Don't do it.Altorin said:pick up the red box.
I'm going to be getting the DM kit when it comes out next month too. Hoping to get a group of friends to play with regularly and make make my own campaigns etc.migo said:DM's Kit is a much better value. Admittedly it's not out yet, but still, that's $20 you could put towards something better.
This no longer applies in 4th. Due to powers, only a ranger (unless PH 3 has new classes) or a Barbarian using Martial Power, Powers, will be able to use two weapons at once.Daystar Clarion said:My best advice. If you play a fighter, try and avoid duel wielding bastard swords. Yes it sounds as awesome as it is, but if you actually want to hit anything, have a short sword in your off-hand. That way, you do some pretty sweet damage, without sacrificing too much accuracy.
The Martial Power book added a set of skills for a duel wielding fighter as well.StBishop said:This no longer applies in 4th. Due to powers, only a ranger (unless PH 3 has new classes) or a Barbarian using Martial Power, Powers, will be able to use two weapons at once.Daystar Clarion said:My best advice. If you play a fighter, try and avoid duel wielding bastard swords. Yes it sounds as awesome as it is, but if you actually want to hit anything, have a short sword in your off-hand. That way, you do some pretty sweet damage, without sacrificing too much accuracy.
Really? Nice.Ranorak said:The Martial Power book added a set of skills for a duel wielding fighter as well.StBishop said:This no longer applies in 4th. Due to powers, only a ranger (unless PH 3 has new classes) or a Barbarian using Martial Power, Powers, will be able to use two weapons at once.Daystar Clarion said:My best advice. If you play a fighter, try and avoid duel wielding bastard swords. Yes it sounds as awesome as it is, but if you actually want to hit anything, have a short sword in your off-hand. That way, you do some pretty sweet damage, without sacrificing too much accuracy.
StBishop said:Really? Nice.Ranorak said:The Martial Power book added a set of skills for a duel wielding fighter as well.StBishop said:This no longer applies in 4th. Due to powers, only a ranger (unless PH 3 has new classes) or a Barbarian using Martial Power, Powers, will be able to use two weapons at once.Daystar Clarion said:My best advice. If you play a fighter, try and avoid duel wielding bastard swords. Yes it sounds as awesome as it is, but if you actually want to hit anything, have a short sword in your off-hand. That way, you do some pretty sweet damage, without sacrificing too much accuracy.
As you may have guessed, I don't have martial power, just skimmed through it about a year ago so it's all a little foggy.
Now this is very hard as there are diffrent player types. The DMG1 and DMG2 especially have excellent advice, and it remains to be seen if the DM's Kit has the same great advice as the two of them. Barring that, there's a great PDF put out by Steve Jackson Games called Robin's Laws of Good Game Mastering - it's a short read but really important in terms of identifying player types and what they want to do. Also, AD&D 2nd Edition has a great book called Campaign Sourcebook & Catacomb Guide, unfortunately it isn't the DMG Resource that WotC put online for free, but I bought it for $5 second hand, and it was chock full of excellent advice.Trogdor1138 said:I'm going to be getting the DM kit when it comes out next month too. Hoping to get a group of friends to play with regularly and make make my own campaigns etc.migo said:DM's Kit is a much better value. Admittedly it's not out yet, but still, that's $20 you could put towards something better.
What do you recommend for a guy just getting into DND to do next? Like a good module or what I should look at doing etc.?
Thanks dude.migo said:Now this is very hard as there are diffrent player types. The DMG1 and DMG2 especially have excellent advice, and it remains to be seen if the DM's Kit has the same great advice as the two of them. Barring that, there's a great PDF put out by Steve Jackson Games called Robin's Laws of Good Game Mastering - it's a short read but really important in terms of identifying player types and what they want to do. Also, AD&D 2nd Edition has a great book called Campaign Sourcebook & Catacomb Guide, unfortunately it isn't the DMG Resource that WotC put online for free, but I bought it for $5 second hand, and it was chock full of excellent advice.Trogdor1138 said:I'm going to be getting the DM kit when it comes out next month too. Hoping to get a group of friends to play with regularly and make make my own campaigns etc.migo said:DM's Kit is a much better value. Admittedly it's not out yet, but still, that's $20 you could put towards something better.
What do you recommend for a guy just getting into DND to do next? Like a good module or what I should look at doing etc.?
Basically what it comes down to though is player styles and what the players want. To put it in video game terms, some people will play Metal Gear Solid as a fully stealth game, where they never get seen, never use more than one bullet to take someone down, preferably use the bullets and guns they pick off enemies to kill other enemies, not kill them at all if possible, and do stuff like blowing up a bridge they're on. Basically getting the maximum result for minimum effort. Other people would much rather play Unreal Tournament and just keep shooting.
In one of the games I ran (based on Star Wars), the plan was for the party to have a firefight in a narrow hallway with 20 Gamorean guards after defeating the ones on the outside. Instead the party killed all but one guard, the Sith used mind control, the techie set up a remote surveilance system and the bounty hunter put a thermal detonator on the guard with remote activation. The guard walked in towards all the other guards, the PCs then detonated the bomb taking all of them out. Their idea of fun and how they wanted to solve it was quite different from the adventure I had loosely planned.
So what I'd suggest is if possible, never say no. Of course never is impossible, but say yes to the players whenever possible, unless it just totally clashes with what you have planned and will make everything fall down. You'll see how they like to play, and you'll start being able to cater to their likes, as well as choosing what to use and what not to use. D&D Insider is a pretty good first source, all you need to do is pay a 1 month subscription fee, and you'll get Adventure Tools for making and customising new monsters, Character Tools for building any character with all the necessary information, and all the back issues of Dungeon & Dragon Magazines, and Dungeon is chock full of adventures. I'd wait until October to do that, with all the D&D Essentials included with the character builder, so you don't have a separate set of rules on the computer and in book form. That'll give you the best bang for your buck along with a good chunk of materials to quickly figure out what everyone in the group likes.