eriktheguy
First Post
You don't need a monster manual. Just a template of monster 'stats' for each level. A few template abilities (area attack, ranged attack, etc).
When I need a monster for my fight, I just think 'is it a brute, skirmisher, etc' and find a monster of that type of the level I want. The 'human guards' that my party fought that one time were hobgoblins, and the 'ogre' they killed was just an orc. They didn't notice.
You don't need the dungeon master guide. Experience from previous editions is fine.
The players handbook is most necessary to learn the rules. Once you have learned the rules, you don't need the PHB anymore, just access to the DDI character builder, and a few printed lists of commonly referenced information (conditions, etc).
If you are going for minimalist, then only a couple of d20s per player are needed dice wise. Use average damage (unless your players are clingy to old edition rules).
When I need a monster for my fight, I just think 'is it a brute, skirmisher, etc' and find a monster of that type of the level I want. The 'human guards' that my party fought that one time were hobgoblins, and the 'ogre' they killed was just an orc. They didn't notice.
You don't need the dungeon master guide. Experience from previous editions is fine.
The players handbook is most necessary to learn the rules. Once you have learned the rules, you don't need the PHB anymore, just access to the DDI character builder, and a few printed lists of commonly referenced information (conditions, etc).
If you are going for minimalist, then only a couple of d20s per player are needed dice wise. Use average damage (unless your players are clingy to old edition rules).