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CaptainRandomGuy

Players Handbook, Dungeon Masters Guide, & the Monster Manual are the 3 core books that will get you started and teach you the game. Xanathar's Guide to Everything, Tasha's Cauldron of Everything, Volo's Guide to Monsters, Mordenkainen's Tome of Foes, and the new Mordenkainen Presents: Monsters of the Multiverse are the other core rule books you can consider. But just about every campaign book offered only needs you to have the Players Handbook, Dungeon Masters Guide, and Monster Manual to run the adventures.


shadowmask7331

Thanks for the advice, I hope I can get them in my language


PraiseTyche

The order that dude listed them is actually a really great order of priority.


shadowmask7331

OK, thanks


CaptainRandomGuy

Ty Ty


CaptainRandomGuy

No problem


Gay-_-Jesus

Monsters manual is always a good one, and ofc players handbook. I think with those two, you could get started, obviously lots of others for more nuance Oh and the dungeon masters guide


shadowmask7331

Thanks, and what other things should I get? Like how many different dices and that And thank you again for the advice


Gay-_-Jesus

Np, you want at least a full set of dice. D4, d6, d8, 10, 12, 20 If you are playing in person, might not be bad to have one of those DM screens so you can keep notes without other players seeing There’s lots of resources to help you create a campaign on this sub and all over the internet Most importantly just have fun with it


shadowmask7331

Thank you imma write this down


ararius

If you are wanting to DM, the Dungeon Master's Guide and Monster Manual are good staying points as they contain the information pertaining to world building (Dungeon Master's Guide) and enemies for your players (Monster Manual). Picking up a work campaign can be a good starting point so you're not reliant on creating your own world for the first go around. There are several to choose from, though I personally enjoy Curse of Strahd or The Tomb of Annihilation.


shadowmask7331

Thanks a lot for the advice, I'm gonna write down everything I get so I don't forget it


ararius

Happy to help. Everyone starts somewhere and it's okay to mess up. Your gonna forget rules, abilities, stats, etc. As a player it can suck to forget an ability that could've lead to a different result. As aDM, you may find that some rules just don't work for your table. The system is designed to be sorted as needed and if you and your fellows think something needs changing it even outright dropped you can do so. The first goal is to have fun making a story together.


shadowmask7331

Thanks


Gong_the_Hawkeye

Other people already recommended you some official 5e books, but there are plenty of unofficial or old books that I consider must-haves for any Dungeon Master. I know it's a lot, but every one of these books gave me some invaluable insight. 1. **Total Party Kill Handbook 1 & 2**: Both books are filled with interesting and detailed encounters/quests. There are also great sections on traps and dangerous environments. 2. **The monsters know what they're doing**: Treat this book as a manual on how to roleplay your monsters during combat. It is everything you wish monster manual was. 3. **Great GM - The Complete Guide to Creating Epic Campaigns**: This book is a guide on how to write a good story for your campaign and not have it fall flat. 4. **Book of Challenges, Dungeon Rooms, Puzzles, and Traps:** Did you ever want to make a memorable dungeon, but didn't actually have any ideas on what to put there? This book's for you. 5. **Manual of the planes 3.5 edition**: Don't be fooled by the edition number, this book is as relevant today as it was twenty years ago. The D&D cosmology is vast and complicated, but this book's a good enough start *(it's also available for free on the internet for some reason; seriously just google it)*. 6. **Draconomicon 3.5 edition**: One of the, if not *the* best D&D book ever printed, this tome is an absolute must if you ever plan on using dragons in your games. And you almost certainly will. 7. [https://www.youtube.com/watch?v=0KUwbUxQFpI](https://www.youtube.com/watch?v=0KUwbUxQFpI) : Not a book, but a video summarizing the ten main D&D settings. There's more of course, but this is enough for inspiration and some D&D knowledge.


shadowmask7331

Thank you for your recommendations, I will write this down!


Realistic_Effort

Starter set is usually around 25-30 bucks and includes the simplest version of everything you'll need, including one of the most loved adventures, Lost Mines of Phandelver. Beyond that, Player's Handbook, Volo's Guide, Xanathar's Guide are great player resources. I'd put Tasha's in here too. I personally find the player options in Tasha's a little too powerful, but that's my personal taste, you might like it. If you're looking to Dungeon Master, there's the Monster Manual, Dungeon Master's Guide, and various pre-made adventures.


shadowmask7331

Thank you, I hope I can get a starter set in my language