A Beginner's Guide to D&D → D&D Rule Books
Materials for a D&D game can be simple or fancy depending on the preferences and the budget of the players. Some players enjoy using battle mats, miniatures, terrain pieces, and full-color accessory cards. Others keep to the basics. However you like it, though, you'll need to at least have a character sheet, a set of dice, and a core rulebook.
The core rulebooks include the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. If your roleplaying group doesn't mind sharing, you can get by with just one copy each for the whole group, but I've found it best if players have their own Player's Handbook.
The other books are called supplements, and contain optional rules and extra classes, skills, equipment, monsters, and so on. They're effectively expansion packs to the main game and are completely optional.
Adventurer's Vault 2 |
Arcane Power |
Assault on Nightwyrm Fortress |
Death's Reach |
Demon Queen's Enclave |
Draconomicon |
Draconomicon 2: Metallic Dragons |
Dungeon Delve |
Dungeon Master's Guide |
Dungeon Master's Guide 2 |
Ebberon Campaign Guide |
Ebberon Player's Guide |
Hammerfast |
Keep on the Shadowfell |
King of the Trollhaunt Warrens |
Kingdom of Ghouls |
Manual of the Planes |
Martial Power 2 |
Monster Manual |
Monster Manual 2 |
Open Grave |
Player's Handbook |
Player's Handbook 2 |
Player's Handbook 3 |
Player's Handbook Races: Dragonborn |
Primal Power |
Prince of Undeath |
Pyramid of Shadows |
Revenge of the Giants |
Scepter Tower of Spellgard |
The Plane Below: Secrets of Elemental Chaos |
Thunderspire Labyrinth |
Underdark |