasts from Series 1 of the Penny Arcade series here: www.wizards.com/dnd/podcasts.aspx You'll learn a huge amount about how to play the game and how to be a good DM in the process, and they're pretty funny too. 2. Read through your Rules Compendium or at least the How to Play section of one of the 'Heroes of..' books. 3. Play through a combat or two by yourself. Even if it's just throwing a few monsters up against each other. You'll learn much more effectively from playing than you will from reading - and it's more fun. 4. Pay for a 1 month DDI subscription and download an adventure or two to get your players to level 2; then run the adventure in the DM's Kit from there. You can also use the character builder to make character sheets for your players that will make learning the game easier.