D&D 5E (2014) DMG or MM?

My answer would be that it depends.

If you are a relatively new DM then the DMG hands down, as it has a lot of pages devoted to how to run a game. If you are an experienced DM, those pages are a waste (I am not complaining about that fact, but it's true nonetheless). That leaves the tables and alternate rules and magic items in the DMG.

If you intend to run your players through the premade official adventures (OotA, HotDQ, RoT, et al) then you may not even need the Monster Manual, depending upon which adventures you intend to run next. For example, HotDQ came out before the Monster Manual and so there are free online downloads of all of the monster stats needed for those, so you really don't need the Monster Manual or DMG for those.

If you are running your own scenarios or third party ones that don't have statistics, then I would recommend you get the Monster Manual first. You will be lacking alternate rules, but who cares at first? You are all learning the system. You will be lacking magic items, but 5th edition is supposed to be lite on magic items, so especially at first beyond low level spell scrolls, potions of healing (which are already in the PHB) and +1 weapons and armour, you should be covered anyways.
 

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I bought the PHB, then the DMG, then the MM.

Between the two, assuming equal availability, here's some thoughts:

The MM really contains nothing new, but if you want a lot of classic monsters pre-statted out and challenges above 5th level, you'll need this book. If you're not interested in what is essentially a $50 conversion book and are going to make a lot of your own monsters on the fly, then you need the DMG. I think the DMG rules for making monsters are superior to the vast majority of monsters in the DMG, especially at high CRs. The DMG also contains lots of neat magical items, madness and disease rules and a whole host of other fun things.

Personally: if you're running a homebrew game, get the DMG. If you're running an out-of-the-aboxx game, get the MM.
 


In my sandbox 5e game with lots of converting OSR & 3e stuff I definitely use the MM vastly, vastly more than I use the DMG. I hardly ever refer to the DMG in play, IME most GMs leave it at home when GMing away from home - like 4e, and to a lesser extent all post-1e editions. 5e Basic has plenty magic items to be going on with.
If running published 5e adventures you may not need either, but I'd still go with MM first. If you want more magic items, the tables & stats from BX D&D or a free clone like Labyrinth Lord or Basic Fantasy RPG can be used, they have a similar frequency and power cap to 5e (eg pluses capping at +3).
 



If you're new to DMing, I'd recommend the DMG first. The MM has lots of toys, yes, but the module you're running has plenty of toys already. The DMG has a wealth of good advice on running the game, and getting the most out of it, even with a stock adventure like Mines. If you're new, or relatively new, to the DM seat, the DMG is a great resource.

If you are new to DMing, I'd say get the DMG first. Old pros to D&D don't need the DMG much aside from the magic items. A monster manual is always valuable no matter what, but the starter set provides you with all of those stats. They're both really fun to read, and you should buy whichever one you DON'T get as soon as you can :)
 

If you need more monsters go for the MM. If you need more magic items go for the DMG. It really depends on the type of campaign you are running in the near future. I would get them both eventually if I could.
 

I'd say it depends how much time you have on your hands. If you buy the DMG, and you want to run anything you write yourself, then you'll have to spend time building it with the monster guidelines.

The advice in the DMG wasn't useful to me. If you own just about any roleplaying game, the advice you find there will be much of a muchness, as is the case with any number of online articles.

The DMG's rules are a bit spotty some are good, some are bad.

The magic items are good... but magic items are much easier to homebrew than monsters IMO.

If you have all the time in the world and want to run custom built monsters, get the DMG. If you just want to throw existing monsters together and spend your time on plot and world, get the MM.
 

Ran new group through first session of Lost Mines yesterday, had a great time.Have the PHB, sadly can't buy books all at once. What should I get next & why? I've read DMG has lots of alternate rules etc. Pretty happy with what I have now and don't want to overwhelm really new players with too many choices / stuff. Like to get the basics down for a few sessions.MM is full of critters, although LMoP has all the stats included.

MM is FAR more useful; the needed parts of the DMG for balance are in the DMBR PDF...
 

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