Should I get the Dungeon Master’s Guide, the Player’s Handbook, or the Monster Manual? [duplicate]

So I’m a fairly new player in the game Dungeons & Dragons (D&D). I’m known about the game/played a very loose version of the game a little over a year ago and I started getting serious about ten-eleven months ago. Currently, I am still learning about the game, its concepts, and how to play. Something I would love to try is DMing. But there are a few problems with that:

  1. I’m still not a master at the game and I’m still learning
  2. I’m not sure if I have all the resources.

So I’m asking you guys! What would be the most important to get for an inspiring world builder and D&D player? The Dungeon Master’s Guide, the Player Handbook, or the Monster Manual? I currently have some beginner level stuff that just teaches you the basics, but what if I want to go deeper?

Pathfinder 1x: Needing to upscale a dungeon

ok, Have an old module I’m revamping. Using original pathfinder, home brew world. I have no drow or underdark, but an ancient evil locked away which leaks its creations on the world. (predominately father-god of all goblin kind (which here will include orcs, trolls, etc) and all things demonic and abberant)

What I have is an empty dwarven fortress with what is basically a goblin town below it (unaware of the dwarven fortress above as its been empty for 300 years,…well of dwarves anyway, so no actual goblinkind can be used). The module has a tribe of Grimlocks who have moved in with their dire rat pets. Problem is, by the time the PCs made it to the module site, they’re 7th level. (silly me, I gave them a ghost town to tackle on the way). I can probably upscale the grimlocks, maybe with bugbears or something similar (will still take suggestions) but I’m stumped on their ‘pets’. Dire rats are just too weak for this group, and I think they could take a swarm easy (though the ecology wouldn’t necessarily feed a swarm). I either need a substitute critter that is a good monster pet that has the ‘bite’ to take 7th level party of 4, or suggestions on how to build them as ‘giant’ dire rats and put some meat on them.

Dungeon Crasher vs Wall of Chains/Bones

The life of a dungeoncrasher is hard, especially if your dm has ruled that you can’t (or you see as too easy to) crash against the floor. Sometimes, you find yourself in an endless plain and need walls on demand.

Depending on if 3.0 is on the table, the lowest level wall spells (the tiny and melee Blockade notwithstanding) are Wall of Chains and Wall of Bones, both of which can be crossed with a full round action and/or checks, but not without them.

The question is, does this make these walls solid enough for dungeoncrasher? Which is, I suppose, synonymous to, do they block forced movement?

How can I prevent my players from teleporting out to escape any dungeon?

My high-level party now has 2 casters able to cast teleport. They can now run into any dungeon and just escape freely when things get dangerous. Forbiddance does not prevent you from teleporting out and Antimagic Field is a 10ft radius spell that requires concentration.

How can I prevent my players from pulling off this cheesy strategy against smart opponents who have witnessed this strategy multiple times and can plan beforehand?

So far, I’ve only come up with Darkness spells (to prevent players from seeing each other to teleport) or Counterspells at the time of cast. Both are fairly unsatisfactory solutions, PCs can just run into another room, or behind a pillar, and teleport there. Is there any RaW way to protect the entire dungeon?

How do I handle a player exploring the entire dungeon with his familiar?

My Warlock player has Pact of the Chain and likes to explore all the dungeon before going inside. The imp turns into an invisible spider and goes through the ceiling to all rooms without hard doors. In practice, this ends up becoming a 1 on 1 conversation between me and the warlock, describing each room, for about 10 minutes until all possible rooms are revealed.

To speed things up, I have the familiar roll a single Stealth check before entering and I compare that against Perception checks from Guards and Passive Perception from all other NPCs (I usually apply disadvantage to these checks, since it’s a spider and invisible). I still feel like it’s a slam of exposition that bores the other players at the table. When the party is going room by room, exposition is broken down in separate parts, and the risk engages the players. I’ve tried to ask each player to control the imp at each part of the dungeon, but players didn’t enjoy it. I also like to add important bits of information at each room (like a Guard using a secret password here, or toxic fumes there), which ends up taking even more exposition time.

One on hand, I want to reward the Warlock and his methodical exploration. On the other the other players are just standing there doing nothing while the imp explores. How can I make this part of our game enjoyable and engaging for everyone?

What can remove the bane effects of Elder Runes in Dungeon of the Mad Mage?

In the campaign Dungeon of the Mad Mage there are bane effects on Elder Runes that are cast like symbol. One of the runes mentions specifically that it can be dispelled by remove curse or greater restoration and the others with lingering affects say nothing. Am I to infer that these other effects cannot be dispelled and just have to wear off over time?

Dungeon World Monster Attacks

  • Forgive me if this seems a total newbie question…I’m not that, and have played ‘solo’ DW with my partner for at least two years…we both have a number of level 3 characters who we run through non-GM’d scenarios we generate from various GM emulators and in the spirit of DW explore the world and find out what is happening. So intro over….few days ago we had visitors and took them through some scenarios and they immediately raised a point we had never considered……how do ‘monsters’ attack if the PC’s don’t engage in combat first.
  • Do they simply deal damage?
  • Do the PC’s defend? OR,
  • Do they use their attack moves (via the GM or in our case via our adherence to the fiction) and make a hack and slash move, or again do they simply deal damage? I appreciate this is maybe a simplistic question, but, we have never really thought about it before. Surely there is some mechanism outside the fiction that governs their method of determining whether an attack move on their part is successful?

How can I find old Dungeon and Dragon magazine articles without a subscription?

I have an interest in the pre-WOTC editions of Dungeons & Dragons, and would like to learn more about the history and foundation of the game; I would therefore like to get a hold of various back editions of Dungeon and Dragon magazine.

I’m aware that a D&D Insider subscription comes with access to the magazines. However, I’m not enthused about paying for a continuous subscription to maintain access. I’d rather pay once, and I’m not interested in the more recent WOTC products.

Is there any legal and reliable way I can get access to the old editions of Dungeon and Dragon magazines without having to pay over time to maintain that access?