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New to D&D - Level x magic item?
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<blockquote data-quote="Dr_Ruminahui" data-source="post: 5794701" data-attributes="member: 81104"><p>I think that finding that "middle ground" between absolute beginners and veterans is a problem for any game that has been continually expanded over a lengthy period of time. That said, I think 4e policy of making "everything core" has increased this problem, as it implies that you can't simply ignore certain books (which certainly isn't true). The naming scheme doesn't help either - having a player's handbook and a player's handbook 2 suggests that they are both necessary, whereas if they had called the second one something different it might not have the same impression. All of which is good to get those already in the hobby to collect more books, but makes it daunting for those new to it to get a grip on what they need.</p><p> </p><p>Added to all that was the essentials line, which was supposed to fix all that and be the "entry" books to the hobby. WHich was true for the Red Box, but with the other books it created a potential for confusion. Suddenly not only were there PH 1, 2 & 3, but also 2 Heroes books - unless someone was there to tell a newbie that the essentials line was released to provide an easier entry into playing D&D, it generally did the opposite by muddying the water as to what book to get first.</p><p> </p><p>So I sympathize with you, even as a (somewhat) veteran player myself.</p><p> </p><p>I will echo what the others said - pick up the Essentials books first, starting with the Rules Compendium, DM Kit and whichever Heroes books has more of the classes/races your boys want to play. Next would be the other heroes book - though its not stricly necessary.</p><p> </p><p>You then have everything you need to play (other than dice, pencils & paper) for a good long time... at which point simply pick up whatever books fit your needs at the time. Your boy likes the knight but is ready for and wants something more complicated? Pick up the Player's Handbook. You want more monsters? Pick up the Threats to Nentir Vale or one of the Monster Manuals (keeping in mind that each MM is much better than the one before). Want more DMing tips? Pick up the Dungeon Masters Guide 2.</p><p> </p><p>And, if in doubt, tell us here what you need, garner suggestions as to the best product for that need, filter appropriately (and add salt to taste) and buy whatever you think is best.</p></blockquote><p></p>
[QUOTE="Dr_Ruminahui, post: 5794701, member: 81104"] I think that finding that "middle ground" between absolute beginners and veterans is a problem for any game that has been continually expanded over a lengthy period of time. That said, I think 4e policy of making "everything core" has increased this problem, as it implies that you can't simply ignore certain books (which certainly isn't true). The naming scheme doesn't help either - having a player's handbook and a player's handbook 2 suggests that they are both necessary, whereas if they had called the second one something different it might not have the same impression. All of which is good to get those already in the hobby to collect more books, but makes it daunting for those new to it to get a grip on what they need. Added to all that was the essentials line, which was supposed to fix all that and be the "entry" books to the hobby. WHich was true for the Red Box, but with the other books it created a potential for confusion. Suddenly not only were there PH 1, 2 & 3, but also 2 Heroes books - unless someone was there to tell a newbie that the essentials line was released to provide an easier entry into playing D&D, it generally did the opposite by muddying the water as to what book to get first. So I sympathize with you, even as a (somewhat) veteran player myself. I will echo what the others said - pick up the Essentials books first, starting with the Rules Compendium, DM Kit and whichever Heroes books has more of the classes/races your boys want to play. Next would be the other heroes book - though its not stricly necessary. You then have everything you need to play (other than dice, pencils & paper) for a good long time... at which point simply pick up whatever books fit your needs at the time. Your boy likes the knight but is ready for and wants something more complicated? Pick up the Player's Handbook. You want more monsters? Pick up the Threats to Nentir Vale or one of the Monster Manuals (keeping in mind that each MM is much better than the one before). Want more DMing tips? Pick up the Dungeon Masters Guide 2. And, if in doubt, tell us here what you need, garner suggestions as to the best product for that need, filter appropriately (and add salt to taste) and buy whatever you think is best. [/QUOTE]
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