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As some of you know, I am not a 4E guy. However, my nephew has seen the books on the shelves and knows that I am a D&D guy, so he asked me about playing the game.
So, I am looking to purchase the game for him for his upcoming birthday. Unfortunately (or fortunately, depending on your perspective), there is a HUGE volume of books out there now for 4E, and I am not sure how to proceed.
I plan on buying the 3 core books (PH, DMG, MM), and probably 2-3 others to get my nephew started. Can anyone recommend the 2-3 most useful 4E books (other than the original 3) for a beginner?
Thanks in advance for your help!

Cacophonik |

If I were on the receiving end of said generosity, my preference would be for Adventurer's Vault (new folks always like magic items!), PHB II (more of everything!). After that, I'd venture either Arcane Power or Martial Power, as the other titles I've seen aren't necessarily beginning-player-centric.
Alternatively, go for the 3 core books and a DDI subscription?

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If I were on the receiving end of said generosity, my preference would be for Adventurer's Vault (new folks always like magic items!), PHB II (more of everything!). After that, I'd venture either Arcane Power or Martial Power, as the other titles I've seen aren't necessarily beginning-player-centric.
Alternatively, go for the 3 core books and a DDI subscription?
Thanks, Cacophonik! Those are great suggestions! I want to stay away from the DDI subscription, as my nephew spends enough time in front of a PC/Game Console as it is...I'm trying to focus his attention on the tabletop aspect of the game initially. He can do the online stuff on his own, if he so desires. : )

ProsSteve |

Cacophonik wrote:Thanks, Cacophonik! Those are great suggestions! I want to stay away from the DDI subscription, as my nephew spends enough time in front of a PC/Game Console as it is...I'm trying to focus his attention on the tabletop aspect of the game initially. He can do the online stuff on his own, if he so desires. : )If I were on the receiving end of said generosity, my preference would be for Adventurer's Vault (new folks always like magic items!), PHB II (more of everything!). After that, I'd venture either Arcane Power or Martial Power, as the other titles I've seen aren't necessarily beginning-player-centric.
Alternatively, go for the 3 core books and a DDI subscription?
Personally I'd go for PHB,DMG and MM1 as a special package then Martial Powers, Arcane Powers.
Maybe PHB2 in the long run or the alternative 4th edition stuff on SCRIBD.COM. Races & Classes.

P.H. Dungeon |

I think the core books would be a good start. I wouldn't spoil him with too many others to begin with in case he doesn't end up getting into the hobby and they just sit on his shelf. The DDI is well worth while though. The character generator and compendium are awesome, and the dragon and dungeon mags give enough good content each month to make it well worth the price and make it a gift that keeps on giving.
You could also just order him Pathfinder if you don't like 4E.

Jeremy Mac Donald |

I'm going to agree with those that recommend Adventurers Vault and Players Handbook 2 as the follow on to the first three books.
Technically 4E has a policy of everything is core and core has traditionally been 3 books. However for 4E I think you could get a very good version of 'core' with these 5 books. These 5 books give you access to a really huge range of fantasy tropes to play with including things like vehicles and mounts as well as filling out things like magic items and races.
Hence as an old timer I'd probably feel a bit constrained playing with just the first three books but I don't think I'd really have that feeling with these 5 because they pretty much cover all the standard stuff we expect to see in fantasy gaming and also include enough new stuff (Airships!) to really inspire the imagination and therefore a game.

Jeremy Mac Donald |

If he's just going to play, PH1 and PH2 might be better options than DMG and MM.
I don't really agree with this.
I think its reasonable to try and test the game out for free or with borrowed books or some such if your not sure if you have a gamer on your hands and would be angry if several hundred dollars were spent on books that the potential gamer might flip through once and never touch again.
On the other hand if we either have a gamer on our hands or one is willing to gamble a little in this area hoping to encourage a potential gamer then one should provide the nephew with all the tools needed to explore the game and play it with his friends. Just giving him player books makes him dependent on his Uncle coming around to actually play.

Matthew Koelbl |
I'm going to agree with those that recommend Adventurers Vault and Players Handbook 2 as the follow on to the first three books.
And I'll throw my agreement in as well - those five make for a really excellent start, for pretty much all the reasons folks have already given thus far.

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Jeremy Mac Donald wrote:I'm going to agree with those that recommend Adventurers Vault and Players Handbook 2 as the follow on to the first three books.And I'll throw my agreement in as well - those five make for a really excellent start, for pretty much all the reasons folks have already given thus far.
Ditto 100%.

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I'm going to agree with those that recommend Adventurers Vault and Players Handbook 2 as the follow on to the first three books.
Technically 4E has a policy of everything is core and core has traditionally been 3 books. However for 4E I think you could get a very good version of 'core' with these 5 books. These 5 books give you access to a really huge range of fantasy tropes to play with including things like vehicles and mounts as well as filling out things like magic items and races.
Hence as an old timer I'd probably feel a bit constrained playing with just the first three books but I don't think I'd really have that feeling with these 5 because they pretty much cover all the standard stuff we expect to see in fantasy gaming and also include enough new stuff (Airships!) to really inspire the imagination and therefore a game.
The 4E 'Core' policy is what threw me for a loop. I'm so used to '3 books is all you need,' that the huge volume of books available really shocked me.
As for the suggestion for Pathfinder, my nephew is big into the "New" thing, and since he sees the books everywhere, this is the best option for me to get him into the RPG hobby. Not to worry, as if he maintains an interest, I will definitely introduce him to Pathfinder (and Call of Cthulhu, WoD, Mutants and Masterminds, Deadlands, and Dark Heresy)...
I think I'm going to go the route Jeremy and CH suggested, with MM, PH1, DMG, PH2 and Adventurer's Vault. That should be enough to get him the feel for the game, and provide the best options to keep his interest.
Thanks to all of you for your help!