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Community
General Tabletop Discussion
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What 4E books should I get for a new campaign?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4942219" data-attributes="member: 710"><p>I think the Core Rulebooks I and II are a good investment. </p><p>If you need a setting, the Eberron Books are a good idea, too. The Campaign Guide is aimed for the DM, the Player Guide is more important for the players. You might need only one copy overall. </p><p></p><p>Beyond that, think about what your campaign might be about, and decide whether you want to invest in the Dracomonicon, Manual of the Planes or Open Grave. </p><p></p><p>If you don't want to create your own adventures or just want more material to plunder, the WotC adventures might be useful, too. But beware, they might be solid, but they are not spectacular. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>The power books are irrelevant to the DM, I would say. That's definitely player material and if they want it, they can invest in that.</p><p></p><p>Regarding DDI - you could consider investing as a group. The players can sure benefit from the character builder (while it is irrelevant to the DM), and if I am not mistaken, the rules for the builder definitely allow you to download it 5 times each month and install it on different machines. Whether you go even further and do like Echohawk did... Well, if you do, look out for special offers of Windows now that Windows 7 is around (But verify it still works with whatever Virtualization software you plan to use.). I seem to remember a headline about a cheap student version, and there might be other things along those lines.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4942219, member: 710"] I think the Core Rulebooks I and II are a good investment. If you need a setting, the Eberron Books are a good idea, too. The Campaign Guide is aimed for the DM, the Player Guide is more important for the players. You might need only one copy overall. Beyond that, think about what your campaign might be about, and decide whether you want to invest in the Dracomonicon, Manual of the Planes or Open Grave. If you don't want to create your own adventures or just want more material to plunder, the WotC adventures might be useful, too. But beware, they might be solid, but they are not spectacular. ;) The power books are irrelevant to the DM, I would say. That's definitely player material and if they want it, they can invest in that. Regarding DDI - you could consider investing as a group. The players can sure benefit from the character builder (while it is irrelevant to the DM), and if I am not mistaken, the rules for the builder definitely allow you to download it 5 times each month and install it on different machines. Whether you go even further and do like Echohawk did... Well, if you do, look out for special offers of Windows now that Windows 7 is around (But verify it still works with whatever Virtualization software you plan to use.). I seem to remember a headline about a cheap student version, and there might be other things along those lines. [/QUOTE]
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