
The Books You Need to Play Dungeons and Dragons
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If you’ve never played Dungeons and Dragons (D&D) before, it might surprise you to note that books play an essential role (unless you read this article). While those polyhedral dice (especially your D20) are necessary, it’s awfully hard to play without knowing the rules, getting some guidance, or using a module. So for all you intrepid D&D noobs out there, here are the books you need to play D&D.
Essential: The Player’s Handbook. If nothing else, you need to consult The Player’s Handbook. Within the Handbook, you’ll find everything you need to play from basic rules (What’s initiative? How do you kill something? What are ability scores?) to creating your character (What extras does a halfling grant you? What’s the best race if you want to be a barbarian? What are the different types of humans, elves, and dwarves?) to spells (What’s the difference between druid, bard, and warlock spells? How do you cast Charm Person? How much damage does Magic Missiles do?). There are even neat little asides from D&D-based novels and tidbits about the multiverse. While it’s possible to have another player explain the rules to you or to get a pre-made character from the Internet, D&D will always remain somewhat inscrutable if you don’t at least glance through the Handbook. Believe me, I know.
Recommended: The Monster Manual and The Dungeon Master’s Guide. If all you want to do is play Dungeons and Dragons, not Dungeon Master (DM) or submerse yourself into the culture, the Handbook is good enough. However, if you’re hoping to make your own world or guide your own group of stalwart adventures through certain doom, you really should pick up The Monster Manual and The Dungeon Master’s Guide. The Monster Manual gives you stats on dozens of different monsters, telling you how hard they are to kill (the challenge rating), what kind of damage they can do (under melee and ranged attacks), and what special skills they have (such as blindvision or resistance to certain types of damage). Paging through this can tell you about all the amazing monsters, beasts, and aberrations in the multiverse and is necessary if you want to structure a game. The Dungeon Master’s Guide is a bit fluffier, but it does give you dozens of cool magic items to enhance your play, helps you calculate how characters live and work in the world, and gives you the framework to either understand the world or create your own. It’s best used after you’ve already read The Player’s Handbook.

