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dnd 5th – From D & D: Starter Set vs. Dungeon Master Guide

First of all, welcome to the 5th edition of D & D, the learning curve is not too steep for this system and you should be able to understand it quite easily. Before getting to the main part of the answer, there is one thing I would like to clarify.

Unlike other systems that publish all the important rules in one Basic rules booklet Dome, or a similar title, chooses to split its rules between the three main rules books. the Player's manual (PHB), Dungeon Master Guide (DMG) and the Manuel Monster (MM). In an ideal world, a SM would have access to these three elements, but some are more important than others.

First of all, you need the Player's manual. This book contains all playable races, character classes, spells, exploits and basic equipment. Without this book, your players will not be able to create characters or search their abilities. At my table is from afar the most used book of the three.

Secondly, I suggest to get the Manual of the monster. This may be controversial but me (and my friends who DM) find the MM more useful than the DMG. The MM contains statistics of all creatures and enemies that your group will encounter throughout the campaign. With this book, a good DM can run entire campaigns with very little preparation.

Finally, there is the Dungeon Master Guide. The DMG is the book for all the other stuff. Rules, guidelines and tips specific to DM that players do not need to see. It contains tips on the world and the campaign, as well as many additional rules and tips that you do not really need to run the basic game, but that will come in handy later. Personally, I rarely use DMG at my table and only occasionally refer between sessions. I firmly believe that you can get by without owning it at all.

There are also basic rules containing a reduced version of the three main works and can also be a good starting point. It contains just enough for you to decide if D & D 5th is the game you need, but not so much that you do not need to buy the books anyway.

What is the starter kit?

The starter kit contains:

  • 64-page adventure book with everything the Dungeon Master needs to get started
  • 32-page rule book for playing characters from levels 1 to 5
  • Pre-generated characters, with character sheet
  • 6 dice

These are the absolute basics and all you need to start playing the 5th edition of D & D. Refer to Difference Between the DnD 5e Starter Kit and the Basic Rules for More Information.

So, what should you get?

You seem to choose between the DMG and the Starter Set, but you have not mentioned the PHB access. In my opinion, it is more important to get the PHB and the MM than the DMG, since the starter kit contains basic versions of the three, it's probably a good choice. Especially if you do not have the right dice.

If you combine the Starter Set with the basic rules, you should be able to play for a while without major problems. When you start wanting more options, start by looking for a copy of the PHB, then the MM and finally the DMG and / or other extension booklets.

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Secure Boot – Security Starter Administrator Authorization

I have a mac business with admn privileges. There are also other hidden hidden account installed. Wanted to boot Windows from an external drive to play some games Indi coop

To boot from an external drive, I have to allow it in the boot security utility in Secure Boot with cmd + R

I can select my admin user to authenticate. However my password is not accepted. There is no error message at all.

For example, if you go to the terminal and type 'resetpassword', I can authenticate with that user and be able to change the passwords of other users.

Is there a specific authorization policy for the boot safety utility that needs to be granted? Or is something broken for this user?

dnd 5e – Lost Phandelver mine is impossible and for a starter kit puts our group of new players out of service

Until now, there is no introduction in the game, nor in the underlying rules expected of the characters to succeed. All enemies are so overwhelmed that we simply continue to die and do nothing. In introduction to D & D, it is not going very well.

Are we missing something?

We have a dungeon master who is making great efforts, but it seems impossible to achieve anything. We are constantly dying and it takes pleasure in what was going to be fun.

I'm just wondering what we may be doing wrong with the game, it's so unfeasible. Is it usual that you do not win any meeting? What is the definition of winning? I supposed to defeat the opponents.

We are a group of four: three players and a deputy minister who played a role in the badger and the burrow. PCs are

  • second level: wood elf, ranger and stranger (arrived at the second level in the first part of the game)
  • Gnome, druid, third level stranger (came into play at the second level with DM)
  • a black elf, wizard on the second level.

We are almost all dead in the first part. We saw a few people in the city. We went to the tower where we met the necromancer and had to get out of the way while we were submerged by the undead. We have now gone to take the orcs because they had a bonus, but again, we are two members, the third having had to do so. We are simply not able to stand up to the enemy as described in the book.

Obviously, we misinterpret the rules or do something wrong.

What other approach is there to enter D & D? I played a starter pack a few years ago with an earlier edition that seemed to work, and it even interested me to be able to enter it properly now that I have the time. I understand that this is not a chat site, so the question is where would be a good place to better understand.

The SM suggests that we should be more creative, but it does not help if you do not know what is expected. I suspect we need to have more experience as players to allow us to play more easily. Is there a better starter kit that can help basic beginners?

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