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What should a DM buy?
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<blockquote data-quote="mudlock" data-source="post: 5688324" data-attributes="member: 95211"><p>As always, the answer is IT DEPENDS.</p><p></p><p>For someone new to DMing 4e, who just wants to try things out?</p><p></p><p>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.))</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.)</p><p></p><p>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.)</p><p></p><p>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.)</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="mudlock, post: 5688324, member: 95211"] 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. [/QUOTE]
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