Dungeons & Dragons Starter Set
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Book details
- Reading age12 years and up
- Print length96 pages
- LanguageEnglish
- Dimensions9 x 2.25 x 11.5 inches
- PublisherWizards of the Coast
- Publication dateJuly 15, 2014
- ISBN-100786965592
- ISBN-13978-0786965595
Book overview
About the author
Follow authors to get new release updates, plus improved recommendations.An innovator in providing contemporary fantasy entertainment, Dungeons & Dragons is the wellspring for the entire modern game industry, digital as well as tabletop. Fifth edition D&D draws from every prior edition to create a universally compelling play experience, and exemplifies the true spirit of a game that holds captive the hearts and minds of millions of players worldwide.
Find more at: www.amazon.com/dnd
WARNING: CHOKING HAZARDSmall parts. Not for children under 3 yrs. |
Toy Safety
Our recommended age: 12 yearsManufacturer's minimum age: 12 years
From the Publisher
Editorial Review
The Escapist
Introductory products are hard—they have to straddle quality, cost, fidelity, and approachability. They need to remain true to the rules while being easy to learn. They need to provide a good representation of what the product line is like while remaining an impulse buy. The D&D Starter Set does this well, with rules that can be grasped quickly balanced by a cost that's hard to argue with.
From the Designers
Get started playing Dungeons & Dragons with the Starter Set! Containing everything you need to leap into a D&D adventure, this boxed set is designed for five to six players, with one of you taking on the role of the game’s lead storyteller, the Dungeon Master.
Join thousands of other D&D players who have experienced the exciting adventure in the box: 'Lost Mine of Phandelver,' a 64-page booklet for the DM to read.
If you’d like to learn even more about D&D, the Starter Set is a perfect jumping-off point, leading next to the main Dungeons & Dragons books: the Player’s Handbook, Monster Manual, and Dungeon Master’s Guide.
About Dungeons & Dragons
An innovator in providing contemporary fantasy entertainment, Dungeons & Dragons is the wellspring for the entire modern game industry, digital as well as tabletop. Fifth edition D&D draws from every prior edition to create a universally compelling play experience, and exemplifies the true spirit of a game that holds captive the hearts and minds of millions of players worldwide.
Highlights
- The set includes all the dice, spells, monsters, and magic items you need to play the adventure.
- D&D rules are distilled into a 32-page rulebook that’s focused on playing characters of levels 1–5.
- Choose one of these characters: a dwarf cleric, an elf wizard, a halfling rogue, or a noble fighter.
Inside the Dungeons & Dragons Starter Set:
Five Ready-to-Play Characters
In D&D, you create characters and play their roles in a story. Choose from a halfling rogue, seeking revenge against a traitorous ally. An elven wizard, called to duty by the god of knowledge—these five characters are ready for adventure, and great models for future characters.
Six Dice
In-game outcomes are sometimes determined by chance. Does the ogre believe your outrageous bluff? Does your dagger pierce the dragon’s scales or merely scuff them? These six dice help decide.
D&D Rulebook
In D&D, the story is guided by your actions, and your actions are guided by the rules.
'I hurl the brazier of hot coals into the monster’s face,' a player says. What happens next is up to you, the Dungeon Master, and this book.
Adventure Book: The Lost Mine of Phandelver
This book is for the Dungeon Master. As the Dungeon Master, you’re the game’s narrator and referee. You’ll play the roles of the monsters and villains your players encounter as they battle and plunder their way through Never winter.
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| PLAYER’S HANDBOOK | MONSTER MANUAL | DUNGEON MASTER’S GUIDE | STARTER SET | |
| Customer Reviews |
4.9 out of 5 stars
53,390
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4.9 out of 5 stars
29,250
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4.9 out of 5 stars
30,099
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4.7 out of 5 stars
21,684
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| Price | $26.10$26.10 | — | — | $44.95$44.95 |
| Get this to: | Learn to play D&D, create characters, expand your skills | Create monsters, discover lore to inspire your adventures, get guidelines for using monsters in-game | Run and modify your adventures, encounters, and campaigns, discover lore to inspire your stories | Learn to play D&D, join your first adventure, get pregenerated characters |
| Audience: | New & experienced players, new & experienced Dungeon Masters | New & experienced Dungeon Masters | New & experienced Dungeon Masters | New players & Dungeon Masters |
| Contents: | Walkthrough of building D&D characters / Rules for roleplaying and combat / Directory of 350+ spells with descriptions and illustrations | Guidelines for populating your adventures with iconic D&D monsters / 150+ monsters illustrated in vivid color / 400+ tables with rules for each monster / History and lore to inspire your adventures | Rules and inspiration for running your adventures / Guidelines for non-player character creation / 240+ magic items with desciptions, lore, and illustrations / Dozens of tables to inspire in-game outcomes | Adventure book with everything the Dungeon Master needs to get started / Rulebook for playing characters level 1–5 / 5 pregenerated characters, with character sheet / 6 dice |
Features & details
Features
- For 4-6 Players
- Everything you need to start playing the world's greatest roleplaying game
- Presents the newest edition of the Dungeons & Dragons tabletop roleplaying game in a way that’s easy to learn and fun to play.
Product information
| Publisher | Wizards of the Coast (July 15, 2014) |
|---|---|
| Language | English |
| Misc. Supplies | 96 pages |
| ISBN-10 | 0786965592 |
| ISBN-13 | 978-0786965595 |
| Reading age | 12 years and up |
| Item Weight | 1.1 pounds |
| Dimensions | 9 x 2.25 x 11.5 inches |
| Best Sellers Rank |
#29,129 in Books (See Top 100 in Books)
#66 in Dungeons & Dragons Game
#2,193 in Reference (Books)
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| Customer Reviews | 4.7 out of 5 stars 21,684Reviews |
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Customers like the appearance and quality of the board game. They mention that it's incredibly beautiful, has fantastic art, and has good graphics. They also appreciate the value, character creation, and readability. However, some customers disagree on story, dice, and rules.
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Customers find the adventure in the box very thorough, with fun adventure material. They say it's a spectacular exercise of imagination and creative play. They also say it serves as a good entry point for experienced gamers and beginners.
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"...the books lay flat so you can oogle the amazing artwork, fantastic Mike Schley map work, and reference rules or adventure material without wrestling..." Read more
"...After spending a few hours perusing this set, I was impressed with the detail. I was expecting something a lot more dumbed down...." Read more
"...and well laid out, It is quite varied, having combat encounters, RPG encounters, advice on how to roleplay all of the different NPCs, etc...." Read more
"...Very robust descriptions and maps are provided of four large dungeons, and at least half a dozen substantial side quests, not to mentioned very well..." Read more
Customers find the rules book streamlined enough for beginners to get the idea of what's going on. They also say the instructions are very clear. They say the game is simplified to something easy to get into and play. Customers also say that the starter set makes it easy for a complete newbie to jump right in and start. They mention that the game does a fantastic job creating an accessible, compelling adventure.
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"...The rules are clearly spelled out, showing how the combat round works, how order (Initiative) is established so you know who goes when, and all the..." Read more
"...this purchase can be split among all players and still easy to use." Read more
"...The rules for spellcasting are also quite different: spell casters now "prepare" spells by selecting what spells they have available..." Read more
"...is a good way of introducing one to the world of D&D. The adventure is well written and well laid out, It is quite varied, having combat encounters,..." Read more
Customers find the board game to be a great bang for your buck, and say it's cheap for the amount of content provided. They also say it provides hours of entertainment for the price and is a relatively cheap way to try it out.
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"...it's quite cheap for the amount of content you're given here. this purchase can be split among all players and still easy to use." Read more
"...It's a very nominal investment that charges you right into battle so to speak...." Read more
"...This starter set seemed like a relatively cheap way to try it out without the time and cost commitment that comes with buying all the books and..." Read more
"...Adventure: The adventure included is quite long and worth the purchase. It'll keep your party busy for many sessions (which may be 30+ hours total)...." Read more
Customers like the character creation in the board game. They mention that it provides enough to get the players appetites wet, and that it gives the most freedom both for character creation and roleplaying. They also appreciate the decent variety of roleplay styles and the variety of situations. Overall, customers say it's a great way to introduce players gracefully to Dungeons and Dragons 5th Edition.
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"...’s Web opens up some cool, varied side quests and plenty of opportunity for the players to gain Experience Points (XP) for story-related successes..." Read more
"...The fact that the characters are pre-made is great since it lets new players ease into the experience instead of having to figure out how to make..." Read more
"...for new players to get a feel for D&D, but with rich interactions that flex social abilities, communication, spells, many character skills, and..." Read more
"...campaign adventure (The Lost Mine of Phandelver) is included for characters to run through, and will span nicely through level 5 characters...." Read more
Customers find the card stock and artwork incredibly beautiful, fantastic, and glossy. They also say the game has good graphics and a great soundtrack. Additionally, readers mention the dice set is nice and in a cool color. They say the box and booklet artwork is nicely updated and the game is well laid out.
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"...In fact, this setup helps the books lay flat so you can oogle the amazing artwork, fantastic Mike Schley map work, and reference rules or adventure..." Read more
"...one to the world of D&D. The adventure is well written and well laid out, It is quite varied, having combat encounters, RPG encounters, advice on..." Read more
"...It has the nice, glossy artwork, charts, and maps to make it fun to read and easy to follow. Nice work on this...." Read more
"...Nifty set of pretty blue dice for the diceless included. If you want to have a map to navigate on then you will need to provide that separately...." Read more
Customers are mixed about the dice. Some mention that a great set of dice is also included, while others say that there is not a tens dice included and the set is lacking a percentile die.
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"...It comes with a set of polyhedral dice, and a 32-page starter adventure...." Read more
"...Cons:-No maps, this is pretty greedy of them.-No d100 dice; it must add maybe 20 cents at most to the cost of the product to include it..." Read more
"...The starter set also comes with a single set of six dice, a d4, d6, d8, d10, d12, and a d20...." Read more
"...The dice set is lacking a percentile die, but as the least-used die (in my experience), that doesn’t really matter much...." Read more
Customers have mixed opinions about the rules of the board game. Some find the set of rules simple, accessible, and fine. They also say the starter rulebook has explanations of the basic rules. However, some customers feel the rules could have been more concise and concise. They mention that the book can be vague at parts and that the rules in the box are lacking substantially.
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"...Some other great sidebars and bits of advice:*..." Read more
"...with 5 characters, no character creation rules, and no rules for going above 5th level...." Read more
"...It also has handy tips along the way to help a first time Dungeon Master get through it...." Read more
"...Rules: The printed rules are mostly high-level but at least provide a list of spells. But it basically is everything you need to get started...." Read more
Customers are mixed about the story. Some find it compelling, wonderful, and interesting. They also describe it as an enjoyable mix of linear and non-linear storytelling and old and newer style D&D. However, some customers feel the book doesn't really do a fantastic job of breaking in new players and the materials provided are shoddy.
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"...thing: The starting adventure it gives is actually one of the best published adventures for 5th edition...." Read more
"...Overall, the starter set is high on production values and very low on content...." Read more
"...A well thought out, classic adventure storyline--..." Read more
"...The adventure provides back story and strong correlation to the basic rules included with the set...." Read more
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Please try again later.Top reviews from the United States
The Starter Set’s got a rulebook, the adventure Lost Mine of Phandelver, some character sheets (a few pregenerated characters AKA pregens and one blank sheet), and a set of dice (1 each of d4, d6, d8, d12 and d20 and 2 of the d10s, one of which has the double-digits marking it as a percentile die).
I could maybe argue about this set missing character creation, but…no. It’s perfect for the name Starter Set. Let’s take a deeper look.
Starter Set Rulebook
The Starter Set Rulebook is a 32-page instruction manual for playing Dungeons & Dragons. There aren’t any character creation rules in this rulebook; basic level advancement tips specific to the pregenerated characters are listed on the individual character sheets. Since pages 23-31 cover the spells available to Wizards and Clerics and page 32 is a summary of the Conditions, this book is a very slim, very concise rules reference for understanding the mechanics of D&D.
1. How to Play
The first chapter quickly explains what the D&D roleplaying experience is all about, featuring an example of play nicely mixed in with the descriptive text, then goes on to explain the dice used to play the game, how character abilities work, and the ability, skill, and saving throw checks that players will be making during play.
I won’t get into what D&D is — you should know if you’re here, or you’ll figure it out very quickly once you pick up the Starter Set or the Player’s Handbook, or if you watch Critical Role, or…well, let’s just leave it at that if you’re reading this review ??
How it plays, though, is something worth talking about, whether you are entirely new to D&D or just the 5th Edition of the game. Let’s break it down as simply as possible:
*Your character has six Ability Scores — Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma — rated 3-18 (with some potential exceptions), and a table tells you what the modifier is for each score (i.e. a score of 12-13 is a +1 modifier, 14-15 is a +2 modifier, etc.).
*Your character has a Race — elf, dwarf, human, or halfling — that provides those potential exceptions I just mentioned, increasing certain Ability Scores favored by that specific race, and thus also the modifier.
*Your character has a Class that tells you what sorts of skills and abilities they are especially good at. Their Level tells you how experienced they are in that class, and thus gives you an additional modifier that pertains to those class skills and abilities called the Proficiency Bonus.
*Whenever you need to roll a “check” — rolling a die to see if you use a skill or ability successfully or not — you roll 1d20 and add the Ability and Proficiency modifiers to the roll to get a result.
*The Dungeon Master has a difficulty class (DC) set — very easy is 5, easy is 10, medium is 15, hard is 20, very hard 25, and nearly impossible 30 — and if the result beats that number, you succeed. (The DC is often set by existing conditions in the rules or for a monster, so the DM is rarely just pulling this number out of his or her butt.)
Pretty simple.
Best of all, D&D sums up beneficial or detrimental circumstances — darkness, getting sand kicked into your eyes, special combat maneuvers that set you up to surprise or double-team an opponent with the help of an ally, ambushing opponents from a hiding spot — through advantage (rolling a second d20 and taking the better result) or disadvantage (rolling a second d20 and taking the worse result). You can’t have both advantage and disadvantage (they negate each other), and getting multiple sources of either doesn’t “stack” in some way: you either have advantage, disadvantage, or you roll straight-up, that’s it.
The various Skills are technically available to everyone, but your class (and maybe your race) and your Background (which is sort of like a former occupation, already filled in for the pregenerated characters) tells you which ones you are better at. You also have Saving Throws, which are just ability checks that represent reflexive defenses against certain types of attacks, traps, spells, or environmental factors like poison gas, falling off the edge of a cliff, or the like.
All of that may sound complicated, but really you’re just getting a list of things you are cool at, and the Proficiency Bonus you add to any rolls is the same for every character at every level (+2 up through level 4, +3 at level 5, and so on up to level 20, which doesn’t appear in this Starter Set anyway). The only true variable here is your Ability modifiers and whether or not you are actually Proficient in a given skill or saving throw.
For reference, the skills (and the Ability Score modifier you’d add to rolls using them) are:
*Athletics (based on Strength)
*Acrobatics, Sleight of Hand, and Stealth (all based on Dexterity)
*Arcana, History, Investigation, Nature, and Religion (Intelligence)
*Animal Handling, Insight, Medicine, Perception, and Survival (Wisdom)
*Deception, Intimidation, Performance, and Persuasion (Charisma)
Constitution doesn’t get any skills, probably in some small part due to the fact that it forms the basis of some other traits, like a character’s Hit Points, or HP (how much damage they can take before being knocked out and potentially dying), and comes up as a saving throw quite often against things like poison, many spells, and a special check by spellcasters called a Concentration check that allows them to keep a spell effect in play even if they are getting beat on.
For those of you that have upgraded to the full Player’s Handbook, you’ll find that this chapter is an abbreviated version of the Introduction, followed by the Using Ability Scores chapter. The example of play is ever-so-slightly different in wording from the PHB, showing that it may have been an early edit, but otherwise this is almost a word-for-word reproduction.
2. Combat
The chapter on combat covers one of the most common occurrences in the Dungeons & Dragons game: a battle of wits and skill against opponents, often monstrous in nature, where you employ weapons — swords, axes, bows — and spells against them, and they try to get around your armor and shield (if any) or magical defenses to damage you. The rules are clearly spelled out, showing how the combat round works, how order (Initiative) is established so you know who goes when, and all the permutations attacks and damage available to all, as well as covering various special abilities and how they interact with all of this. In a quick 5 pages, you have everything you need to understand and run combat that can be both tactical and narrative.
Combat really boils down to ability checks like above, but instead of using skills you utilize the Proficiency Bonus you receive from being skilled with certain weapons or spells you employ. A character or monster’s Armor Class (AC) is the difficulty class for the rolls to determine if you hit them (or in some cases, like lots of spells, the opponent rolls a saving throw to avoid the spell’s effects). AC is often determined by armor, whether or not you have a shield equipped, and your Dexterity modifier, though spells, magic items, and the natural hide of some monsters can all modify it.
It should be noted that characters and monsters/Nonplayer Characters (NPCs) die a little differently. When a monster or NPC hits zero (0) hit points, they are dead, unless a DM (rarely) wants to make the call that a particularly dramatically important one follows the rules for Player Characters (PCs). For the PCs, they die at zero hit points only if there is damage leftover that equals or exceeds their hit point maximum. Otherwise, they go unconscious, and if the opponent was trying to kill them, they begin making a special saving throw called a Death Saving Throw on their following turn (unless they are healed of course!). This saving throw doesn’t get the usual Ability Score or Proficiency modifiers: it’s a straight d20 roll vs. a DC of 10, and you tally successes and failures each round until you get either 3 successes (you stabilize and are just out cold until healed) or 3 failures (grab a new character sheet, because your PC is dead!).
The only thing missing is taking the tactical nature of combat to the next level by adding a battle map or using a grid and miniatures to establish positioning, but the nature of the rules themselves — everything is measured in feet, most grids conform to 1? squares = 5 feet — sets players and DMs up to easily integrate those things without any loss of fidelity in the rules.
If you have the PHB, you’ll find this chapter is a word-for-word reproduction of the combat chapter. The only things the PHB adds are additional sidebars that elaborate on the using grids, describing actions and damage, more depth regarding interacting with objects during combat, and improvising actions. Basically, you get some pro tips and some expanded guidelines, but you’re only missing rules on mounted and underwater combat with the Starter Set (which are pretty easy to extrapolate from the system anyway).
3. Adventuring
The chapter on adventuring in the D&D game covers travel — a risky prospect in a world of fantasy monsters! — healing, experience rewards that boost your character’s ability by leveling them up (this covers Levels 1 through 5), and adventuring gear, including arms and armor. These may seem like disparate topics, but they show that the D&D game is not just one about killing monsters with karate kicks and maybe spells: it’s about being prepared to cross wild country to find new dungeons to loot, resting and restocking your gear so you can take on the next dragon.
This chapter pulls from Adventuring, Equipment, and a little from the Step-by-Step Characters (specifically Beyond 1st Level) chapters of the PHB. The text is pretty much verbatim, but it does skimp on deeper environmental/survival rules, the particulars of detailed overland movement (foraging, forced march, using mounts and vehicles), and that’s about it.
4. Spellcasting
This chapter covers the rules of casting spells and how the mechanics within spell statblocks work. Unlike some games, there’s never really a “check to see whether or not you cast the spell” because in D&D you pretty much just say it and it happens. However, the mechanics of each spell — the descriptions of which take up pages 24-31 — are pretty detailed in how a spell works.
For example, casting a spell like bless is going to effect three of your allies within 30 feet of you, and grants them +1d4 added to their attack rolls to hit an opponent or their saving throws to avoid some detrimental effect cast upon them. This benefit lasts as long as you concentrate on a spell up to 1 minute, so as long as you don’t cast a different “concentration” spell, or pass a check whenever you take damage, or avoid getting killed or incapacitated, you can keep the spell’s effects going. Meanwhile, a spell like magic missile immediately fires darts of energy at up three opponents within 120 feet, dealing 1d4+1 force damage (a special type of damage) with each missile; there’s no attack roll to hit the opponent, unlike some other spells, or when using a weapon like a bow or a sword to attack.
This section is word-for-word from the Spellcasting chapter in the PHB, though once again the PHB features a few more sidebars (such as one about the Forgotten Realms’ Weave explanation for magical power) or additional explanatory pictures (such as for the areas of effect, which get a fun diagram in the PHB). The spells in the Starter Set are pretty much word-for-word from the PHB, too, though admittedly I didn’t check every single word to see if they might have been earlier edits.
Appendix: Conditions
Referred to in some spells and on the pregenerated character sheets under certain special abilities are things called Conditions, which are like a “rider effect” that you place onto an opponent (or rarely an ally) that invokes certain mechanical benefits or hindrances for that character so long as they are affected by the condition. For example, a character suffering from the Poisoned condition has disadvantage on all of their attack rolls and ability checks so long as they remain Poisoned.
The best part of this Appendix is that it takes up only the very last, back page of the Starter Set Rulebook, meaning that you just flip the book over and you’ve got a reference for every condition right there. This makes it extremely useful during play.
The PHB features an Appendix for the conditions, but it includes several funny illustrations depicting victims of each condition. Spreading it over multiple pages like that, however, reduces some of the utility compared to the presentation here in the Starter Set.
Lost Mine of Phandelver
The Lost Mine of Phandelver is an exceptional adventure that will take several sessions of play (practically a mini-campaign) to complete, and offers an excellent walk-through of what D&D is all about. There are plenty of opportunities for combat, roleplaying encounters with NPCs and monsters, exploration of wilderness areas (admittedly the weakest link in the adventure), and a heap of advice issued via sidebars for using stealth, bluffing, disguises, and other means of completing quests or defeating opponents without necessarily having to raise your swords or cast combat spells.
The adventure follows this simple outline:
*Introduction. The party is hired by a dwarf named Gundren to drive a wagon of goods from Neverwinter to Phandalin, where they’ll meet him and his bodyguard Sildar and offload the supplies so he can sell them in town.
*Part 1: Goblin Arrows. On their way, the party finds Gundren’s ride got jacked (i.e. his horse was killed) and they track Sildar down to a goblin hideout (the first of two); the goblins sold Gundren off to someone else.
*Part 2: Phandalin. The party heads to the town of Phandalin, and discovers a bunch of bullies have taken the place over. They dispense some Wild West justice and figure out that there are bigger stakes at play.
*Part 3: The Spider’s Web. The party roams around the wilderness completing sidequests and gathering information on their enemy, soon discovering that Gundren had a map to an abandoned mine at Wave Echo Cave, but his captor — The Black Spider — is planning to take control of it.
*Part 4: Wave Echo Cave. The party heads into Wave Echo Cave to save Gundren and stop The Black Spider, but finds the place is a haunted site, hostile to everybody.
The Good
While fairly linear, this adventure provides a simple framework that actually has a lot going on, and will test the party with encounters of all types. The free-roaming nature of Part 3: The Spider’s Web opens up some cool, varied side quests and plenty of opportunity for the players to gain Experience Points (XP) for story-related successes and roleplaying encounters, rather than combat and “kill everything in sight” style of play, often known as “kick in the door” style.
The advice throughout is awesomesauce. The core stuff you need to run the adventure as a Dungeon Master is presented throughout when and where appropriate, so it’s not like you just have a story and are told to tell it to the players; you have all the rules and tools you need to adjudicate gameplay, combat, and roleplaying encounters as they crop up. Some sidebars tell you things like What the Goblins Know so if goblins are captured and interrogated you aren’t at a loss to figure out how far into the adventure you should have read but didn’t before the session.
Some other great sidebars and bits of advice:
*NPC Party Members, which explains what to do if and when Sildar (or other NPCs) might join the party for short spurts.
*Various sidebars or sections detailing how to roleplay various NPCs, especially in Phandalin, which can be almost completely a roleplay area rather than a combat area.
*Developments for various sections detailing what happens if the players fail, use stealth or disguises, and other methods of handling alternative or off-the-wall tactics.
The Bad
You know who doesn’t get roleplay notes? Gundren, the main guy that hires the party and that is the impetus for the adventure. Same with a green dragon involved in one of the side quests, which is kinda messed up given that this is game of Dungeons & DRAGONS.
Although there is a metric ton of roleplay notes throughout, there are some rules from the Dungeon Master’s Guide for determining and modifying NPC attitude that are not in the Starter Set, so there’s a decent amount of DM fiat in any non-combat encounter. A dick DM is going to play their NPCs as dicks, and there’s no mechanics to guide them, just some (admittedly very, very solid) advice.
The freeform section of the adventure often sacrifices good exploration-based encounters and rules for “let’s just move it along.” This leads to a few encounters where the party might get in over the head without much advice for the DM to rein things in, or other areas where exploration involves a string of ability checks with no interesting consequences for failure, retrying, or taking loads of time. Random encounters have existed in D&D for years as a pacing mechanic, and it is all but ignored in this section.
These are very minor nitpicks: the adventure is very, very strong overall, and these issues are not going to break it. They are easily ignored or remedied with a bare minimum of work. (We’ve even talked at length about this in other articles; see the Resources section down below!)
Additional Content
The adventure book closes out with a sampling of critters from the Monster Manual featuring all the creatures and opposing NPCs that crop up in the adventure, and a short list of magic items that the party can come across in their journeys through the various encounter locations. I won’t go into great depth here about individual entries, but suffice it to say that this stuff gives you enough to build your own adventures if you want, and is a good sample of the lower-end of the power cur that you’ll find in the complete game via the real Monster Manual and Dungeon Master’s Guide. (…or the D&D Basic Rules, for that matter.)
Pregenerated Characters
The following pregenerated characters each have a character sheet in the Starter Set (race/background/class):
*Human Noble Fighter
*Hill dwarf Soldier Cleric
*Lightfoot halfling Criminal Rogue
*High elf Acolyte Wizard
*Human Folk hero Fighter
You get to fill in the gender and name, but the backstory, personality traits, and everything else is already filled in for you, complete with explanatory text for all their special abilities, so the lack of character creation info in the Starter Set Rulebook won’t hold you back.
The back of each sheet includes the backstory in full, a quick explanation of your race, class and background (both how they fit into the world of D&D as well as the Lost Mine of Phandelver adventure), and enough info on leveling up your character to reach Level 5. Sample names are also listed, so you can just pick one and go.
Also included is a blank character sheet for photocopying in case you’ve got players itching to build their own character with the D&D Basic Rules or the full rules from the Player’s Handbook.
Form (5/5)
The D&D Starter Set comes in a cardboard box reminiscent of RPGs of yesteryear and board games of…all years? It’s sturdy, mine withstanding 5 sessions of constant use and then untold sessions being loaded down with the hardcover Player’s Handbook and plenty of print outs and looseleaf notes. One corner ripped after I dumped about 10 pounds of books on it by accident, but that’s it; not too shabby. If you plan to haul other books with this box, it’s great because of the extra room, but if you don’t plan to do so, it’s just gonna eat up that much more shelf space.
Why you’re not buying more D&D books to toss in it is beyond me, though.
The two books come on thick, glossy paper that’s very sturdy; they are stapled in the seams, so they aren’t exactly winning awards on the binding, but the sturdiness of the paper suggests this won’t really compromise them. In fact, this setup helps the books lay flat so you can oogle the amazing artwork, fantastic Mike Schley map work, and reference rules or adventure material without wrestling with the book. The books are well organized, the table of contents all you need for navigation (except maybe for a few sidebars), and the adventure gives you everything you need to understand up-front, so you’re not left wondering what the hell an adventure is, what this one is about, or any other major details, something later adventures (Out of the Abyss, I’m looking at you!) didn’t learn from.
Character Sheets
The character sheets are thick cardstock, and are also well laid out for easy referencing for the players. I could totally see using them as-is, but they are so nice I’d suggest photocopying them or just downloading the PDF and printing it out. Wizards has released more pregens through Dungeon Masters Guild, and I have a couple in my FREE STUFF! section.
The blank character sheet is the generic Adventurer’s League version (available here as well), and is on a glossy, thick paper similar to the rulebook and adventure, which makes it absolutely useless for daily use, but it’ll last forever, so you can photocopy the hell outta it for the rest of your natural life if that’s what you wanna do.
Dice
The dice are a solid blue color with white numbers that are large and easy to read. Mine didn’t roll particularly well, allowing my players to steamroll through Part 1: Goblin Arrows of Lost Mine of Phandelver, but them’s the breaks.
After spending a few hours perusing this set, I was impressed with the detail. I was expecting something a lot more dumbed down. This goes in depth with four different types of character classes, several different races, the basic mechanics of the game, and even pointers on how to approach some of those aspects.
If you are a beginner DM, it really takes you step-by-step through the entire Adventure even giving alternate paths that can be taken by the Player Characters. There are lots of tips on how to approach the many different encounters in the campaign.
If you are thinking about playing Dungeons & Dragons, I highly recommend starting with this Starter Set. It's a very nominal investment that charges you right into battle so to speak. It spells out almost everything you need to determine whether the game is really for you.
Even if you are already an experienced player I feel it's worth it for the Lost Mines of Phandelver campaign alone.
UPDATE: 01/16/17
We started the Lost Mine of Phandelver campaign included in this Starter Set. The current party consists of my 10 year old son, my son's friend of the same age, my son's friend's Father who is my age, and a 13 year old whose family is friends with all of us. I am the DM which I was reluctant to do but realistically I always new this was best for the group.
We have spent approximately 30 hours in game play and I estimate that we are 80% complete. So far everyone seems to be having a blast. Everyone created their own characters for this campaign rather than using the pre-generated ones that came with the set. We did however use the Rogue as a second PC for the other Father until the 13 year old joined us about half-way into the campaign.
I have to admit that I am having more fun as the DM than I thought I would. It does take some preparation for each game session as you need to make sure you are fully knowledgeable of the relevant material so that everything runs smoothly and without lags. There are also some aspects of the campaign that you may feel you need to adjust or improvise from what is provided but I am learning that a good DM should be able to do that. Some of that is purposely left to the DM to fill in the gaps and some of it is that you simply can't always know what actions the players are going to take in any given situation. That's really part of the beauty of this game. Everyone has a part in telling the story.
After a few game sessions, we all had purchased a copy of the Player's Handbook. Not because we felt the Starter Set didn't include enough information to play The Lost Mine of Phandelver , but because we had become so excited through playing it that we just wanted to be exposed to more. I have also purchased the Dungeon Master's Guide and the Monster's Manual so that we can continue playing beyond this campaign. I'm not suggesting that anyone do this before finishing this Starter Set campaign. I am simply warning you that you could get so excited once you start playing that you will want more.
UPDATE 01/05/21: We had a blast with Lost Mine of Phandelver and ended up continuing the adventure with some supplements from the online DM's Guild that were created for a continuation of this short adventure. I still highly recommend this Starter's Set for anyone new to the D&D that only wants to make a token initial investment. The Essentials Kit is also worth a look for beginners at a slightly higher price point.
I picked up the 5th Edition Starter Set for $12 on Amazon, thinking that at worse, it would turn into reading material. The starter set comes with 5 characters, no character creation rules, and no rules for going above 5th level. It comes with a set of polyhedral dice, and a 32-page starter adventure. There are no miniatures, but the game doesn't really need it, as 5th Edition is a bit of a throwback to the old 1st edition.
Things seem pretty loose: most DM adjudications are pretty much only "advantage" (roll 2 d20, take the highest) or "disadvantage" (roll 2 d20, take the lowest). Most modifiers do not stack, and there are very few "named" modifiers, which I remember being significant load to take care of. This is a good thing, because I was going to run a game for 3 6-8 year olds and their Dads, and we already had our hands full with the kids.
Bowen had set his mind on playing "Gendalf", his imaginary version of the well-known Wizard. On an initial reading of the rules, I was quite impressed: the power scaling of the characters are much different from the 3rd edition of the game. Characters' proficiency bonuses do not scale up rapidly: at high levels in 3E games, you can pretty much ignore the d20 unless the results are a 1 or a 20. The modifiers overwhelm the d20. The maximum proficiency modifier in 5e at 20th level is a whopping +6 (as opposed to +2 at 1st level). That means the threats scale quite differently as well.
The rules for spellcasting are also quite different: spell casters now "prepare" spells by selecting what spells they have available (and again, the scaling is very low), but now they can use whatever spells they have prepared in the spell slots they have at will. Spell slots scale very slowly and there are no ways to get bonus slots. On the other hand, cantrips have been boosted in power and can be used an unlimited number of times, so the Wizard is never stuck shooting crossbows and can always hurl an attack cantrip (which while doing the same amount of damage mechanically, does add quite a bit of flavor).
The packed-in adventure is intended to take in characters from 1-5, and is very reminiscent of The Keep on the Borderlands in all sorts of good ways. The characters are thrown into an open world, and have the flexibility to go in whatever direction they wish (and also get themselves killed an a number of creative ways). It took all of 30 minutes of play for my characters to jump off script in a way that only D&D characters can.
All in all, Bowen loves the game, and has now made me read The Players Handbook or The Monster Manual to him at bedtime. The game sessions double as practice sessions for arithmetic, and he gets excited about the game sessions. And any thing that gets him wanting to read more is good in my book. Recommended.
Pros:
-Really well written and laid out material.
-Adventure is varied, with lots of different combat and no combat encounters.
-Premade characters are custom tailored to the adventure and have very rich and well written backgrounds.
Cons:
-No maps, this is pretty greedy of them.
-No d100 dice; it must add maybe 20 cents at most to the cost of the product to include it in, I would have paid that gladly.
-No marketing or promotional material explaining the free online resources and upcoming books.
Long Review
I am someone who has never played much D&D before (I played through the 4th edition red box but never actually finished it) so my review might be more relevant if you are a "noob" like me.
I would say that this adventure is a good way of introducing one to the world of D&D. The adventure is well written and well laid out, It is quite varied, having combat encounters, RPG encounters, advice on how to roleplay all of the different NPCs, etc. The fact that the characters are pre-made is great since it lets new players ease into the experience instead of having to figure out how to make new characters, and my players still felt attached to their characters as they got to pick which one they wanted to play and named them. It was also nice that the characters had such rich backstories as it gave my players a lot of motivation. Since purchasing this I have begun reading more and more about D&D, and I am excited to play with the new classes of the Player's Handbook.
That being said, I knocked a star off for 3 reasons:
1) No Maps: this is certainly the worst thing about this set. The adventure itself has 6 maps included in the adventure book, which they could definitely have included in 3 double-sided posters. Instead of including the lame space maker they should have saved the cost of that and just printed the maps. This certainly makes it feel as if Wizards of the Coast (the company behind D&D) was cutting corners on this one. At the very least they should sell the maps on their website as it would save me some time from having to draw all of the encounters.
2) No d100 dice. I know it doesn't matter much, but again it goes back to cutting corners. I bought a chessex set along with this and noticed that those sets have an extra d100 dice added in so now i feel kinda irked that I don't have that extra dice for the regular set. Is a d100 ever used in this? no. Would it be nice if they included it? Yes.
3) As a new player I would have like to see a promotional pamphlet leading me to the free basic rules and the downloadable copies of the premade characters included in this set. Not sure why they did not include it in the set, but it would certainly have been helpful. This also would have been a great opportunity for marketing this product: they could have presented it as "look at this free stuff we are providing you online!" which would have made me feel a bit better about the product and the company. Instead, it makes me feel as if their marketing team had a bit of an oversight. They could have included a simple booklet explaining what is or will be available for free online and what each upcoming book has. I know, its rare when a consumer ASKS for marketing, but I think it would have been educational in the context of a new set. That begin set, for this to be included they would have had to include at least the maps; otherwise it would be pretty terrible that they include marketing materials but not poster maps.
Overall, I would say this is a great set. I can't compare it against any other current beginners set (besides the 4th edition red box which is now out of print) because I have never played one. I think that the set should have included the extra die and the 3 double sided poster maps, even if it brought the price up by 5 dollars or so, as I am sure that most people would be ok with that tradeoff. I will say one thing, I certainly wish that I had this set when I was in HS or even college :)
The core rule book they provide with the set covers 90% of everything you need to know for the full game. I've since purchased the full Player's Handbook, which is also excellent, but it really just expands on race and class offerings and character creation. You really don't need it to play all the way the 8-10+ gaming sessions that this set will provide.
A quick side note on 5th edition: I've been playing various incarnations of D&D for 20 years. I was a huge fan of AD&D 2nd edition, and haven't really liked any of the newer editions since. Until now. 5th edition may well be the best version of D&D ever made. The advantage/disadvantage system makes it really fast and easy for the DM to apply situational modifiers uniformly and without having to consult a whole litany of tables and charts. For that matter, the whole game seems to have been streamlined to encourage faster play, but they've managed to do it without sacrificing any of the depth of game play that more experienced players are accustomed to. It also seems to be a little more tilted in favor of keeping low-level players alive, which I consider to be a good thing. It's nice to be able to present the players with something other than small bands of goblins to fight for the first 2 levels without having to worry about losing a player, and having to spend time rolling up replacements. I think the only minor complaint I can come up with is that halflings don't have any dark vision, which strikes me as odd - the race that is best suited to play a thief or assassin should really be able to see in the dark without a torch. Overall, though, after about 4 gaming sessions, I'm absolutely in love with 5th edition, and so are my players.
The only critique I can offer about this starter set is that the pre-fab character sheets they include with it provide background on the characters in ways that should impact the game play, but that's never really addressed in the campaign book. So the DM is left to make several split decisions about whether or not a character's history with a given NPC, group, or location should provide them insight above and beyond what is explained in the book. Most DMs with a bit of experience in rolling with the twists and turns that players always seem to throw at you shouldn't have much trouble with this, but first time DMs might find it a little frustrating. All-in-all, though, it's one relatively minor weakness among an otherwise great value, especially at the price point. Wizards seems to have realized that they have hit a home run with 5th edition, and are confident enough in their product to provide a very low barrier to entry for new players wanting to try it out. If you're a classic AD&D player curious about 5th edition, or a new player that has never tried D&D (or any RPG) before, this is the best way I can think of to get started.
Edition Itself: I've been playing this with my game group and love the 5th edition rules. They are more streamlined than previous editions, but still offer flexibility. I liked 1st and 4th editions, but now I think this edition has won me over as being the best. So if someone is interested in D&D, I would easily tell them to start here. It's as streamlined as the rules can get without getting in the way of a good time.
Rules: The printed rules are mostly high-level but at least provide a list of spells. But it basically is everything you need to get started. I think this is where I wish WotC should've added a printed version of the 100+ page rules book available for free on their web site. The rules and adventure in this box are decent for getting started, but they could've added a little more bang for the buck by adding that other rule book. I wish they would put that in a future edition. (But it's always available for free for everyone. So it's out there. And it's not needed at all for this.)
Adventure: The adventure included is quite long and worth the purchase. It'll keep your party busy for many sessions (which may be 30+ hours total). So it fits the bill for being standard enough for new players to get a feel for D&D, but with rich interactions that flex social abilities, communication, spells, many character skills, and combat in creative ways. It has the nice, glossy artwork, charts, and maps to make it fun to read and easy to follow. Nice work on this.
Characters: It's a pretty good set of characters. I just wish they had a little graphical splash to them to make a player feel like "I want to play this" versus "hey here's a set of stats". I like how Encounters has those graphical cards with stats on them that just shout, "cool". But the sheets fit the bill. Everything is one them, and they are sturdier paper stock to be used several times.
Dice & Box: You get a sturdy, attractive box with this, and some nice dice to start you out. It reminds me of the red box days of Basic where you have everything you need to get started from scratch. The splashy artwork is nice, and the box is large enough to carry all your future stuff and printouts.
Overall, it's a nice set at a cheap price: dice, character sheets, a rule book, and a good adventure all in an attractive box. At the cheap Amazon price, you can't pass up on this if curious about the game or giving it as a gift. It's as cheap as a movie/book but will offer a lifetime of adventure.
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Pero en fin. Yo soy el DM, y puedo asegurar que tanto para empezar a aprender a ser DM, como para empezar a ser jugador de la campaña, el Kit cumple perfecto. En nuestro caso, varios nuevos jugadores decidieron hacer sus propios personajes desde cero (lo digo porque el Kit trae personajes prefabricados en caso de que quieras jugar de lleno y de inmediato... pero no son tan atractivos). La magia de DnD tiene mucho que ver con poder crear a tus personajes como tú quieras, por lo que no me sorprendió que estos jugadores no aceptaran los personajes prefabricados. Fuera de eso, el módulo (o séase el librito donde dice la historia a jugarse) está bastante bien. Todo sucede alrededor de un pueblo medio pitero llamado Phandalin, y los NPCs son pues, interesantes. Se presta a la intriga y eso está cool. Aunque también depende mucho de la iniciativa de los jugadores. En mi mesa ha pasado de todo (hicieron que el alcalde del pueblo se suicidara, por ejemplo; o terminaron adoptando un duende wtf). Los monstruos y los dungeons son entretenidos, y en general es agradable.
Como plus, trae incluida una pantalla para DM bastante sensual.
Eso sí, aunque parezca una campaña corta, ni se hagan ilusiones pensando que van a terminar en menos de un año (conmigo son jugadores de entre 25-30 años, con deberes laborales y etcéteras).
En resumen, muy recomendable. Cumple perfecto para principiantes.
Il set include i dadi, le spiegazioni delle regole di base e un'avventura completa, a mio parere, molto bella.
Unico problema e' che il gioco e' in inglese, quindi bisogna avere un po' di dimestichezza con la lingua o dotarsi di un bel vocabolario, perche` alcuni termini sono un po' particolari (equipaggiamento, incantesimi, ecc.).
Insomma: STRA-CONSIGLIATO!
Edit after playing a 12 day campaign i will
tell u to get some things to make your experience better
Let's start with 1 get a screen (dugons master) screen 2 u should get some minis or make 2d miniature becoz it's hard to keep in mind where they are players and monster yourself 3 get a map 4 character sheet not really needed becoz this includes character sheet but it's pre filled and fo rnew players it's so hard to make a character but it's good to make ur own character give 5 get a extra pair of dice for your players not necessary but good and 6 get a dice tray or tower becoz many times it fall in from table not necessary either but good to have 7 get spells miniature thing so u don't have to keep in mind where the spell is and how long is the spell
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