
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!