Dungeon Dudes New DM Reading List

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Reading the Core Rulebooks

It is not necessary for a new DM to read the rules cover-to-cover.

The rules are both more important and less important than you think. The rules make D&D
a game, and not just improvised storytelling. They create a grounded reality and help
define what can and cannot happen, and help you adjudicate the player’s actions in a fair
and consistent manner. The rules are a tool, and you are the master of them.

Here’s what is most important for a new DM to read:

Player’s Handbook
The most important sections of the PHB for a Dungeon Master are:

● Introduction (Page 5 to 8) 4 pages


○ Explains the core gameplay of D&D.
● Chapter 7: Using Ability Scores (Page 171 to 179) 8 pages
○ Essential for understanding how to call for ability checks.
○ Bookmark “Using Each Ability” pp 175
● Chapter 8: Adventuring (181 to 186) 6 pages
○ Covers general rules for exploration and roleplaying
● Chapter 9: Combat (189 to 198) 10 pages
○ Bookmark “Actions in Combat” pp 192
● Chapter 10: Spellcasting (Page 201 to 205) 5 pages
○ Thoroughly read the sections on Casting Time and Concentration on pp 202.
● Appendix A: Conditions (Page 290)

Read chapters on races, classes, backgrounds, equipment, and spells at your leisure. It’s a
great way to get ideas and inspiration for NPCs. Try creating a character on your own!

It’s a good idea to carefully read over the specific classes, feats, and spells your players
have chosen. You don’t have to memorize them, but reading them over helps you be
prepared to improvise when your players find a creative way to use their powers.

One of the biggest unexpected surprises new DMs encounter are spells. There’s hundreds
of spells, and some of the biggest surprises new DMs encounter are when players use
spells creatively. Read the spells your players have known/ prepared!
Dungeon Master’s Guide
The DMG has a lot of advice when you are ready to create your own campaign world,
adventures, NPCs, and more. However, if you’re a first-time DM running a pre-written
module, you might not need to read this yet. Read these sections only:

● Introduction (Page 4 to 5)
● Know Your Players (Page 6)
● Chapter 8: Running the Game (Page 233 to 261)
○ This chapter discusses the core rules from the DMs point of view.
○ Conversation DCs on Page 245
○ Object AC and Hit Points: Page 246
○ Bookmark page 249 “Improvising Damage” and “Damage Severity by Level”
○ Page 252 to 261 has optional rules on chases, poisons, diseases, & madness
● Creating Combat Encounters (Page 81 to 85)
○ These rules are not good. Use the rules in Xanathar’s instead.
● Chapter 7: Rules for Magic Items (Page 135 to 141)
○ Covers magic item rarity and attunement
● Chapter 1 Highlights:
○ Core Assumptions (Page 9)
○ Play Style (Page 34 - 35)
○ Tiers of Play (Page 36 - 37)
○ Flavours of Fantasy (Page 38 to 41)
● The other chapters are great to read once you set out to do them. Chapter 1 and 2
are great to read when you are building your own world, creating adventures, NPCs,
worlds, ect. Read these chapters when you are ready to do these things and you’ll
find useful guidelines.

Supplementing the DMG

Xanathar’s Guide and Tasha’s Cauldron have important expansions:

● Encounter Building: XGTE 88 to 91.


○ Disregard the DMG encounter building rules, these are easier to use.
● Awarding Magic Items: XGTE Page 135
● Traps: XGTE 113
● Running a Session Zero [Tasha’s 139 - 142]
Monster Manual
● Read entries in the Monster Manual for inspiration.
● If you ever hit ‘writer’s block” as a DM, flip through the monster manual for a
monster you’ve never used before, and build an adventure around it!
● Introduction [Page 4 to 11]
○ Outlines the general rules for how monsters work.
○ Explains how to read a Monster’s Stat Block.
○ Special Traits such as Innate Spellcasting are described on page 10.
○ Recharge Abilities, Legendary Actions, and Lair Actions explained on page 11.
● Appendix B. Nonplayer Characters [Page 342]
○ Bookmark this page in case you need a quick NPC stat block!

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