Olikunmissile said:
A couple of friends have begun to show interest in starting up a game of D&D. There are atleast 7 or 8 of us. Now, none of us have ever played it and we don't know anyone in the area that does. No one has any materials but we can just buy that later. I've just got a couple of questions for anyone experienced in running the game.
We're not typical gamers and I think a number of the potential players would be a little too embarrassed to role play a character, any way of getting them out of their shells a little?
I think I'd be the one who has to be dungeon master, is it as much fun as being a character?
Is the actual game hard to get to grips with?
Any and all information would be wonderful.
Oh also what should we buy, material wise?
Well, my advice might stir some people, but I suggest using the 4th edition.
It's very beginner friendly, you don't throw thousands of choices on a beginner, something that will really confuse people who never played a RPG before.
What the 4th edition did is take all the existing classes of the older generations and give them a little MMO-like role.
You have the Controller. They manipulate the battlefield. Slowing enemies. changing their position.
Example classes: Wizard, Druid, psion
You have the Defender. Name says it all really. Tanks that can soak up damage and Mark enemies.
Marked enemies will get a attack penalty if they don't attack the Defender.
Example classes: Fighter, Paladin, Battlemind, Sword mage.
You have the Leader. Basicly the healer/buffer type.
Example classes: Clerc, Bard, Shaman
And the Striker. PEWPEWSLASHSLASH Damage dealer.
Example classes: Monk, Ranger, Rogue Sorcerer
This is not set in stone, though. A fighter can be a striker as well as a defender.
Powers are the attacks that characters can do. And they are ranked into 3 types.
At-will: These can be used every round. They are basic attacks with a little twist.
They are here to replace the auto-attack like basic strike that most melee classes would use.
A example is this fighter power:
Cleave:
Hit: You hit a target doing weapon damage +Strength bonus. And you hit another adjacent target with just your strength bonus.
Then there are Encounter powers. These can be used once each fight. they are stronger then the at-wills. each with their own special tweaks.
And there are the daily.
Really powerful strikes or spells that can only be used once a day.
If you are really interested you need at least the basics.
1) Monster Manual
2)Players Handbook 1
3)Dungeon Masters Guide.
4) a set of D20 dice.
Additional books I recommend getting later
5)Player manual 2 and 3. These books offer new classes and feats. Like the Monk, shaman and psion.
6)The source books of power. These are the martial Power, Arcane Power, Primal Power, etc books.
These give more powers and feats to the classes that use said powers.
7) a monthly subscription to DnDinsider.com. When you subscribe you get several things.
2 monthly downloadable pdf's with new dungeons for the DM, skills, feats, powers
Access to the Character Creator. A online tool that lets you create characters. It lists all available choices for feats, powers, etc within hand reach. So you don't have to dig through all the books.
And it gives you access to the DnDCompedium. A library with all possible items, feats, powers, monsters. etc
As for the question of being the DM is just as fun as being a player?
Well, that's all up to you.
I personally like being every other possible NPC out there.
giving the monsters a voice when they attack the party. Being the mad dwarf blacksmith.
Give it a go, and quote me if you have more questions, I'll gladly answer them.