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Switch to Forum Live View A 1001 Survival Guide. What are your best adventuring tips?
6 years ago  ::  Oct 18, 2007 - 6:33PM #31
Prator_The_Golden
Date Joined: Oct 17, 2007
Posts: 140
62?: Just because it doesn't deal direct damage or insta-kill doesn't mean it's useless.

63. A + or -1 can mean a world of difference in the right circumstances.

64. Dying is bad. That should be self-evident, but you'd be surprised how many adventurers ignore that rule...

65. Yes, succubi are hot, but level drains and STDs are not worth the hotness.
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6 years ago  ::  Oct 18, 2007 - 6:53PM #32
Disciple_of_Salsa
Date Joined: May 24, 2007
Posts: 29
66. Always pretend to agree with the paladin.
67. 2 INT damage can fell even the most advanced dinosaurs
68. If a woman seems interested in you character, she's an assassin, a succubus, or both.
69. Improved Unarmed Strike is a good investment if you have a loose bonus feat.
70. Try negotiate with everything.
71. Don't wear full plate while boating.
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6 years ago  ::  Oct 18, 2007 - 7:09PM #33
Mr_Seth
Date Joined: Aug 16, 2007
Posts: 507
72 - Know your limitations VERY well. Then do everything you can to circumvent them.

73 - Don't **** off anyone with a chaotic alignment unless you're prepared to kill them when/if they turn on you.

74 - Heward's Handy Haversack is ALWAYS the first magic item you should get. AAAAALWAYS. Period.

75 - Put ranks into Knowledge (Religion). It's always a good idea to remember what offends followers of certain deities - and what impresses them, more importantly.

76 - If you can, bring extra weapons. Sunder happens.

77 - Never trust a psion. Ever.

78 - Pay attention to flavor text.

79 - "When confronted with a fork in the road, one where you're not sure whether to take the first or second path... take the third road." Applies only when you're sure that your GM can improvise and it won't completely derail the campaign.

80 - Don't be too afraid to react quickly. An example of a first-level game I was playing once...

DM: "As you open the door, you see a troll sitting in the saun-"
Me: "I close the door!"
DM: "Uh - as I was-"
Me: "Closing the door! Spiking it shut!"
DM: "Ah-"
Me: *rapidly makes door-shutting motions*
DM: "You... close the door before the troll notices you're there. Move silently check."

A good thing I did. We were wiped out after killing a bunch of Giff, and wouldn't have survived a troll warrior.
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6 years ago  ::  Oct 18, 2007 - 7:42PM #34
Prator_The_Golden
Date Joined: Oct 17, 2007
Posts: 140
81. There is no overkill when your life is on the line. There is only "Open Fire" and "I need to reload."

82. Do or do not. There is no try. 'Specially when "Try" translates to "Attempt to do, fail, and then die."

83. Don't assume the arcane caster is what he says he is. You'd be surprised how easy it is to fake another classes' abilities.

84. Magic is a powerful force, but so is a sword through the chest. Don't underestimate the fighters.

85. If you're fighting a balanced enemy party, take out the casters first. Not only are they squishier, but they can make life hellish for you if they buff the fighters from 84 or start nuking you.
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6 years ago  ::  Oct 18, 2007 - 8:13PM #35
TyWebb
Date Joined: Jan 29, 2007
Posts: 15
86. Know where your towel is at all times.

87. Don't panic.
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6 years ago  ::  Oct 18, 2007 - 8:30PM #36
Guardian1
Date Joined: Sep 24, 2007
Posts: 72
60. Always let the one with the best Ref/Fort saves enter the room first.

61. Well-played, bards make great buffers.

62. Clerics are not just portable band-aids. With the right domain/weapon combination, they can pack a punch.

63. When necessary, a Bag of Tricks can provide reinforcements and distractions, as well as good comic relief.

64. Don't let a newb handle social situations.
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6 years ago  ::  Oct 18, 2007 - 8:36PM #37
Guardian1
Date Joined: Sep 24, 2007
Posts: 72
65. When talking to a hight-level paladin who has a direct line of communication with his deity and who has mastered the Sushi-Room Technique, DON'T p*** him off.
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6 years ago  ::  Oct 18, 2007 - 9:10PM #38
JasonOrlandoHawk
  • Hero Craftsman Gold Medalist
Date Joined: Sep 29, 2005
Posts: 465
66. An extra knife is handy. Rope is nigh unto necessary for survival. The true adventurer, however, never underestimates the power of a Bottle of Fine Wine. Improvised Low grade incendiary device? Circumstance bonus on an unplanned Diplomatic Encounter? Impromptu Caltrops if diplomacy fails? Is there anything this simple item doesn't do? And all while tasting better than water, with a piddly fort save (that most DM's forget anyways).

Adventure in style.
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6 years ago  ::  Oct 18, 2007 - 10:05PM #39
Prom
Date Joined: Jan 11, 2007
Posts: 2,127
Looks like people where having trouble keeping count, not that it really matters.

(95) Don't let the party bunch up or stand in a closely packed line, thinking that it's a better option. Spread out 10 or 20 feet apart, so that enemy magic users don't throw the most powerful area effect spell they have at the party and blast everyone apart. Fireball is to low a level spell for a magic user not to have it (I know this is pretty obvious).

Posted by holybarbarian,
NEVER EVER EVER be the clown of the party unless you are equipped to deal with it; if something that is bad, but funny happens you WILL be the target.


This advice I love, it's so true. Everyone is doing such a great job, providing useful insights and fundamentals, keep it up.

Prom

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6 years ago  ::  Oct 18, 2007 - 11:23PM #40
echelon_house
Date Joined: Jun 14, 2006
Posts: 127
95) Always keep track of the marching order. Even if the other players don't, continually remind the DM of where you are. If you're in front, you need to be on point. If you're in back, you need to be rearguard. If you don't think you can do either of those things, stay in the middle.

96) Whenever you come to a closed door in a dangerous area (like, say ... a dungeon!) have someone put their ear against it and roll Listen. Nobody *ever* does this, but it makes the difference between walking into an encounter well-prepared and being caught off-guard.
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