Best books to get for getting into 4th Ed?

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Ok, so here's the set-up. I'm an experienced DM and I've been eyeing up 4th Ed for a while now; the tipping point was getting the Dark Sun handbook since I've always been a fan of the setting. So now I've a groovy setting but a lack of rules for it (and I can't be arsed to convert it all to Pathfinder anyway). I was intruiged by the Essentials line, but after reading what's contained in them I'm not so sure anymore.

Basically, my question is this. I want to know what are the best books to get (and preferably the most cost efficient)?

For example, it seems the first Players Handbook is a better choice than Rules Compendium. And I doubt I need the first Dungeon Masters Guide as I've enough books telling me how to be a good DM, or is there some crunch in it worth picking it up for? However, in regard to skill challenges, is it worth picking up the 2nd DM's Guide or instead the upcoming Essentials DM's Kit?

I hope this makes sense to someone and I'd greatly appreciate any help. I basically just want to know the minimum amount of books to get some adventures running in Athas.
 

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For the absolute minimum investment, I'd recommend the Rules Compendium and a DDI subscription. If you want to run Dark Sun, obviously pick up the Dark Sun Campaign Setting as well.

One of the really nice things about 4e is that when monster design divorced from character design, monster design got all the DM rules in the settlement. There's really no reason for a DM to know about the individual classes beyond knowing what your specific group is capable of. Outside of the combat and skills in the PhB, there's nothing in that book you need.

I can't speak for the DM's kit, as I don't have one yet, but I can say the Rules Compendium is a really good book to have as a reference. It's all the rules, in their detailed glory and in one book. All the addons, like monsters, items, classes and feats can be found in the compendium.
 

I absolutely adore and loved reading my DM's copy of :

49017401.JPG



It taught me so much more than I can ever care to admit. While it teaches you the basics of D&D..(Which was GREAT for someone re-getting into it after years of not playing) it also explains what's changed in D&D 4.0..
 

One of the really nice things about 4e is that when monster design divorced from character design, monster design got all the DM rules in the settlement. There's really no reason for a DM to know about the individual classes beyond knowing what your specific group is capable of. Outside of the combat and skills in the PhB, there's nothing in that book you need..

Bingo- probably my most fave feature of 4E (as a DM). I have my fun toys, the players have theirs and I don't need to know the ins and outs/keep tabs on their toys. I'd also say the magic items in the PHB are a necessity, at least in my case.


as for the OP:

I'd simply recommend the 3 core books (the "ones"), MM2/3, and if you like the DDI features, that will give you all the extra crunch if you need/want it-especially if you want to utilize some of the "missing" classes/races from PHB1 (gnomes, bards, barbarians,druids, etc)
 

It depends on what your group is like.

If you have experienced players who already have the necessary players materials, pick up the Dark Sun Creature Catalog (if you haven't already; it's absolutely necessary for Dark Sun games!), and maybe the Monster Manuals (particularly the 3rd one) if you want some generic monsters. The only things in the DMG that you'd need would be monster/NPC creation rules, which you could probably ask for tips on the forums (if you want a monster, just request one on the Homebrew forum).

If you don't have experienced players, get the Player's Handbooks (I would normally say you don't need the PH3, but since you're doing Dark Sun, psionics is really a must) so they can use them, as well as the above mentioned books.

Depending on what characters you're players like, you might want to get some of the Power books (Martial Power 2 is particularly awesome).

If you don't care about flavor text, just go for the DDI subscription. However, you don't need it. The magazines are really cool, but I rarely even use them, and only one of my players does. I don't use the compendium either; I like my hard copies. It depends on your preference. Also remember that the compendium isn't updated as soon as the books come out all the time, so getting the books right away gets you the information in a predictable schedule, whereas DDI can be unpredictable.

Hope this helps!
 

For the absolute minimum investment, I'd recommend the Rules Compendium and a DDI subscription.

I'll second this suggestion. The Rules Compendium gives you, well, the rules. A subscription to Dungeons and Dragons Insider gives you all of the monsters via the Monster Builder in Adventure Tools, plus access to any information you want on gear, treasure, player character stuff, etc. via the online Compendium. $20 for the Rules Compendium and whatever it costs for DDI - bam, you're done. You can be a D&D4e dungeon master indefinitely with just those things.
 

One of the really nice things about 4e is that when monster design divorced from character design, monster design got all the DM rules in the settlement. There's really no reason for a DM to know about the individual classes beyond knowing what your specific group is capable of. Outside of the combat and skills in the PhB, there's nothing in that book you need.
This is a really good point; you don't need any of the player oriented books unless you also want to play as well.

Since you appear to be an experienced D&D gamer, and you're not looking for DM advice, I'd absolutely start with Rules Compendium and the two DS hardcovers, and your basically set. Word of mouth on Marauders of the Dune Sea is poor, so I'm not sure I can recommend that.

Monster Manual 3 and Monster Vault (next month) might be useful later. A month of a DDI subcription will net you a lot of very cost-effective material, but is also optional.
 

The biggest issue is Psionics... You need characters more in the old 4e vain.

So... PHB123, and probably Psionic Power.
DMG, and say MM, and I think you're good to go.
 

if you're doing Dark Sun, I'd say PHB3 is a must; Psionic Power also adds some interesting options. PHB2 and Primal Power will probably be useful as well. You could argue that you don't need the books so long as everyone's got the Character Builder and/or an active insider account; but I found having the books handy never hurts.

The ever-useful Page 42 in the original DMG is the only truly handy crunchy bit in either guide. Otherwise you could probably do without either.
 

My suggested route would be to pick up the 4e core rules, at least the PHB. I'd even suggest picking up all 3 PHB's for more options in relation to Dark Sun itself...which would include the core classes of PHB 1, PHB 2 which includes the Half-Giants/Goliaths and more classes mentioned specifically in Dark Sun such as the Shaman, and PHB 3 which has Psionics.

Finally, I say the Dark Sun Creature Catalog is a MUST.

For skills, quickly copy this page...

http://www.wizards.com/DnD/Article.aspx?x=dnd/drdd/2010September

:)

That should help with better skill handling for difficulty levels not really addressed in earlier books (this is updated skill stuff), though page 42 of the DMG is still useful for everything, the universe, and...

HOWEVER...I can also understand that this is a lot of money, so theoretically I suppose you could just buy Heroes of the Fallen Lands and utilze that in playing. I have not tried this personally, but I imagine it could work. You'd be limited to the four classes...but even with just those the DS campaign book with it's various themes available in DS add a LOT of flexibility and options. You may have to houserule that the Daily's at 5th (etc.) are allowed to be taken instead of the class powers at the equivalent levels for those using the Heroes books. Other than that I don't see that it would present that many problems for a cheaper price point entry. Even with this option I'd still say the DS Creature Catalog is a must to run the campaign.

If you don't mind going online an even cheaper price point would be as someone suggested, DDI.
 
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