requiring players to buy books

I typically like there to be enough copies of the PHB aroudn so that each spellcasting character can look things up quickly. But I don't require that peole buy them.

With books that contain feats, races, and classes you really don't need one per player. They only get used occasionally (when levelling, or creating a new character). At that point, sharing them around is reasonable.
 

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In campaigns I play, I usually fill out my character sheet and that's enough. I do however not play heavy spell casters. (Only bards, rogues, rangers). I usually print the spells the character has access to from the SRD, so I've a small number of sheets with me in which I can look up spells. Most players print out their reference documents from the SRD or have a PHB. But the DMs I play(ed) with never required me to buy a book.

So in fact I never bought a PHB, just because I can find anything in the SRD, I do however own a 3.5 Monster manual, The Arms and Equipment guide, because they are in my opinion more interesting to have in my bookshelf. (And I own some non-WOTC d20 books and pdfs)

The DM should always look to the books the players have and then decide what campaign / setting to play. It's just plain unfair to require people to buy 3 Ebberon books, when they like FR and have FR books. (unless the players do have lots of money) just because the DM wants to run another campaign setting.
 

I think having the PHB is not too much to ask. If nothing else it shows some real interest in the game (i.e. people I want in my group). I tend towards FR campaigns and I do not require buying the FRCS in order to play. As a DM I try to give enough background information early on to set the stage which helps keep the book from being a requirement. There is always another player that has the book at the game, so that keeps a couple of copies in circulation during the game.
 

I don't require my players buy any books to play, though I strongly suggest that they get a PHB - especially if they want to play a spellcaster.

However, if they want to use supplemental material, they need to get the book. (The number of books I'm toting around these days is getting ridiculous!)

Cheers!
 

I guess it's largely not a problem for our group. All of us spend a sizeable amount on gaming products, and if I felt they really needed something to play in the game I was running, most of them would buy it, and that would mean we would have plenty of copies at the table. If they are missing out on something cool (Wow, what a great character!...Yes, I used the rules from Product X) they catch on quick and go pick it up.

As for the word REQUIRE, no, not really. Just strongly suggest if I thought it would add to their enjoyment.
 

A sensitive topic indeed. It really depends on the situation.
In a standard D&D/D20 Modern etc. game. There are usually enough copies to go around, plus the availability of the SRD. I doubt if anyone has a challenge there.

It is when you are trying something new. An OGL game.
Let's say Arcana Unearthed, Grim Tales, Conan, Iron Kingdoms, etc.
Or a D&D game in Eberron or with Psionics.

To be effective does require access to the rulebook. 1 book will bog down play not just because of the need to look things up, but because the players won't be very familiar with the rules or equally important... with the world.

I don't require anyone to buy any book. I do encourage people to if the game is going to be ongoing. I, like others, have been burned on a 'GREAT CAMPAIGN' that only lasted a few sessions and now I have a book that I don't use.
I can afford it, but it still rankles.

I wouldn't require it unless its definitely going to be a long running game and only after we had tried it and the group has given the campaign a green light.
I do require players own the rules they want to bring into a game, but that's really a separate issue.

Game ON!
Nyrf
 

This is also an area where PDFs become useful. Take Arcana Unearthed for instance, it has smaller PDFs of some of the material so a player only has to get the PDF with their class in it. This lessones the need for a lot of books or everyone needing the book at the same time.
 

In the Black Company game I'm going to run I'm going to have the person playing a Wizard, whomever it shall be, have a complete copy of the Magic chapter (I'll photocopy if he doesn't purchase the book) just so we can have more of those rules floating about the table... or perhaps an index card of each spell known and the first pages on how spell casting works would do...

I've been in games where I was the ONLY person with the boooks, and it was just a pain in the butt sometimes, especially when creating characters when everybody wants to create a character but only one book is available. Major pain.
 

When I'm going to run the game for a few sessions I usually just buy a few extra copies for people to use. All of my players own the PHB so D&D is not a problem, but if I run something else I just get extra books.
 

Wow, it seems I am in the minority here. I own the 3 core, and only 1 of my 5 or 6 players has a PHB. They hate playing spellcasters (beating things with swords is too much fun) so it's not an issue. Once in a great when someone plays a spellcaster they hog the book and I use the SRD on my laptop, then if anyone needs the book we take it then give it back to the spell caster. It works well.
 

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