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<blockquote data-quote="rozgarth" data-source="post: 8400323" data-attributes="member: 6749783"><p>If I were to recommend the fewest number of books for someone new to 4e to play, I’d recommend the Monster Vault for your monster book and the Dungeon Master’s Kit for your dungeon master’s guide. These are both products from the essentials line, and as such, they incorporate all of the updated rules for monsters, skill challenges, etc. The monster vault, for example, has updated stats for most of the classic monsters that were in the monster manual 1. Both products were boxed sets that also came with tokens and adventures. The DM’s Kit adventure in particular, Reavers of Harkenwold, is one of the best published adventures in the edition. I believe these products are both on DM’s Guild and are even cheaper than than their original 4e counterpart books.</p><p></p><p>Then, you just need a player’s book. This is where the 4e community can sometimes divide sharply between original 4e and essentials. Both lines are compatible with each other, and you can have parties with classes from both lines. Original 4e features AEDU design for the original classes while essentials experiments a little more with different resource ideas for each class and was designed to be more familiar to players of previous editions. Personally, I’d recommend the Player’s Handbook 1 if you’re just starting because that will let you experience 4e as originally designed and plays to the edition’s strengths. I believe there were “premium” or reprint versions that were issued during 4e’s run that included most (but not all) errata. Otherwise, the errata should be available online. If you’d prefer essentials, you want Heroes of the Fallen Lands, which includes the fighter, cleric, rogue, and wizard (Heroes of the Forgotten Kingdoms has the ranger, Druid, paladin, and hexblade warlock).</p><p></p><p>That should be plenty to try out the game. If you like it, I’d recommend monster vault: threats to the nentir vale as a great monster book / mini setting. Monster Manual 3 would also be a great next monster book. The dungeon master’s guide 1 and 2 are amazing for advice on running the game. The rules compendium is a wonderful reference book at the table. And if you want more player stuff, I’d either get the player’s handbook 2 next (if you like classic 4e) or one of the “Heroes of…” books if you like essentials.</p><p></p><p>Finally, if you like the monster vault and DM’s kit adventures, you could consider getting Madness at Gardmore Abbey, which is widely considered one of the best (if not the best) 4e adventures. The level ranges of these adventures mostly line up so you could make a mini campaign.</p><p></p><p>Have fun!</p></blockquote><p></p>
[QUOTE="rozgarth, post: 8400323, member: 6749783"] If I were to recommend the fewest number of books for someone new to 4e to play, I’d recommend the Monster Vault for your monster book and the Dungeon Master’s Kit for your dungeon master’s guide. These are both products from the essentials line, and as such, they incorporate all of the updated rules for monsters, skill challenges, etc. The monster vault, for example, has updated stats for most of the classic monsters that were in the monster manual 1. Both products were boxed sets that also came with tokens and adventures. The DM’s Kit adventure in particular, Reavers of Harkenwold, is one of the best published adventures in the edition. I believe these products are both on DM’s Guild and are even cheaper than than their original 4e counterpart books. Then, you just need a player’s book. This is where the 4e community can sometimes divide sharply between original 4e and essentials. Both lines are compatible with each other, and you can have parties with classes from both lines. Original 4e features AEDU design for the original classes while essentials experiments a little more with different resource ideas for each class and was designed to be more familiar to players of previous editions. Personally, I’d recommend the Player’s Handbook 1 if you’re just starting because that will let you experience 4e as originally designed and plays to the edition’s strengths. I believe there were “premium” or reprint versions that were issued during 4e’s run that included most (but not all) errata. Otherwise, the errata should be available online. If you’d prefer essentials, you want Heroes of the Fallen Lands, which includes the fighter, cleric, rogue, and wizard (Heroes of the Forgotten Kingdoms has the ranger, Druid, paladin, and hexblade warlock). That should be plenty to try out the game. If you like it, I’d recommend monster vault: threats to the nentir vale as a great monster book / mini setting. Monster Manual 3 would also be a great next monster book. The dungeon master’s guide 1 and 2 are amazing for advice on running the game. The rules compendium is a wonderful reference book at the table. And if you want more player stuff, I’d either get the player’s handbook 2 next (if you like classic 4e) or one of the “Heroes of…” books if you like essentials. Finally, if you like the monster vault and DM’s kit adventures, you could consider getting Madness at Gardmore Abbey, which is widely considered one of the best (if not the best) 4e adventures. The level ranges of these adventures mostly line up so you could make a mini campaign. Have fun! [/QUOTE]
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