>>96477923
First: its a game, do not expect a deep simulation of a universe.
Two: this is a game about high fantasy and high magic. The characters are not going to be gritty warriors who die in the mud from gangrene.
Three: the game expects you to know your character, to know what to do on your turn.
fourth: have fun. Get inspired by the options, from races to classes to paragon paths and epic destinies.
>>96478587
PHB 1-3
DMG 1-3
Power Books such as Martial Power, Primal Power, etc
Monster Manuals, all of them.
To be quite frank, all of the books except the Essentials lines. Each brings neat options, cool lore, and "fun" rules.
Even the Dragon magazine issues have some neat stuff. iws.mx/dnd is your friend for looking up 4e stuff. The Character Creator would be good to get too.
Some will recommend some homebrew fixes such as Monster Manual on a Card, but the game is perfectly playable as is. It won't be as quick or streamlined as some want, but its playable and fun, and the way I did it when I ran and played 4e during its lifespan. The big fix for monsters that many get wrong in homebrewing the first Monster Manual is to get rid of certain resistances and immunities. Thats the big slowdown for most monsters and why people say to not use stuff from it.
>>96479004
>I guess the Essentials line means 4e had no design goals either.
It did, its just the goals were counter to 4e's. The goals changed alongside the designers, namely Mearls and Perkins. Essentials were a trial run of 5e style simplification using 4es framework. And you can tell how shit 5e was going to be from that trial run.