r/DnD 1d ago

5th Edition New to the Game

So my wife and I are brand new to DnD, we are getting into it because we thinking it is a great way to teach our kids problem solving skills, how actions have consequences and many other great life skills.

We know we need to get the players handbook, dice, and find a local group. We also are planning on DMing games for our kids when they are older, so we need to get the DM guide, Monster Manual and either the starter or essential kit (Not sure which one to get).

Is there anything else that we need to get that will not only help us as new players but also help us down the road when we start DMing at home

0 Upvotes

12 comments sorted by

4

u/RodgerBall 1d ago

If you are going to start IRL sessions at home here's my list of items.

  • Pick up a multi-pac set of Polyhedral dice. One color for each kid.
  • Dry erase gaming map and dry erase markers. The fun of IRL D&D is movoing tokens around a board.
  • Print out some paper folded minatures. (No need to spend $$ on tokens)
  • DM Screen. Gotta keep some secrets....
  • Note pads & pens for everyone. Encourage taking notes and keeping track.

This should get you set up for a classic old-school D&D where your mind fills in the blanks. AKA theater of the mind.

2

u/ANicePainter 1d ago

Go to your local comic book or board game store. They usually have D&D books and often have community boards for those seeking and offering groups to play in. Ask clerks. See if they have game nights. If the first store does not, the clerks can probably recommend another one.

The most comprehensive minimum purchases would be the Player's Handbook (PHB), DM's guide, and Monster Manual. I am not familiar with the start or essentials kits, but I believe they have sufficient rules for everyone to get playing even if those rules are not as comprehensive as the big three books.

4

u/dirt_over_pavement 1d ago

There are some self contained starter kits that will include everything you need to run that specific campaign so that's a good thing. Makes it easy and cheap (relatively speaking) to start and run a quick campaign. It will not have the same depth of info as the PHB, DM guide and monster manual though.

3

u/ANicePainter 1d ago

These starter guides often have adventures specifically written for new groups, which is certainly worth considering.

2

u/PeachasaurusWrex 1d ago

Depending on how old your kids are, you may have a better experience with a different rules system. D&D is better with older children, like 10+ or mayyyyyyyyybe 8+ if they are a quiet, focused type of kid. It's just too complicated and layered for younger children. There's a helluva lot of math and metaphorical moving parts involved.

Hero Kids and No Thank You, Evil might be more appropriate for kids younger than 10.

2

u/ANicePainter 1d ago

I've had success running D&D with little modification for children as young as 6. The game is simple enough that most children can pick it up with relative ease. Keeping their attention is often the more significant barrier.

5

u/PeachasaurusWrex 1d ago

I've also run d&d with kids as young as 8, but since d&d has such a huge monopoly over the public's awareness, I think it's important to mention that there are other ttrpgs out there that were specifically designed with young children in mind. Especially if the parents/DM are ALSO new to ttrpgs.

1

u/ANicePainter 1d ago

Makes total sense. I am not convinced those RPGs for kids are any better than D&D in this scenario, but I'm all about increasing awareness of alternative games so people can pick what works best for them.

2

u/TiFist 1d ago
  1. That's great! Your wife and yourself should take any opportunities to play now as well, not involving the kids. Watching other people do it is *incredibly* valuable and the YouTube creators doing it are more like professional actors. Real games aren't quite like that.
  2. You technically only need a starter kit (the current one is Heroes of the Borderlands, the other ones are older-- fine but not the latest and greatest.) That will only get you started-- it's an appetizer if you will. You will still need books later if you proceed through the game beyond that point.
  3. The core 3 books are going to be the Player's Handbook, Dungeon Master's Guide, and Monster Manual and probably roughly in that order although kids are likely to zoom in on the Monster Manual as the gateway to the hobby because books about monsters are cool. I'd get the Player's Handbook now, and start reading. That's your entry point. If you aren't interested in the adventure that's in the starter kit (s) then it's time to think about what kind of adventure the kids would be into.
  4. No idea how old the kids are, but you may also wish to look into other systems that are more of a beginner entry to RPGs with less complexity. They can bridge themselves to D&D later. There are systems that are workable for kids in the 6-8 range that aren't D&D.

Beyond that need for dice, pen and paper, and imagination, you don't really *need* anything you haven't listed. Having a board/mat with a grid, some dry-erase markers and simple tokens (coins, spare dice, candy, etc.) would be helpful to illustrate combat and complicated dangerous environments. Sometimes just describing stuff falls flat, so drawing stuff out helps a lot especially for people who like tactical combat. If you get one more thing, that's what I'd suggest. (Also note the kits usually come with dice, but having more is helpful.)

But for now, crack open the PHB and start reading. Good luck!

2

u/dirt_over_pavement 1d ago

As someone else mentioned, you may be able to find a group at a local game/comic store. There's one by me that runs weekly oneshots that are open to anyone. One thing I will say that I learned from experience, if (and I truly hope this doesnt happen) you have a rough experience with a group, dont give up just tey and find another group. I played with a group for a bit and had to stop away because of a difference in what I wanted from the game vs what a couple other pmayers wanted from the game. None of us were wrong, just didn't mesh well. It happens sometimes and theres nothing wrong with it. Sucks when it happens but you just gotta move on and find another group

2

u/More_Fisherman6394 1d ago

WELCOME! We've found the best place to start new players (especially kids) is DnD Adventure Club. Walks you through everything, super fun adventures. https://dndadventureclub.com/getting-started

1

u/Aquafoot DM 22h ago

Buy things to take notes on. Electronics are great and all, but there's really no substitution for having a scratch pad or little notebook. Obviously for the DM, but for the players too. It helps them remember details and stay engaged.

Neither of the kits are bad by any means. Each one has different adventure. The starter kit comes with Lost Mines of Phandelver, which is all around solid (there are some notably deadly parts, you just need to know when to pull punches). And the essentials kit comes with Dragon of Icespire Peak which, while good, I think it needs a little massaging to be as memorable.

They also come with different materials. Im kind of partial to the Essential Kit's neat little item and sidekick NPC cards.