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8 months ago ::
Sep 30, 2012 - 9:17AM
#1
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Date Joined:
Sep 30, 2012
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Hi guys, I've been playing a customized version of D&D for about a year now with my group and we are switching things up to where I am going to be the new DM. The DM we have now wants to be a character and I'd like to give being the DM a try. He has played for years when he was younger and only ever did the first couple versions but made a custom total imagination scenario for us. I don't want to do that. I want to play the most current version and follow the actual rules of the game. Can anyone help me out with what I really need to know and where to start to get off the ground?? I'd really appreciate a direction.
Thanks!
Mike
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8 months ago ::
Sep 30, 2012 - 9:24AM
#2
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Date Joined:
Jun 25, 2009
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Hi guys, I've been playing a customized version of D&D for about a year now with my group and we are switching things up to where I am going to be the new DM. The DM we have now wants to be a character and I'd like to give being the DM a try. He has played for years when he was younger and only ever did the first couple versions but made a custom total imagination scenario for us. I don't want to do that. I want to play the most current version and follow the actual rules of the game. Can anyone help me out with what I really need to know and where to start to get off the ground?? I'd really appreciate a direction.
Thanks!
Mike
Follow whatever rules you want, but for the record, the "actual" rules of the game are whatever rules you choose to play by. Each edition stands on it's own merit and are considered "actual" rules of the game. Just because they're not being supported with new releases/expansions doesn't diminish them.
Anyway, typical advice:
Start with the core books. This is one thing that never really changed between any edition.
DMG (Dungeon Master's Guide) PHB (Players Handbook) MM (Monster Manual)
If you've got those, you have everything you need to play (except for dice, paper, and pens/pencils). Obviously, the DMG and the MM will be most valuable to the DM, but you definitely want to take a look at the PHB and get familiar with it so you have an idea on what each class is capable of so you can balance encounters.
If you need aid in terms of setting ideas, you can either make your own or look at setting books. I personally favor the flavor of The Forgotten Realms. The setting books will be chalk full of ideas and themes you can run with and give you a world that's ready to go.
My username should actually read: Lunar Savage (damn you WotC!) *Tips top hat, adjusts monocle, and walks away with cane* and yes, that IS Mr. Peanut laying unconscious on the curb. http://asylumjournals.tumblr.com/
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8 months ago ::
Sep 30, 2012 - 9:45AM
#3
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Date Joined:
Sep 30, 2012
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Hi guys, I've been playing a customized version of D&D for about a year now with my group and we are switching things up to where I am going to be the new DM. The DM we have now wants to be a character and I'd like to give being the DM a try. He has played for years when he was younger and only ever did the first couple versions but made a custom total imagination scenario for us. I don't want to do that. I want to play the most current version and follow the actual rules of the game. Can anyone help me out with what I really need to know and where to start to get off the ground?? I'd really appreciate a direction.
Thanks!
Mike
Follow whatever rules you want, but for the record, the "actual" rules of the game are whatever rules you choose to play by. Each edition stands on it's own merit and are considered "actual" rules of the game. Just because they're not being supported with new releases/expansions doesn't diminish them.
Anyway, typical advice:
Start with the core books. This is one thing that never really changed between any edition.
DMG (Dungeon Master's Guide) PHB (Players Handbook) MM (Monster Manual)
If you've got those, you have everything you need to play (except for dice, paper, and pens/pencils). Obviously, the DMG and the MM will be most valuable to the DM, but you definitely want to take a look at the PHB and get familiar with it so you have an idea on what each class is capable of so you can balance encounters.
If you need aid in terms of setting ideas, you can either make your own or look at setting books. I personally favor the flavor of The Forgotten Realms. The setting books will be chalk full of ideas and themes you can run with and give you a world that's ready to go.
Thanks for the reply Lunar.
The problem we encounter often is that there doesn't seem to be any solid structure with how we've been playing. EVERYTHING seems to be at the discretion of the DM for us, and it feels like a total make-sh*t-up-as-we-go-along adventure. We get into arguments as well over this.
I feel that following an actual edition and the guidelines it has in place will eliminate a lot of our issues.
What exactly is the difference between the editions though? I'd like to eventually create my own sotries and adventures, but to get started I'd probably start with the modules.
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8 months ago ::
Sep 30, 2012 - 9:59AM
#4
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Date Joined:
Jul 21, 2004
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Hi guys, I've been playing a customized version of D&D for about a year now with my group and we are switching things up to where I am going to be the new DM. The DM we have now wants to be a character and I'd like to give being the DM a try. He has played for years when he was younger and only ever did the first couple versions but made a custom total imagination scenario for us. I don't want to do that. I want to play the most current version and follow the actual rules of the game. Can anyone help me out with what I really need to know and where to start to get off the ground?? I'd really appreciate a direction.
Thanks!
Mike
All you need are some core rules, normally the Player's Handbook, the Dungeon Master's Guide and the Monster Manual. These days you can also obtain a starter kit called The Red Box, which just provides and intro to the game, or the Rules Compendium along with at least one of the "Heroes of..." book and a source for monsters such as the Monster Vault.
That will be enough to get started. You know about roleplaying and plenty of other basic stuff about the game, so you can probably make some basic adventures that will be as much to your friends' liking as any module.
Be aware that 4th Edition is going to be very different from that customized version and most other versions of D&D. It's still quite recognizable, but it's easier to understand, and much more functional right out of the box. It focuses closely on adventuring, and leaves things like character professions and mundane crafting up to the DM. There are guidelines for new ways to handle skill-based challenges. There are new races and classes. Classes are designed in a different way, and there are no "weak" classes at any level, though it is still possible for someone to build a better character than another player.
I mention this because it might take someone a while to get used to if they're used to older versions of the game. I certainly was, but I welcomed the updates. Others might not. I recommend not trying to get every aspect of the rules right up front, and when you make rulings during the course of the game (as every DM must to keep the game moving) I recommend erring on the side of what the players expect from past editions. A lot of the time this will be the right call anyway, but every time it will be easier for them to accept until everyone has a better handle on the rules.
Good luck, and feel free to ask any questions you have.
[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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8 months ago ::
Sep 30, 2012 - 9:59AM
#5
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Date Joined:
Jun 25, 2009
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Hi guys, I've been playing a customized version of D&D for about a year now with my group and we are switching things up to where I am going to be the new DM. The DM we have now wants to be a character and I'd like to give being the DM a try. He has played for years when he was younger and only ever did the first couple versions but made a custom total imagination scenario for us. I don't want to do that. I want to play the most current version and follow the actual rules of the game. Can anyone help me out with what I really need to know and where to start to get off the ground?? I'd really appreciate a direction.
Thanks!
Mike
Follow whatever rules you want, but for the record, the "actual" rules of the game are whatever rules you choose to play by. Each edition stands on it's own merit and are considered "actual" rules of the game. Just because they're not being supported with new releases/expansions doesn't diminish them.
Anyway, typical advice:
Start with the core books. This is one thing that never really changed between any edition.
DMG (Dungeon Master's Guide) PHB (Players Handbook) MM (Monster Manual)
If you've got those, you have everything you need to play (except for dice, paper, and pens/pencils). Obviously, the DMG and the MM will be most valuable to the DM, but you definitely want to take a look at the PHB and get familiar with it so you have an idea on what each class is capable of so you can balance encounters.
If you need aid in terms of setting ideas, you can either make your own or look at setting books. I personally favor the flavor of The Forgotten Realms. The setting books will be chalk full of ideas and themes you can run with and give you a world that's ready to go.
Thanks for the reply Lunar.
The problem we encounter often is that there doesn't seem to be any solid structure with how we've been playing. EVERYTHING seems to be at the discretion of the DM for us, and it feels like a total make-sh*t-up-as-we-go-along adventure. We get into arguments as well over this.
I feel that following an actual edition and the guidelines it has in place will eliminate a lot of our issues.
What exactly is the difference between the editions though? I'd like to eventually create my own sotries and adventures, but to get started I'd probably start with the modules.
Well, actually, DM's discretion isn't wrong in any edition. In fact, most of the editions will encourage the DM to change, modify, alter, or flat out disregard any rule you choose. But they will also advise you to use rules and methods that are most fun for your group. I can't think of any groups I know of that don't use house rule variants of some kind.
That said, it is usually implied however that the players at the table are consenting to abide by the DM's rulings, as he does have the power to over rule the books. If there are arguments going on, I would hope that it's over a DM flip-flopping on rules from adventure to adventure without good reason and not because someone just doesn't like a rule. The former asks for consistency, the other is just disrespectfulness at the table. Rules and how they're handled are generally advised as something to go over before or after a game or otherwise away from the table.
On to answering your real questions however...
The main differences between the editions are the mechanics of character building, monster creation, stat calculations, combat rules, and skill usages. There are other various minor differences that give different approaches/advice on how to play the game but most books attempt to be all inclusive in that regard (though they do not always succeed).
A module is a great way to get started for any new DM. If you're absolutely set on 4th edition, do yourself a favor and look into the Red Box. It was one of the first modules created for the first edition of the game and is basically legendary. They reprinted it for 4th edition and modified the adventure to use 4e rules.
My username should actually read: Lunar Savage (damn you WotC!) *Tips top hat, adjusts monocle, and walks away with cane* and yes, that IS Mr. Peanut laying unconscious on the curb. http://asylumjournals.tumblr.com/
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8 months ago ::
Sep 30, 2012 - 10:04AM
#6
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Date Joined:
Jun 25, 2009
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Hi guys, I've been playing a customized version of D&D for about a year now with my group and we are switching things up to where I am going to be the new DM. The DM we have now wants to be a character and I'd like to give being the DM a try. He has played for years when he was younger and only ever did the first couple versions but made a custom total imagination scenario for us. I don't want to do that. I want to play the most current version and follow the actual rules of the game. Can anyone help me out with what I really need to know and where to start to get off the ground?? I'd really appreciate a direction.
Thanks!
Mike
All you need are some core rules, normally the Player's Handbook, the Dungeon Master's Guide and the Monster Manual. These days you can also obtain a starter kit called The Red Box, which just provides and intro to the game, or the Rules Compendium along with at least one of the "Heroes of..." book and a source for monsters such as the Monster Vault.
That will be enough to get started. You know about roleplaying and plenty of other basic stuff about the game, so you can probably make some basic adventures that will be as much to your friends' liking as any module.
Be aware that 4th Edition is going to be very different from that customized version and most other versions of D&D. It's still quite recognizable, but it's easier to understand, and much more functional right out of the box. It focuses closely on adventuring, and leaves things like character professions and mundane crafting up to the DM. There are guidelines for new ways to handle skill-based challenges. There are new races and classes. Classes are designed in a different way, and there are no "weak" classes at any level, though it is still possible for someone to build a better character than another player.
I mention this because it might take someone a while to get used to if they're used to older versions of the game. I certainly was, but I welcomed the updates. Others might not. I recommend not trying to get every aspect of the rules right up front, and when you make rulings during the course of the game (as every DM must to keep the game moving) I recommend erring on the side of what the players expect from past editions. A lot of the time this will be the right call anyway, but every time it will be easier for them to accept until everyone has a better handle on the rules.
Good luck, and feel free to ask any questions you have.
Centauri makes a really good point here. Players used to older editions usually have a hard time embracing newer editions for a variety of reasons. Like myself, I personally love 3.5. But I wouldn't touch 4e with a ten foot pole.
My username should actually read: Lunar Savage (damn you WotC!) *Tips top hat, adjusts monocle, and walks away with cane* and yes, that IS Mr. Peanut laying unconscious on the curb. http://asylumjournals.tumblr.com/
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8 months ago ::
Sep 30, 2012 - 10:27AM
#7
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Date Joined:
Jul 21, 2004
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What exactly is the difference between the editions though? I'd like to eventually create my own sotries and adventures, but to get started I'd probably start with the modules.
Every edition has attempted to deal with issues that arose in past editions, and also brought in new issues.
4th Edition solves a long-standing issue many people had with the game, that of different classes being better or worse at one of the primary activities of the game: fighting monsters. In 4th Edition, each character is part of a team and can contribute equally (if not in identical ways) to the success of that party. Some classes are better at actually doing damage, but every class does at least some damage and those that do less have important roles to play.
That's the primary improvement, and it carries with it changes to how magic and melee abilities are handled. Anyone in your group who is used to spellcasters always saving the day, will have some adjustments to make. Another aspect of this that may cause some confusion (less so if you stick to Essentials-based products) are how martial characters have some abilities that they can't use all the time. In past editions, at least until late into 3.5, anyone who could swing a sword could do so all day with the same level of ability. in 4th Edition, fighters and other such classes can perform special moves once per encounter or once per day that go above their baseline. Some people think it's strange that a fighter couldn't just keep doing the same thing, but there are ways to imagine this that help it make sense, and the benefit to the balance between characters is a strong incentive to do so.
[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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8 months ago ::
Sep 30, 2012 - 12:46PM
#8
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Date Joined:
Jan 11, 2007
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The problem we encounter often is that there doesn't seem to be any solid structure with how we've been playing. EVERYTHING seems to be at the discretion of the DM for us, and it feels like a total make-sh*t-up-as-we-go-along adventure. We get into arguments as well over this.
I feel that following an actual edition and the guidelines it has in place will eliminate a lot of our issues.
What exactly is the difference between the editions though? I'd like to eventually create my own sotries and adventures, but to get started I'd probably start with the modules.
It's possible that more structure to the game will help and 4E has alot of structure. In my experience my group will argue with me over modules and my own home brewed adventures. So don't count on it. These arguments will be ruled based as they learn the basic mechanics, but there's so many exception to the rules in the form of powers to confuse people. As for modules being better than making it up on the spot, my players see holes in everything. I'd not get concerned about it, just learn to manage people, get people to calm down and stay at the table. Do your best to explain or fill in the holes they perceive, create or spot.
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8 months ago ::
Sep 30, 2012 - 1:14PM
#9
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Date Joined:
Aug 23, 2012
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Could you elaborate on this "make stuff up as we go". I'm just trying to figure out was the previous DM just using Random monster and Dungeon tables as they went to create encounters? Were the settings not making conective sense why a lollipop forest would be in the middle of a swamp?* Or maybe the sessions were episodic before and you're looking for a more connective narrative. Just fill us in a little what exactly made it feel that way and what you'd like to do different.
Second a few tips: 1.) Don't force/expect players to act a certain way. D&D is a game that establishes an unwritten contract when you sit down at the table. The DM and players agree to author a story. The DM creates the setting and serves as a rules arbiter and the AI of the residents of the world. Sometimes this can be with help from players (such as building a town a player would like to include and craft into their backstory) to varying degrees of course. The Players promise to be the Actors for this story and are allowed the freedom to react to the elements and scenery within it. If you're forcing the player to act a certain way you're violating this unwritten agreement.
2.) feel free to reskin monsters: In other words if a monster has the stats/abilities you're looking for but doesn't make sense themeaticly just describe it to your players as something else.
3.) Don't go hog wild with those first combats, make sure they are something manageable because there is alot to learn going on, and it will take longer than most other combats you'll ever have.
4.) After you get a little more used to the ruels try to resolve disputes after the game, and just take a note to check on it afterward and do it correctly if everyone finds out it's wrong.
5.) Have a sit down with your players about what kind of setting and the tone the adventure should be. If no one wants to play in the super darkgrim land, or the kindgoms of rainbows and unicorns then don't force them to.
That covers it for inital thoughts and suggestions.
*Yes in some campaigns it does make sense, but just tyring to get an idea what the original poster meant.
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8 months ago ::
Sep 30, 2012 - 1:25PM
#10
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Date Joined:
Jun 15, 2004
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Can anyone help me out with what I really need to know and where to start to get off the ground?
Red box. It has everything you need to start (dice, map, tokens, etc.) and provides an excellent introduction. Plus, the adventure is pretty good, making it a decent purchase even for veteran players like myself.
Alternately, the playtest material for D&D Next might interest your particular group.
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