What should a DM buy?

As DM, all I ever use are, DDI, page of MM3 updates, and page of Skill DC updates. That's it.

Every other book you think you need, you can either borrow from a friend, check out from a library, or dig for it at half-price. Once you get rolling, you won't need it any more. The only exception would be campaign or adventure books, if you like to use those.
 

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As always, the answer is IT DEPENDS.

For someone new to DMing 4e, who just wants to try things out?

The DM's Kit. It has everything you need or could want: the rules, a few monsters with tokens, some treasure, an adventure with maps, and advice on how to DM; everything. (Except dice. So get some of those if you don't have them. (Or use a virtual die roller.))

In addition, the PCs will need a book to make characters, either Heroes of the Fallen Lands or Heroes of the Forgotten Kingdoms is a fine place to start, but so is the original Player's Handbook (although be careful of errata; so I'd suggest one of the Heroes of books.) But this purchase can be on them. (They'll also need some dice, but to some extent, you can share.) You can decide where to go from there.

For someone who is an experienced DM (possibly coming over from 3e or another system) who is certain they'll be running 4e for some time to come? That's a slightly tougher one; I won't focus on products, but on the _features_ those products can provide.

You'll want the treasure (and other reward) guidelines, which means either the original DMG, or the DM's Kit. DM's Kit comes with some more stuff, but DMG is a bit cheaper. But be aware these are two DIFFERENT sets of guidelines; DMG is fixed, DMK is randomized (although, on average, they work out to be the same.)

You'll want magic items; which means either the original Player's Handbook and likely also Adventurer's Vault, or the (brand new this week) Mordenkainen's Magical Emporium. Lean toward MME. (Or: DDi subscription.)

You'll want more monsters, for which I strongly advise getting the Monster Vault as your first source; it also comes with tokens, and an adventure with maps. (Or: DDi subscription.)

Speaking of which, you'll want maps (and tokens, but we'll get to that). Wet erase mats are pretty popular, and so are dungeon tiles, but I've seen games run on 1" graph paper too (purchased in rolls, or print a few 8 1/2 x 11 sheets; you can cut them to tile-sized if you want, or just draw and use once.) There's also the virtual option.

Now, tokens: Monster Vault will come with excellent tokens. You can also buy minis (perhaps expensive), draw your own (I like to make little stand-up tokens and glue them to pennies to weigh them down), or even purchase them from 3rd parties (there's one that seems pretty popular among the ENworld crowd but I forget the name.) And again, the virtual option.

But anything is possible; I ran my last game with 1/4" graph paper maps over a cork board, and decorated pushpins for minis. You could use a chess set if you were desperate.

Those are the "must haves". DMG2 has great optional rules and more EXCELLENT how-to-DM advice; it almost goes in my "must have" list.
 

A DM needs to have ready access to whatever he intends to use. He needs to understand what he expects his players to use.

Absolute minimum: DMG...perhaps with MM added. Ideally, he should also have the base PHB. Everything else he can borrow from players or make up himself.
 

If I had a new guy wanting to DM 4E, I would recommend

DM kit - essentials
MV- essentials
PHBI - not essentials

That is the minimum, I think.

Adding on easily
PHB II and/or III
MV-NV
Dungeon Tiles any/all of the three basic sets
 

What do you think a DM should prioritize and buy? This ranges from Books to Online products, adventures, and tools/props (Dungeon tiles, DM screen).
I began my 4e collection almost a year ago, when I started playing. So my take is with 20/20 hindsight - what would I buy differently knowing what I know now?

Musts: I'd skip the trinity of PHB1, DMG1 and MM1 tbh mainly b/c they are heavily errata'd (though I believe MM1 isn't errata'd, the math is simply "the old way"). Knowing what I know now, I'd skip those three.

Instead, I'd go with the DM Kit, Monster Vault and one or both of the essential player books (HotFK,HotFL). You would also need an updated rule set, and for that, I'd go with the Rules Compendium - a must have at my gaming table. I use that book A LOT.

If you're interested in pre-essential material, I'd go with a DDI subscription.

Highly Recommended: I could understand DDI is not for everyone (so not a must) but I still highly recommend it. I highly recommend DMG2. It has a great section on skill challeneges, one the new concepts for 4e that I wanted to really nail down. Plus it had advice on some rule variants I found to be very helpful for my Dark Sun campaign.

Buy both Dark Sun books if you're interested in Dark Sun. Both are excellent.

Good Idea: The latest version of the DM screen. I usually don't buy DM screens, prefering to make my own. But the price point was cheap, the art looked great and 4e has several fiddly bits (like conditions) where a good screen is really helpful. I don't regret getting mine.

Maybe: Dungeon tiles. I have both the Wilderness and Dungeon essential bundles and found both to be helpful (but far from needed). I also have Dungeon Delves. I use it for cannibalizing encounters and layouts (so I could focus on story).

Not worth it: I regret buying AV1 and AV2. I bought those before I really understood what DDI had to offer and would definitely skip them if I could turn back time.

I also wouldn't buy any splatbooks (those X Power books) if you have a DDI subscription. Buying them isn't a bad idea - I think I have Psionic Power - but DDI has all that information and in a better viewing format imo.
 

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