Reddit Reddit reviews Dungeons & Dragons Dungeon Master's Guide (Core Rulebook, D&D Roleplaying Game)

We found 74 Reddit comments about Dungeons & Dragons Dungeon Master's Guide (Core Rulebook, D&D Roleplaying Game). Here are the top ones, ranked by their Reddit score.

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Dungeons & Dragons Dungeon Master's Guide (Core Rulebook, D&D Roleplaying Game)
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74 Reddit comments about Dungeons & Dragons Dungeon Master's Guide (Core Rulebook, D&D Roleplaying Game):

u/angel14995 · 12 pointsr/dndnext

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

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

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

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

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

    If you need any other help, please feel free to ask!
u/Ta2d_Kate · 10 pointsr/DungeonsAndDragons

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

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

Have fun!!

u/MasterMarcon · 10 pointsr/DnD

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

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

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

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

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

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

u/Nightshade400 · 8 pointsr/DnD
u/redworm · 8 pointsr/Military

The starter set for the current edition is $25:

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

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

and some dice

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

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

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

u/TheMaskedTom · 7 pointsr/DnD

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

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

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

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

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

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

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

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

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

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

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

u/CouldBeBatman · 7 pointsr/DnD

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

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

Players Guide

Basic DM Guide

Character Sheets

u/stephan1990 · 7 pointsr/Dungeons_and_Dragons

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


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


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

  • Players Handbook - Everything you need as a player to play the game. Character creation, equipment, spells and so on.
  • Dungeon Masters Guide - All you need to DM a game, from optional rules to magic items.
  • Monster Manual - Also a book more targeted to the DM, as it contains a bunch of monsters that you can use in your game.
u/Ryngard · 6 pointsr/DnD

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

You can look at the Basic Rules here for free.

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

> You have the Core Rulebooks:

u/Gamegeneral · 6 pointsr/DungeonsAndDragons

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

u/po_ta_to · 5 pointsr/DungeonsAndDragons

Player's Handbook (Dungeons & Dragons)

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

Monster Manual (D&D Core Rulebook)

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

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

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

u/charredgrass · 5 pointsr/DnD

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

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

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

u/PDX_Mike · 5 pointsr/Forgotten_Realms

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

The official publications I referenced were:

u/KarLorian · 4 pointsr/DnD

5e's (codename: Morningstar)
Will likely be the primary way for us to digitally access the resources at first...

Beta signups here

P.S. if cost is a real issue, Amazon has the PHB, MM, and DMG available for pre-order at a decent enough discount.

u/DnDYetti · 3 pointsr/DnD

You can view the general game rules off of the Official D&D site here and also the basic DM rules here, both for free.

Also, I would say that you realistically need a 5e PHB (player's handbook), that I would 100% get - you can get it on sale on Amazon here. You could get the 5e DM guide, but you don't NEED it, it just helps - here on amazon on sale also! You also need dice, which you can buy all over the place - online, game-stores, etc.

In addition to that, I'd also recommend to watch videos online to learn about the game, and to get better adapted to the game as a whole. Use Youtube channels like Critical Role to learn roleplaying, and also channels like FistFull of Dice to learn how to be a better DM and/or player. I would highly recommend for your whole group (with you included) to watch an episode or two of critical role to understand healthy roleplaying in action.

Overall, honestly the more info you have the better off you'll be.

u/V2Blast · 3 pointsr/dndnext

Looks like HOTDQ and Rise of Tiamat are also on sale for around $20:

u/sevy85 · 3 pointsr/DnD

200$? Challenge accepted.

Buy the books for 100,76$

players handbook

dungeon master's guide

monster manual

To be fair, you're already set now. I would advise the players to also buy a player's handbook or at the very least download the free basic rules

If you need figurines you can google what you want, print them off and use them or you can use this from u/printableheroes and pay him 10$

You don't need an erasable battle map to play, you can just draw everything yourself but I would highly recommend it and it's not that expensive. just 21,66$

For the dice, just buy a bag of everything for 19,99$

you're now all set to go on epic adventures for a combined total off 152,41$

If you have any money left that you would want to spend, I would recommend buying the starter set, so you can learn how it is to DM before making everything up on your own. And at 29,99$ it's really a steal

This would bring your money spend on 182,4$

Allright we're 17,6$ under budget. You can use that to buy some drawing paper, pens and what not.

Then if you want to start DM-ing go and watch these videos, You will learn a lot from them. Also, if you want to start playing on wednesday, you're either going to have to read as a maniac or use the first adventure that u/mattcolville talks about in his first videos. If you make up a town with a few NPC's and have them travel there with an encounter (let's say wolves in a forest), you've already got a few hours playtime. However, you will all need to roll up characters which will also take some time. Especially if you are all new at this. Maybe use the templates from the starter set to get the feel.

Also, because they are fun, awesome and it will help you understand what d&d is and to grow as a DM, watch some critical role.

In the spare time you have left, contemplate on how much time you had before you started this awesome hobby and how you wished somebody else would DM so you could just sit down on a lazy chair and kill things.

Congratulations, you're one of us now.

u/ChristophColombo · 3 pointsr/DnD

There are tons of premade campaigns out there. I'd recommend kicking off with either the Starter Set or the Essentials Kit. They include basic rulesets, dice, and a short campaign. You can get started with just one of these sets just fine.

If you want to get more into the rules, I'd strongly suggest picking up the Player's Handbook at a minimum - it goes more in depth on the rules and lays out more race and class options for your players than the limited ones in the starter sets.

After that, whoever ends up as the DM may want to pick up the DM's Guide, which gives tips on how to run the game, random tables for lots of stuff (items, encounters, etc), and suggestions on how to make your own world if you're interested in that in the future. If you want to run other published campaigns or build your own homebrew setting, you'll also want to pick up the Monster Manual- the starter set rules only include stat blocks for the monsters that they use.

There are several other published sourcebooks out right now as well that add additional monsters, playable races, and class options to the game, but the three core books get you the vast majority of the content.

u/tabulaerrata · 3 pointsr/dndnext

Thank you! Got the MM for $25 (including shipping), which was the only core rulebook I was missing.

For those who missed out on other books, you can get them through Amazon at not-awful discounts (considering ThinkGeek charges shipping), particularly if you have Amazon Prime:

u/thesuperperson · 3 pointsr/DnD

You probably want to roll with the Starter Set first, before venturing into worldbuilding and tailoring Tolkien's World to you players. Also, they still need to get a hold of the mechanics, and the Starter Set is good for new DMs and Players.

If you're set on being in Middle Earth, you could just flavor everything as if its in Middle Earth.

Edit: Also, there is no "one" DnD world. There are multiple settings, though the one that 5th Edition is primarily based around is the Forgotten Realms Setting.

Edit2: One last thing. Here's the free basic rules from the creators of DnD. It has the Basic Rules for players, and the Basic Rules for DMs. You'll wanna read both, and your players will wanna read the former. The free SRD also has a more expanded list of creatures than the Dungeon Master's Rules starting from PDF page 261.

In terms of products you'll actually wanna buy, consider the:

Player's Handbook Hint: Your players should also get get their own copies eventually
Dungeon Master's Guide
Monster Manual

u/Less3r · 3 pointsr/DnD

This information will be in the Dungeon Master's Guide when it's released.

For now

  • Use the search bar for /r/DnD (a question like this has surely been asked here in the past and been answered better than I could)

  • Check out other subreddits (/r/mapmaking and /r/worldbuilding)

  • Check out other editions' DMGs for the general idea of how many people live in a village vs a city, and what buildings are there.

  • Similar to the previous point, you can check out Pathfinder which is effectively fanmade 3.75e, and has lots of great systems for things such as the layout of a town (and even has rules and costs for how a player would be able to do so)

    Edit: A list of buildings/constructions that I found on Pathfinder's Kingdom Building page: Academy, Alchemist, Arena, Bank, Bardic College, Barracks, Black Market, Brewery, Bridge, Bureau, Caster's Tower, Castle, Cathedral, Cistern, City Wall, Dance Hall, Dump, Everflowing Spring, Exotic Artisan, Foreign Quarter, Foundry, Garrison, Granary, Graveyard, Guildhall, Herbalist, Hospital, House, Inn, Jail, Library, Luxury Store, Magic Shop, Magical Academy, Magical Streetlamps, Mansion, Market, Menagerie, Military Academy, Mill, Mint, Moat, Monastery, Monument, Museum, Noble Villa, Observatory, Orphanage, Palace, Park, Paved Streets, Pier, Sewer System, Shop, Shrine, Smithy, Stable, Stockyard, Tannery, Tavern, Temple, Tenement, Theater, Town Hall, Trade Shop, University, Watchtower, Watergate, Waterfront, Taxation Edicts, Waterway

    Edit 2: From the 3.5e DMG (Generating Towns pg137-139):


  • Thorp, 20-80

  • Hamlet, 81-400

  • Village, 401-900

  • Small Town, 901-2000

  • Large Town, 2001-5000

  • Small City, 5001-12000

  • Large City, 12001-25000

  • Metropolis, 25001+
u/justme1818 · 3 pointsr/DungeonsAndDragons

It all depends on your preference but I recommend 5th edition also theirs a starter kit if you down to buy that it comes with a premise campaign for beginners and I believe it comes with premade characters it’s ideal for 4-6 players. One of you will have to be the dungeon master(dm) who leads the characters through the story and plays the npcs(non playable characters) you’ll also play the creatures/characters your players fight against id recommend these books for now or later on when you start building your own characters etc... this for the dm and this for more monsters and this for character creation etc as for dice it’s not that hard each player needs one d4, d6, d8, d10, d12, and a d20 you’ll also want a 10 sided percentile die here’s a cheap set off amazon with plenty of dice(theirs probably cheaper this is just the first thing I saw) now non of this is required of course for character creation you can always use sites such as dnd beyond or apps like fight club 5 which are free the only thing that’s really required is the dice. Now I know that’s a lot but honestly it’s a externally fun game and I’ve met some of my closest friends through it

u/LawfulStupid · 3 pointsr/DnD

The absolute best way to get started is the Starter Set. It's everything you need to get started including some dice and an adventure. As you get more into it, you'll want to pick up the Players Handbook, the Monster Manual, and the Dungeon Master's Guide (If you don't want to get them all at once, I recommend getting them in that order.) Also very useful is a Dungeon Master's Screen. Moving into more advanced stuff, Xanathar's Guide to Everything is a book full of a bunch of optional rules to spice up the game, and Volo's Guide to Monsters gives more monsters for players to fight, and some you can actually play as. If you need more adventures to run, Tales From the Yawning Portal is a nice big book of dungeons.

u/BrentNewhall · 3 pointsr/DnD

You really only need the free basic rules. If you want the full rules, buy the Player's Handbook. If that's not enough, buy the Dungeon Master's Guide.

u/OBZeta · 3 pointsr/DungeonsAndDragons

It should have everything he needs to kick things off yeah! But if anything I would recommend getting him a 5th edition players handbook

Dungeons & Dragons Player's Handbook (Dungeons & Dragons Core Rulebooks)

He himself will know what he wants to do if he watches a lot of it. He will know if he wants to play the game as a player character or wants to play the game as the dungeon master in charge.

If he wants to play the latter then get him a 5th edition dungeon masters guide

Dungeon Master's Guide (Dungeons & Dragons Core Rulebooks)

Good luck!! He’s about to jump into what I think is the best hobby you could possibly have!

For you, try watching critical role

If you haven’t already.

u/EdgeOfDreams · 3 pointsr/NoStupidQuestions

You don't need miniatures or paints to play the game.

You do need a set of dice, preferably one that has all the standard numbers of sides (4, 6, 8, 10, another 10 for simulating 100 sides, 12, and 20). Something like this:

Getting one of the older editions of D&D at this point may be difficult. There are a lot of different versions and printings, so it's hard to know which one to recommend.

However, the recent 5th Edition of D&D, called "5e" or "D&D Next" is very good and readily available. You can either buy all three of the core books OR the starter kit. The nice thing about the starter kit is that it comes with dice, a pre-written adventure, some pre-made characters, and so on. However, the starter kit is not enough to really create and run your own full adventures and characters from scratch, as it only has a much trimmed-down version of the rules.

Starter Kit:

Core books:

u/SoupOfTomato · 3 pointsr/boardgames

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

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

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

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

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

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

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

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

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

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

u/theg0dc0mp13x · 3 pointsr/DnD

Looks like it's 50% off with prime shipping. Sold and shipped by amazon

u/coolcrowe · 2 pointsr/DungeonsAndDragons

Getting him a good copy of the Player's Handbook would be great, maybe with the Dungeon Master's Guide to go along with it. They're both on sale on Amazon right now.

u/LBriar · 2 pointsr/rpg

By Starter Kit, I'm guessing you mean this? If so, it's going to have an adventure along with the rules and whatnot, as well as pregenerated characters for you to pick from. The adventure, Lost Mine of Phandelver, also has lots of advice for whomever's GMing the game. It is, after all, a starter set for them as well :)

For a more complete game, you'll need to drop some doss on the holy trinity - Player's Handbook, Dungeon Master's Guide and Monster Manual. All in, around $100 new, a bit less used. The PHB is going to outline most of what you need to run the game - character creation (all the options for races and classes and spells and whatnot), the rules for task resolution and combat, equipment, spells, and a lot of miscellaneous bits and bobs. The Monster Manual has a bunch of monsters in it, without which it'd be pretty boring to roam the world. The DMG is sort of a catch-all of everything else - magic items, extra/alternate rules, and a lot of generally helpful advice about things like what to do when the players go off the beaten path and designing worlds and campaigns. While it's helpful, I'd say it's the least crucial of the three to actually playing the game.

There's also a bunch of adventures and campaigns, published by both Wizards of the Coast and third party publishers. You might check some of those at as a good starting point for your adventures. While it's probably not as fun as making everything up yourselves, it'll be handy to play for awhile with the safety net of "here's what comes next" laid out in print.

You might check out Geek & Sundary's Critical Role, which is actual D&D being played by actual overly attractive people in a manner which is both fun and informative. Matthew Colville's channel has a lot of really great advice for people just starting out, especially related to running the game.

Hopefully that answered some of your questions. If you have anything specific, toss it out and I'll see if I can answer it.

u/ThatPhatBaby · 2 pointsr/DnD


Or maybe instead of the DMG, buy a mat/whiteboard and some pathfinder pawns or something for minis. Up to you really. You could always do theater of the mind, but having minis is so fun!

Edit: Found these for a quick comparison of the prices PHB £27.41 MM £27.29 DMG £38.99 Mat £21.99

Looks like the DMG is the most expensive bit.

u/Baby_Griffin · 2 pointsr/DnD

you just fucking decided to get into dnd. and who are these fuckers to tell you when and how to dnd? fck em. this is how you start: buy these. Then go pick up these: Phb it's at the lowest price ever right now, so be quick. and then this (also cheaper right now, you're really lucky) and this (also on sale. man, you are a lucky 3 striker) would be good too. that will give you enough gaming material for everything you need for atleast the next 5 years of dnd. i know its alot of money if you count it up and when you only have highschool-kid-budget especially, but its worth it. you basically keep them forever. if that all is too much, get some dice and the basic rules for the Players and the rules for the Dungeon Master for free.

Now go watch these:

WebDm > more on their channel aswell.

Matt Colville

Matthew Mercer

You should be a party of 4 players and 1 Dm, in the best case. perfect size group. there are bigger and smaller groups but thats a good start for group size in the beginning. since you asked how to play, you will probably be the Dm. thats a good thing.

No group or friends to play with? try online play with, fantasy grounds or use the r/lfg subreddit to find people interested to play in your area. just be aware of the typical stranger danger of the internet .

If you need anything else, ask away.

u/DrakonLitshed · 2 pointsr/DnD

I'm new and looking to get into D&D as well so as one noob to another i would suggest getting the basic D&D books like the Getting Started section in the sidebar suggest. I'm planing to start with the Character Creation Guide So i can read up on the classes, what they can do, how they work and how to create one. Then you want to eventually get the Dungeon Masters Guide so you know more about the rules of how everything works and the Monster Manual. These are the 3 basic books you should try to get before jumping into any campaigns i think and if you can find a group to help you learn and get adjusted that's even better.

u/Seawench41 · 2 pointsr/DnD

It's the DM Guide Book. One of the core books by Wizards of the coast. It is generally recommended alongside the Player's Handbook and Monster Guide.

Dungeons & Dragons Dungeon Master's Guide (Core Rulebook, D&D Roleplaying Game)

u/James_the_Third · 2 pointsr/DnD

Fifth Edition, definitely. The various editions are largely incompatible. Here’s the Amazon link, just in case.

u/ridik_ulass · 2 pointsr/DnD

Figured tbh, Ireland here too.

*i got this for £78.68 which was a steal, cheaper than buying 2 books individually. The books in gamers world (Dublin city centre) are around 45-50 each

  • Monster Manual
  • Dungeons & Dragons Player's Handbook
  • Dungeon Master's Guide

    are all what you want, if you use parcel motel to get them free delivery to the north and shipped down you are looking at about or less than 100 Euro for the full set, which maybe your players could chip in for.

    you don't need the monster manual as much, because you can get the monster's off the net, and the player handbook too, because you can use online resources to gen characters, so I'd say the DM hand book is most important. then players hand book (for items and weapons and such) then the monster manual.

    maybe your players will chip in for a early Christmas present?
u/Metlover · 2 pointsr/dndnext

I would suggest OP purchase:

  1. The Players Handbook

  2. The Monster Manual

  3. A Chessex battlemap

  4. Pathfinder Assorted Bases

    I feel like the inclusion of the PHB and MM are self-explanatory.

    The battemat is something I own and I have used to great effect - It's supremely durable, survived multiple moves, and still looks great. I'm moving more towards tiles now that I have a little bit more money to spend on D&D, but the mat was one of my biggest tools when I was first starting out as a DM.

    The token bases are from pathfinder, a related tabletop RPG, but can easily be used in DnD 5E. Simply print out pictures of the monsters that you've found online, cut them out, and place them in the bases, and viola - instant miniatures! They can help tide your players over while you build your own miniature collection.

    N.B. I agree with many of the other posters here that the use of a map and miniatures is not at all necessary for doing D&D, however, I have found that using them greatly enhances the experience, and it is my opinion that I like them. If you feel so inclined, OP, instead of the battlemap and bases, purchase the DM's Guide, which contains great advice in building and running your own adventures and campaigns, which might interest you down the road if it doesn't already.

    Total cost: $95.86 on amazon.
u/OneCritWonder · 2 pointsr/Dungeons_and_Dragons

You can buy official prewritten modules that are ready to play straight out of the book. You can also check out the Dungeon Master's Guild website to get free or paid adventures.

The core D&D books themselves do not have an adventure in them but there are plenty of things out there to get that are already made or you could make up your own.

The Starter Set has an adventure that lasts about six sessions, Storm King's Thunder is an adventure for levels 1-14, Princes of the Apocalypse is an adventure for levels 1-11, Curse of Strahd is a great adventure.

If you want to start writing your own adventures at some point, you should pick up the Dungeon Master's Guide and the Monster Manual.

u/REdEnt · 2 pointsr/boardgames

If you're looking to add some pen and paper rpg, DnD 5e is pretty cheap to get a good starting point.

You could honestly run a good game with just the starter set (it includes one of my favorite starter campaigns, very good for new players). It's just around $13.

But a pretty necessary purchase, especially if you want a bit more for your players to work with. You can get that for $30.

If you want to give your DM a bit more to work with the Monter Manual (~$27) and the Dungeon Master's Guide (~$28) are a must.

Dice are pretty cheap too if you want to get a few sets for the club or enough for you're players to take some home. (The starter set comes with one set of dice)

u/hovding · 1 pointr/DnD

The Starter Set contains the bare minimum of rules to run the adventure that also comes with the box. Included are pregenerated characters. A small sample of classes.

The Players Handbook contains all classes, races, spells and rules.

The Monster Manual contains the monsters.

The Dungeon Master Guide is a tool kit to help run the DM to run games. Also contains the magic items.

Those three books are the core ruleset. Nothing more, nothing less. I'm taking an educated guess, but there will probably come future publications of settings and other goodies that expand the selection of races, classes and spells among other things. They will only add choices, not become necessary to run the game. Those three books are the complete rules.

The PDF is a more updated version of the rules from the starter set, but no where near as complete as the players handbook.

u/wdtpw · 1 pointr/rpg

> And then we shell out $150 for the books at some point before we can even use supplements.

You don't need the GM's guide. However:

Player's handbook: $28

Monster Manual: $34

GM's guide: $30

Total $92. These are all Amazon prices, and other vendors are cheaper - eg Wallmart has each of the books for less than $30.

I still think you only need the Player's handbook plus an online 5e monster list, however. But even if you want a player's handbook and a monster manual the total would only be: $62.

I mean, if you want 'cheap,' then Fate Core is free and there are pay what you will scenarios for it on drivethrurpg. But it's not as universally accepted/popular as D&D and I personally think the D&D starter set does a better job at handholding a beginner through the learning experience. So I'd still recommend that.

u/thealmightypatx · 1 pointr/DungeonsAndDragons

5e is the newest version out there. The basic rules can be found here. Your players will each control a player character (PC), and you the Dungeon Master (DM) will control all of the non-player characters(NPCs), and environments. Together you tell a story of adventure.

I recommend getting the starter set. It contains a few pre-made characters and an adventure for you to run. If you like it and want to do more, then look into getting the rest of the books. PHB, MM, and DMG.

u/Skywolf111 · 1 pointr/DnD

Great news is that dungeons and dragons is super easy to get into. Check out this great little video that explains what is really simply. The game is basically collaborative story telling. Here is an example of me playing a very simplified version of the game with my 3.5 year old daughter.

You’ll want to get at least
Players Hanbook.
Or the
Starter Set some dice, and maybe the other core rule books the Monster Manual and Dungeons Masters guide

u/Winterssavant · 1 pointr/dndnext

DMG shows up as just shy of 30 dollars.

u/Terrulin · 1 pointr/dndnext
  • To echo everyone else, I would also say start with the starter set because it has everything you need to start, including a pretty nice set of dice. You could get away with this for your first session, but you will probably want some
  • dice This may be your most cost effective way of having a set for everyone, and enough spares for people to grab from for crits and spells like fireball. Everyone will eventually get nicer sets they like more, but this is a good way to start with matched sets. Depending on how happy people are with the player options in the starter set, your next investment will either be the
  • PHB for more player options, spells, items, and guide lines for how things should work. This is far and away the most import of the three books. As most people have said, you will probably get to the point where everyone wants access to this book. During play, you will probably want 2-3 of these at the table.
  • Battle Mat D&D can be played in Theater of the mind, but grid combat makes a lot of rules easier to implement and officiate with a grid. The one I linked is pretty big without being overly huge (there are larger ones), and it is vinyl which makes it durable, and it erases pretty well with good wet erase markers.
  • Miniatures is something else entirely. Most of the groups I play with have more than enough for me to ever have to buy any. Some players will make or buy a mini for his/her character. There are the round cardboard tokens that you could use for cheap. I run a D&D game on Fridays at the school I teach at and have the students use one of their dice as their mini. Monsters are usually balls of playdoh.
  • After finishing of the LMOP (the adventure in the starter's set) you will either want to pick up one of the other adventures like Out of the Abyss or Princes of the Apocalypse. You might need a Monster Manual to go with it. PotA has a digital supplement with the extra monsters, while OotA does not.
  • The DMG is optional really. It is great for magic items, alternative rules you could use, and world building strategies. You'll want a copy eventually, but like the MM, you wont need more than 1.
  • Other things. Look around for things like the Elemental Evil Player's Guide and Unearthed Arcana articles. They have a bunch of free content you could use in your games. They are usually rough drafts so they might be imbalanced, but you might find something you really like in there. There are also tons of homebrew monsters, classes, races, and items if you wanted to expand your game that way.

    angel14995 has a great summary of all the books. This list is more useful as a logical purchasing progression guide.
u/redcarnelian · 1 pointr/Random_Acts_Of_Amazon

DM's handbook (for DnD), I want to get into DMing. Everyone knows that the best way to bring your closest friends suffering, fear, and general hatred is to mess with the lives of their DnD characters. I need that in my life!

It's this bad boy.

(EDIT: Just realized how expensive the book was. I could always use some good dice instead if you don't want to spend 30 dollars.)

u/BGGeekParakeet · 1 pointr/Boardgamedeals

BGG's DirtyBacon noted:

> I was able to use it for the pre-order of the D&D Dungeon Master's Guide. I think people did get it to go on a few board games, but it's probably a try and see type thing.

BGG's Chiselphane noted:

> Thanks! DMG is 40% off on Amazon right now as it is, and that coupon stacked.

BGG''s Go_Petunias noted:

> This works for all the Pathfinder [ACG] stuff too just FYI. I got the Skull & Shackles Base Set for $25 on Black Friday using that code.

BGG's Sam_and_Max noted:

> Nice! Any other games the code works for? Need $15 to reach free shipping!
> Pathfinder Adventure Card Game: Wrath of the Righteous Base Set
List: $60, Amazon pre-order: $45, Discount: $33.75 or %56 of list price or %44 discount. MM is $42.
> FFG's Witcher game: List $60. $43 before code, $32.25 after or 54% of List, or 46% off. MM is $42.

u/thebardette · 1 pointr/secretsanta

Whoa! O.O Where are you looking? Amazon is selling it for $29.95

Edit: DM's Guide 5e) So I really hope that link renders properly since I don't post to reddit often and have little clue on links, but nonetheless this should be the edition of the DM's guide you're looking for. Also, my bad, it releases the 9th, not the 19th. :)

u/C_Morrello · 1 pointr/AskMen

Depends on how serious with you wanna go really. [Starter Set]
( for 25$ and when it's time to "upgrade" you can get the Player's Handbook and the DM guide and you're set to make your own adventures or can buy the Adventure books and run off that

u/danudey · 1 pointr/DnD

DMG is currently [$34.80 on](Dungeon Master's Guide, and this is the version that my wife and I bought when we were getting set up in January. Same with [the Monster Manual](Monster Manual

u/MelissaJuice · 1 pointr/DnD
u/Th3bigM00se · 1 pointr/DungeonsAndDragons

The starter set is pretty good to start out with (as advertised). If you enjoy it then I would def say get a copy of the Players Handbook, Dungeon Masters Guide, and Monster Manual. As for figures, there is nothing saying you need figures, a lot of people use paper figures for a while. However if you want actual figures there are a few options. You can always look for what you want on amazon or miniature market, if you are looking for pre-painted, however this can get pretty pricey. Now you can also buy figures unpainted (which is what I do) for pretty cheap. If you leave them unpainted then the cost is really low, however painting figures is another hobby all together and can start to get pricey depending on paints and other supplies.


If you don't have a selection of figures yet and need specific things for your game, then Reaper Miniatures is a good place to start. They have a large selection of plastic figures that are pretty cheap plus you can pick and choose what you get. They have metal versions of many of the figures but these are more expensive and probably not worth it if you are just trying out the figure part of the game. Another relatively cheap rout to go for figures is the line of WizKids Unpainted figures. They are more expensive than the Reaper plastic figures however they are a bit higher quality plastic and are monsters straight from the Monster Manual. If you want custom figures than Hero Forge is a great option. However these are pretty pricey for people just stating out as even their cheapest option is still going to run you about $40 USD just for one figure. The other option you have is getting booster packs like this. They come with 4 pre-painted figures but are not a good choice if you need something specific for your current game.


I know this was a long post but I hope it answered your questions and gave you a good starting point. If you have any questions let me know. Been playing for about 15 years.

u/Ryvaeus · 1 pointr/beautytalkph

Thanks for asking! u/shnurshnur and I (along with the others in our party) will try to address these in the FAQ video we'll put out, but my personal take on these questions are:

>How would you explain it to someone whose only exposure to it is in The Big Bang Theory and Stranger Things?

If you think of D&D as a kind of spectrum, both BBT and ST are on it; with Big Bang Theory leaning towards the more exaggerated, r/wheredidthesodago kind of roleplaying, and Stranger Things more closely approximating what it's actually like. In fact, depending on your group's dynamics, it could be eerily accurate, including the parts where they argue about what to do next. (As an aside, Stranger Things resonated so much with me that I wrote about how it reminded me of my high school D&D groups last year)

>is it an expensive hobby? How much can I expect to spend on starter and expansion packs and stuff?

It's only as expensive as you want it to be. The starter set is $26 (haven't seen it locally, unfortunately) and includes everything to start a basic game. If you wanted to get more in-depth (create your own characters), you could get by with sharing one single Players' Handbook among your entire group. And if you wanted more structured adventures, you could buy them piecemeal for $20-$40 each, or get the Dungeon Master's Guide to make your own scenarios, or even the Monster Manual to choose which enemies to sic at your friends.

The costs can scale up or down depending on how far you want to go. If you want all-out immersion then you could spend hundreds on figurines, tilesets/maps, supplemental books, etc. On the super budget side of the fence, you could even get by with just using electronic resources (even virtual dice) to try playing D&D with no up-front cost incurred.

Hope this helps, and even though I've answered your questions, I hope you choose to watch our video when we release it so you can get opinions from the others too!

u/ZombieRapperTheEpic · 1 pointr/Dungeons_and_Dragons

I have a twenty sided dice that is around the size of my fist.

I would suggest getting a full set or two of regular size dice as well. These come in many different colours and patterns. Often players will collect multiple sets.
The link below just has some simple designs for a very good price; I do not know about the quality of this item however. (I haven't ever ordered dice online, I typically go to the local hobby shop for dice as its the same price and there's no shipping. Link provided for your convenience and so you know what you're looking for.) [Reviews say the linked dice ship from China and take a few weeks to come in but are decent quality. Only complaint is they are a bit lighter than somebody was used to.]

He'll likely want the Player's Handbook as well, although there are free PDF versions of it (They're a lot harder to use than the physical copy of the book)

If he really gets into it he may also want the Dungeon Master's Guide and/or the Monster Manual.

u/JakeEkiss · 1 pointr/DnD

Ok, so there are two introductory kits you can grab (either will work)

  1. The Essentials Kit: just came out at Target and has basic rules, a pre-made story, and rules for making characters and side-kicks as well as a DM screen for quick reference.
  2. The Starter Set: More or less the same rules (minus the sidekick stuff) and with a well playtested (and well liked) pre-made story along with pre-made characters.

    Both sets come with dice to play, and either will work for a first time group. They're relatively cheap (cheaper than any of the main books) and give you an easy way into the hobby.


    If you use one of those and your group digs it, there are three main books that have the expanded, full rule sets.

  3. The Player's Handbook (PHB): This is the primary rulebook to get, as it has all the major character options, gear and basic info to run just about any D&D game. If you only get one of the main books, this is the one to get.
  4. The Dungeon Master's Guide (DMG): This is a handbook for helping you create a world and campaign from whole cloth. It gives lots of ideas, optional rules, and guides for building everything from the ground up. Probably the second most important book to pick up.
  5. The Monster Manual (MM): This is more or less what it sounds like. It's just a big archive of creatures and people your players can fight, befriend, or look at awkwardly from across a tavern. You don't strictly speaking need this one to run anything, but it will make your life a lot simpler. There are other expanded books and pre-made stories (modules) you can look at getting after this if you want, but realistically once you've got the three main books you could play D&D until the sun burned out and never exhaust all the options available to you.

    For tips on running a game I recommend... Matt Colville's Running the Game series. The early videos tend to be a bit longer and not as well trimmed, but they're all good and the more recent ones (like the one recently on "the local area") are much tighter and better edited, giving a ton of information in a nice neat little package.
u/nbcaffeine · 1 pointr/DnD5th



5E Monster Manual:

Roll20 is a popular online gaming site. I've ran stuff for groups there in the past. It's a pretty good tool, expect to put in some effort to get what you want out of it.

I know this sub is listed DND5th, but /r/dndnext (the old code name before it became 5th) and /r/dnd are both much more frequented. /r/rpg also has some dnd content specific to 5e.

There is a new SRD/OGL, see details here: The DM's guild is where I would go for adventures and other stuff:

u/mrbiggbrain · 1 pointr/DnD

D&D Basics (Getting started)

The Absolute Basics

First you will want to grab either the Basic rules (Free), the Starter Set (Cheap), or the Players handbook, Dungeon Masters Guide, and Probably Monster Manual

Then you need to have at least a few items

  • Dice (Phone apps will work if absolutely necessary, or these)
  • Paper & Pencil (for notes)
  • Character Sheet (In the free PDF or an app)

    The starter set is nice because it does a bunch of the work for you, it has an easy to follow adventure, pre-made characters, Dice, and rules for the DM and players. And at half the cost of just the players handbook AND including an adventure, it is an incredible value.

    Once you finish that then looking at at least a players handbook for the extra races, classes, backgrounds, and other things is a good deal. That should let you run free adventures people have put online.

    The DM's guide will let you get deeper into rules and the right way to call them, break them, and make them.

    The monster manual can be a great tool to make better encounters.

    If you want to run a commercial adventure after the one's included in the starter set, "Tales from the Yawning Portal" includes the Sunless Citidel, considered by many to be an excellent adventure for those new to the game and just recently brought up from 3.5e into 5e

    Common Tools of the Trade

    As you start running more complex adventures you are going to want to have a few tools to keep things moving, either as a player or as a DM.

    As a Player

    The bare essentials every players should have are listed above, but most players agree having a few extras can make the game run really quick.

    Spell Cards

    These cards have all the spells available for specific classes or from specific books on really well organized cards that make it easy to set aside your prepared spells and quickly reference all the core details.

    Cleric, Arcane, Ranger, Druid, Bard, Paladin, Martial Powers and Races, Xanathars Guide to Everything

    Binders & Sheet Protectors

    Keeping everything neat and organized can be a huge time saver and make it much easier for you to find what you need. Binders can be a great way to keep your notes and other materials organized. In addition many sheet protectors easily erase dry erase markers making it easy to keep track of spells and other changes without ruining character sheets with constant erasing.

    As a DM

    DMs have their work cut out for them. But a few simple tools can make the game run smooth and leave everyone having that much more fun.

    Index Cards

    A set of index cards can go a long way to speeding up the game. Players can put details on spells or magic items on them. You can prepare loot for the game ahead of time and hand it out allowing players to look over the gear as the game continues. You can also use them to hide portions of a battle map or commerical map to give the effect of fog of war.

    Game Mats

    A game mat let's you make single maps by drawing on them with dry erase or wet erase markers. Many are made of vinyl and can last a long time. Normally they will have either 1" squares or hex shapes.


    These things can be expensive, but giving your game that 3D upgrade and helping players better manage space in a game can be well worth it. You can use actual miniatures (Like those from Reaper), Create custom ones on Hero's Forge, or even just buy some cheap stand in tokens from Game Mash.

    If you just need a cheap way to keep track of positions army men, bottle caps, colored game pieces, and even legos can all play the role.

    No matter what you use, you can pick up colored rubber bands to mark status conditions or other information.

    Where Can I Play?

    You can find tons of places to play D&D.

  • Get together a gaming group.
  • Find a Guild or club in your area.,
  • Most hobby shops and especially comic book and gaming shops offer games, usually Adventure League. WotC offers a tool to find stores here.
  • /r/lfg can be a great way to find others to play online with.
  • Play by Mail sites like RPoL allow you to play by forum post.


    Critical Role - Voice actors playing DnD, Matt Mercer (The DM) is an amazing Dungeon Master and shows how the game should be played.

    Matthew Colville - Amazing videos on being a DM, must watch material for every DM. Even when your opinions differ he gives good reasons and great advice.


    These let you ciew all the free open rules (SRD & Basic Rules) for D&D 5e at no cost.

    Roll20 Compendium - Has all the open rules for the game, so a good source for monsters, items, spells, etc.

    DnDBeyond - A more official source for the content, plus you can buy all the materials released by WotC to use, and has a great character builder.

    Adventures & Maps

    DMsGuild - Tons of free and paid adventures and other materials. The quality can be varying, but many are free and that can be great.

    /r/dndmaps/ - What more can they say, D&D Maps.

    Mike Schley Makes many of the maps for the D&D Adventures.

u/GingerTron2000 · 1 pointr/youtubehaiku

You actually have a lot of options when it comes to price.

If you want to just get started then I would suggest trying out the [D&D 5th Edition Starter Set] ( for ~$17 on Amazon. I haven't used it before, but I've heard very good things about it. The Starter Set has everything you need to run a short game for 4-6 players including a shortened rule book, pre-written adventure, and character sheets.

If you want to dive right into the full game then you can pick up the [5th Edition Player's Handbook] ( for ~$30 on Amazon which has all the rules and instructions necessary to make a character and run a game of D&D. If you decide that you will be the one running the game the [Monster Manual] ( and [Dungeon Master's Guide] ( will be helpful, but still optional.

You also have the option of finding an already existing group and joining with them. One of the best ways to learn D&D is to have a patient veteran take you through everything you need to know step-by-step. If you do not personally know anyone who plays then you could always try checking local game stores and hobby shops to see if there are any games. You can also check r/lfg to find games near you or online. Obviously if the group already has the rulebooks then the cost is potentially free.

Finally if you have anymore questions about the game you could check the D&D 5th Edition subreddit r/dndnext or the non edition specific r/DnD.

u/Shiekira · 0 pointsr/LifeProTips

it costs 15 dollars for a DM screen that I just purchased, and 11.00 for a matching set of dice. Books can cost upwards of 40$ (although cheaper on amazon.) You can use apps and Ebooks, no doubt, but to get physical books (assuming you consider having a book a part of joining the hobby) it can cost upwards of 100$ for the books alone.



DM Screen:

The dice are widely varied, so I wouldn't hold it against the hobby for me purchasing ones at my LGS when I can find them cheaper online.

u/cheddarhead4 · 0 pointsr/boardgames

There are a lot of entry points. Which one is best will probably depend on your level of gamerness (if that's a word?).

If you don't do much tabletop gaming (or your only boardgames are from Hasbro), the D&D fifth edition starter set is a great place to start. Eventually, your group will have to get the DM Guide,, Player's Handbook, and maybe the Monster Manual after you finish the sessions from the starter set.

If you're more of a gamer, and you like min/maxing, let me recommend Pathfinder. It's an offshoot of the 3.5th edition of D&D (considered by many to be the heyday of D&D's systems. Here's their beginner box - the great thing about pathfinder is that after you finish that box, you don't need to buy anything. Ever again. there are resource pages all over the internet where all of the source material is available for free. (premade campaigns, you'll have to buy if you want to use them, though, but that's the same as D&D).

Another option if you're a starwars fan, is the new Star Wars RPG by fantasy flight. There are different source books and begginer boxes depending on if you want to focus your adventures around smugglers and normal folk on the edge of civilization or members of the rebellion

u/Linda_Latina · 0 pointsr/DnD

What specifically are you looking for? Do you need characters sheet or a guide on being a DM?

If you're looking for a guide to DM, there's an official guide on Amazon for 5th edition

u/1trueJosh · -1 pointsr/DnD

You can get the DMG, PHB, and MM on Amazon.

u/RenoSinclair · -1 pointsr/DungeonsAndDragons

The monster manual, [player's handbook] (, and the soon to come out Dungeon Master's Guide will all tell you what you need to know in each granted I wouldn't buy these until you and a group of friends have decided that you want to play. However once you do, these books will do most of the heavy lifting.