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<blockquote data-quote="cmanos" data-source="post: 3035628" data-attributes="member: 25472"><p>My advice is start with the core books. PHB, DMG and MM. POSSIBLY add in the DMG2. Don't allow players to use anything that isn't in the PHB. There are way too many supplements out there for a noob DM to accept anything that the players bring on.</p><p></p><p>Keep it simple. Until you understand the rules, don't make for huge world-spanning plots. Hack and slash adventures are great for learning the rules. Start with basic combat and don't allow things like trips, bullrushes, grapples, at least until you get a handle on basic combat.</p><p></p><p>Published modules are a great way to start. They give you an idea of flow, and what types of encounters are good for what level of characters. Dungeon magazine has some great adventures in it, and they just started a new 'campaign', starting players out at L1 and running them all the way up to L20 over the course of 12 adventures.</p><p></p><p>As much as I love Eberron, you may want to hold off on making it your setting to start with. It adds more classes, more races and more rules. Then again, the flavor of it is great. I'd suggest buying the book, as it is fantastic reading and will give you some great ideas, but you may wish to not use it right away. It all depends on what you want to take on.</p><p></p><p>So...for $100, retail, this is what I would buy as a starting DM. Assuming you are the only one with the books, and your players aren't going to run out and buy their own copies of the PHB, a second copy of the PHB would be a very good thing. Granted, most rles can be found in the <a href="http://d20srd.org/" target="_blank">SRD</a>. Monster Manual would be a good thing. You got the DMG. That adds up to around $60 right there unless you go to e-bay or somewhere and get them cheaper.</p><p></p><p>Now...decide if you want to use miniatures in your game. You don't need to. I started out (25 years ago) with nickels and dimes representing the characters, but quickly purchased my first set of miniatures, that I painted in an oh so ugly way, that only a 9 year old with gloss Testor's model paints can master. The prepainted ones are nice, and you can buy them individually from e-bay and paizo.com, but the rare ones are pretty expensive (see <a href="http://paizo.com/store/games/miniatures/tradableMiniaturesGames/dnd/singles/archfiends/v5748btpy7spc" target="_blank">demogorgon</a> and <a href="http://paizo.com/store/games/miniatures/tradableMiniaturesGames/dnd/singles/icons/v5748btpy7or1" target="_blank">collossal red dragon</a>).</p><p></p><p>So yah, for your last $40, you can decide on miniatures or biting the bullette and adding in Eberron.</p><p></p><p>Feel free to PM if you want more information or have more questions.</p></blockquote><p></p>
[QUOTE="cmanos, post: 3035628, member: 25472"] My advice is start with the core books. PHB, DMG and MM. POSSIBLY add in the DMG2. Don't allow players to use anything that isn't in the PHB. There are way too many supplements out there for a noob DM to accept anything that the players bring on. Keep it simple. Until you understand the rules, don't make for huge world-spanning plots. Hack and slash adventures are great for learning the rules. Start with basic combat and don't allow things like trips, bullrushes, grapples, at least until you get a handle on basic combat. Published modules are a great way to start. They give you an idea of flow, and what types of encounters are good for what level of characters. Dungeon magazine has some great adventures in it, and they just started a new 'campaign', starting players out at L1 and running them all the way up to L20 over the course of 12 adventures. As much as I love Eberron, you may want to hold off on making it your setting to start with. It adds more classes, more races and more rules. Then again, the flavor of it is great. I'd suggest buying the book, as it is fantastic reading and will give you some great ideas, but you may wish to not use it right away. It all depends on what you want to take on. So...for $100, retail, this is what I would buy as a starting DM. Assuming you are the only one with the books, and your players aren't going to run out and buy their own copies of the PHB, a second copy of the PHB would be a very good thing. Granted, most rles can be found in the [URL=http://d20srd.org/]SRD[/URL]. Monster Manual would be a good thing. You got the DMG. That adds up to around $60 right there unless you go to e-bay or somewhere and get them cheaper. Now...decide if you want to use miniatures in your game. You don't need to. I started out (25 years ago) with nickels and dimes representing the characters, but quickly purchased my first set of miniatures, that I painted in an oh so ugly way, that only a 9 year old with gloss Testor's model paints can master. The prepainted ones are nice, and you can buy them individually from e-bay and paizo.com, but the rare ones are pretty expensive (see [URL=http://paizo.com/store/games/miniatures/tradableMiniaturesGames/dnd/singles/archfiends/v5748btpy7spc]demogorgon[/URL] and [URL=http://paizo.com/store/games/miniatures/tradableMiniaturesGames/dnd/singles/icons/v5748btpy7or1]collossal red dragon[/URL]). So yah, for your last $40, you can decide on miniatures or biting the bullette and adding in Eberron. Feel free to PM if you want more information or have more questions. [/QUOTE]
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