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Switch to Forum Live View A 1001 Survival Guide. What are your best adventuring tips?
3 years ago  ::  Nov 01, 2010 - 2:22PM #651
thespaceinvader
Date Joined: Oct 28, 2010
Posts: 9,648
1519: The stealth-tweaked Rogue/Assassin hybrid may very well be able to become effectively invisible if he moves 3 squares per turn.  This does not mean he should be permitted to use this skill to remain behind and spy on anyone.  Natural 1s do happen, and people close doors.

(To elaborate (it was my first game, the party were a mix of level 1 and 2), we had just been talking with a high-level noble knight who was recently assassinated and raised again.  The Rogue/Assassin hybrid decided it would be a good idea to stay behind for... some reason...  He made a stealth check as we left, snuck back in, and spent the next 10 or so turns whilst the rest of the party got the heck out of the grounds, after the knight had locked the door, making stealth checks and walking round the perimeter of the room.  Inevitably, the rogue failed a stealth check, guards were called for.  He attempted to Bluff his way out, and rolled a natural 1 on that check too.  Fortunately, the DM was forgiving, and he only got a 10GP fine and an hour in jail (clearly the DM has had experience of some of the items on this list, since he was put in jail naked) - the knight and his guards could easily have killed him, and the whole group would easily have been liable.  He didn't even learn (or steal) anything useful...)

1520: A closed door is an invisible character's worst enemy.  Well, that and listen checks.

Regarding the flour discussions earlier: people often forget that powdered organic substances, when puffed into the air in appropriate volume can explode.  Tossing the bag of flour to reveal invisible enemies, then blowing the resulting cloud up with a tossed candle, match, or Prestidigitation, will result (assuming your DM is forgiving, I somehow doubt there's a rule for this) in not only a detected invisible enemy, but a mildly charred one, too.
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part.
The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight.

CB != rules source.
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3 years ago  ::  Nov 02, 2010 - 12:51AM #652
Kenlar
Date Joined: Oct 19, 2009
Posts: 247

Nov 1, 2010 -- 2:22PM, thespaceinvader wrote:



1520: A closed door is an invisible character's worst enemy.




Why is a closed door an invisible character's worst enemy? Unless he stands behind the door and opens it, without any allies being nearby, I don't see how a door can be dangerous.

On a completely unrelated note:

1521: Do not accidentally push another player's character into a lavapool. The  player will get his revenge. And not the way you expect it.

1522: If there's a chance that whatever you're doing might succeed, it will fail.

1523: If you find an ancient tome inside a ruin, do not touch it.

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3 years ago  ::  Nov 02, 2010 - 2:17AM #653
thespaceinvader
Date Joined: Oct 28, 2010
Posts: 9,648
Clarifying: a closed door is a LONE invisible character's worst enemy.  It traps you with your foes - if you open it, they know where you are.  Most invisible characters are pretty squishy.  The enemy knowing where you are allows them to attack/throw things/shoot/loose spells at you.  OK, it's a lot more RP than RAW, but meh.
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part.
The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight.

CB != rules source.
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3 years ago  ::  Nov 02, 2010 - 1:52PM #654
Jon214thab
Date Joined: May 19, 2010
Posts: 15
Has anyone compiled and sorted these tips into something like a PDF? If not I would certainly begin work on that right away!
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2 years ago  ::  Nov 24, 2010 - 8:04PM #655
BRJN
Date Joined: Jun 7, 2001
Posts: 1,168
1525.  During character creation, make sure you won't be AC-incompetent.  No matter how sneaky you (think you) are, something or other WILL show up at close range with a plain old weapon and use it on you.  Or an archer will get the drop on you.  These new high-damage-expression monsters HURT !
Best complements I have yet received:
Spoiler: Show

Making it up as I go along:
{BRJN}
     If I was writing the Tome of Lore, I would let Auppenser sleep. But I also would have him dream.
     In his dreaming he re-activates the innate powers of (some) mortal minds. Or his dreaming changes the nature of reality - currently very malleable thanks to Spellplague &c. Or whatever really cool flavor text and pseudo-science explanation people react positively to.
{Lord_Karsus}
You know, I like that better than the explanations for the Spellplague.

My plot device: http://community.wizards.com/go/thread/ … #489880509 (The reaction is the next post.)

Prepped ahead of time:
I started the thread "1001 Failed Interrogation Results"
{ADHadh}
These are all good and make sense!  I just can't come up with something that's not covered here and is not completely ridiculous.

My characters:
Spoiler: Show

Active Characters:
LFR Half-elf StarLock6     Gondolin Nightstar
AoA Dwarf Guardian Druid6     Narvik from House Wavir

Character A-building:
Neverwinter Dwarven Invoker / Heir of Delzoun / worships Silvanus (!)
"Truenamer" - speaks Words of Creation

Concepts I'm kicking around:
"Buggy" Wizard - insect flavor on everything
Halfling Tempest Fighter - just because nobody else is doing it
Shifter Beast-o-phile Druid - for PoL campaign
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2 years ago  ::  Nov 24, 2010 - 11:35PM #656
Kenlar
Date Joined: Oct 19, 2009
Posts: 247

Nov 24, 2010 -- 8:04PM, BRJN wrote:

1525.  During character creation, make sure you won't be AC-incompetent.  No matter how sneaky you (think you) are, something or other WILL show up at close range with a plain old weapon and use it on you.  Or an archer will get the drop on you.  These new high-damage-expression monsters HURT !



1525 supplemental: If you make a warlock, remember that they can use any armor up to chainmail. Not just the plain old cloth armor. This means you generally have a better chance surviving.
1526: Even if you are, in fact, the party's Defender, it is never a good idea to draw the attention from every single enemy. The more enemies attacking you, the greater the chance that each one crits.
1527: During the BBEG's extensive monologue, always look around in his lair. Who knows, he might actually be keeping his only weakness inside his lair, just waiting for you to use it against him.

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2 years ago  ::  Nov 29, 2010 - 8:29AM #657
Daystorm
Date Joined: May 11, 2009
Posts: 158
1528. If the DM says,

"At this point, I will politely remind you that you can always camp out  . . . for an extended rest, if you so choose; you do not have to rush on to the next encounter if you do not wish to do so."

it may be a good idea to listen to him.
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2 years ago  ::  Nov 30, 2010 - 12:50AM #658
Kenlar
Date Joined: Oct 19, 2009
Posts: 247

Nov 29, 2010 -- 8:29AM, Daystorm wrote:

1528. If the DM says,

"At this point, I will politely remind you that you can always camp out  . . . for an extended rest, if you so choose; you do not have to rush on to the next encounter if you do not wish to do so."

it may be a good idea to listen to him.



It's always a good idea to listen to the DM when he points out what should be obvious.

1529: Always read your powers thoroughly before the session. You don't want to end up spending 5 minutes choosing which power to use, just to hear the DM say 'Okay, so you wait. Next up is..."

1530: Never let the BBEG try to trick you with reverse psychology. You'll just end up being their slave/dinner.

1531: If, inside the BBEG's lair, you find a sphere that the BBEG hasn't ever seen before, do not incinerate the sphere. It'll just prove to be an orb that keeps the BBEG from going crazy and try to kill you as slowly as possible.

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2 years ago  ::  Dec 07, 2010 - 3:24PM #659
Kenlar
Date Joined: Oct 19, 2009
Posts: 247
A few more entries. Might as well keep this thread alive for as long as possible.

1532: No matter how angry you get at the DM, do not take it out on the NPCs.

1533: The Redshirt Army Rule: The strength of NPCs depends on their numbers. There will always be one master, but all other NPCs will be easily outmatched by a 3-year old boy with a stick, even if they are an army.

(based on advice given in Portal)
1534: Do not touch the operational end of any device.

1535: Just because you can do it, doesn't mean you must.

1536: Anything worth doing is worth rethinking.

1537: Murphy's Law: Anything that can go wrong, will go wrong.
1537 supplemental: Same goes for anything that can't go wrong.
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2 years ago  ::  Jan 02, 2011 - 1:26PM #660
Kenlar
Date Joined: Oct 19, 2009
Posts: 247
Some lessons we learned during our latest session:
1538: If the DM says something, play along.

1539: If a single enemy is trying to escape, immediately focus-fire on him. He'll just alert the enemies in the next room and make the battle harder.

1540: Killing the BBEG's most loyal servant before the BBEG is never a good idea.

1540 Supplemental: Especially not when doing it before (as in "in front of") the BBEG.

1541: When the King says that he doesn't want to speak with you before you've done something, it doesn't mean that he is willing to speak to you once you've done it either.

1542: Always double-check the names of NPCs, 'cause you don't want to be walking into the temple of Bahamut and kill the High Priest, when you are sent out to kill the BBEG whose name just happens to be very similar. You may need to do excuse for you mistake when the capitol is burnt to a crisp because you killed the wrong NPC.
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