I disagree with all those who say you don't need a DMG.
Okay, I suppose as an experienced 4th ed. DM who has a good grasp on how the math works, it isn't essential.
However, for someone who has never DMed 4th ed. before, while not absolutely essential, it is phenomenally helpful. Most important are the rules on how to design appropriately challenging encounters, and rules on how much treasure to give - both extremely useful.
I'm curious, though, why one would want to try playing with only a player's handbook? The price of all 3 starter books isn't THAT expensive, and certainly not if the whole group chips in.
Now, if you want to try the system out without springing for all the books, that's a bit different. In such a case, download one of the free adventures from the WotC website (there were 2 last time I checked) and run those. By the time you get to the end of those, you should have a pretty good idea whether this is something you want to play more of - at which point you can pick up the DMG and one of the monster manuals and try building some of your own adventures.
I would like to claim I wrote the above post.... or atleast pretend
Additionally Character Builder and the Adventure Tools(has monster building tools) even
from just a 1 month subscription not to mention the loads of pdfs content from archives of
Dragon is incredible.). The character builder and adventure tools do not stop working at the
end of the month its incredible but entry in to 4e is probably cheaper than
well any game with anything like the content. All the classes all the races immediately available
without a heavy entry purchase.
And I think the DMG is one of the few vital things for people just starting.
Some of the things include guidelines for going beyond
the explicit rules (part of which is on page 42 of the DMG )...
something you wont get a feel for in the players handbook alone
parts of being a DM may be easier (like adjusting encounters on the fly
and setting up) but figuring out how to integrate/exploit skill challenges and similar
new things I think takes a little learning some recommend the DMG2 more for this
though the articles on DDi.... though some skill challenge house rules like enworlds Stalker0
bring it solid
http://www.enworld.org/forum/4e-fan...llenge-system-update-version-1-1-now-pdf.html
The players handbook has some interesting elements in there which aren't in previous
editions that are a little squeezed between the mechanics of character design
Like the idea of the player being encouraged when they narrate and visualize how
there abilities and powers work to make it your own, it isnt nailed down to the description presented
by the book (that is just an option). Always been possible but the fact that its now v
ery much in your court is emphasized.
And your characters abilities don't need to represent just one game world thing or
always be that one precise thing... (this latter is mildly an extrapolation but it is rather
perfectly in keeping with 4e)
There are some slightly different philosophies of game play in 4e that werent in
previous editions but they don't have to overwhelm anything inspite of all
the interweb flames.
Anyway... no I wouldnt think just the PHB would be enough.
I find a penny and a nickle and a dime and a quarter or similar
miscellany will work in place of miniatures.. Unless you have a couple
computers handy... paper is a must have.