Three Great Books about D&D History
So You Want To Play Dungeons & Dragons...
By creating an account, you verify that you are at least 13 years of age, and have read and agree to the Comicbook. If you're just starting out, you can use the code to pick up one of the core rulebooks including the big gift set pictured below , or you can grab one of the new titles like Baldurs Gate: Descent Into Avernus , Ghosts of Saltmarsh , or Acquisitions Incorporated. The bundle includes the Players Handbook , Dungeons Master's Guide , and Monster Manual with special reflective foil covers that are exclusive to this set. There's also a DM screen and slipcase thrown in for good measure. This is a pretty fantastic deal when you consider that if you were to buy the standard Player's Handbook , Dungeon Master's Guide , and Monster Manual separately right now, it would cost you nearly the same amount of money even with the code - and you won't get the reflective covers, DM screen, or the slipcase.
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How do you kill something? What are ability scores? What are the different types of humans, elves, and dwarves? How do you cast Charm Person? How much damage does Magic Missiles do? Believe me, I know. 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.
The absolute best way to learn is with a group of friends who already know the rules and can guide you through the learning curve. Well, don't worry. You can think of it a lot like a collective choose-your-own-adventure book. One player prepares a fantasy story of sorcery and adventure, then the rest of the players take charge of characters in that story and gather together—preferably around a kitchen table—to cooperatively tell the tale. Maybe the story you'll tell is a mystery. Maybe it follows the classic hero's arc. Or, heck, maybe the story is just thin window-dressing with a series of spectacular battles.