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6 years ago ::
Oct 18, 2007 - 11:27PM
#41
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Date Joined:
Jun 16, 2007
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You did 95 twice
64. Don't let a newb handle social situations. This is the best advice so far... And I can't resist telling you a story about it...
Last week we were playing, had 15th level pc's. Well the 15th!!! level rogue decided to join the thieves guild, cool right? A 15th level PC should be able to walk into the thieves guild and pretty much own it, right? Well he walks up to somebody who he knows recruits for the guild... Player:I wanna join your guild thingy Recruiter: Are you serious??? Or are you trying to be funny..... Player: I'm an elite rogue! I've ran through many dungeons, I mean look at all of this loot I've stolen! Recruiter: This isn't funny... If you want in, fine... Go steal this ring from the king, and don't say anything. You're not allowed to talk to me until you're done. Player:Sounds goo- Recruiter:-Did I say you could talk?
So a 15th level rogue just got told off by the MAYBE 3rd level rogue....
Anyway back to the thread-
97) Your character doesn't have to be good aligned, the pally and cleric (usually) just has to think you are.
98) Gold doesn't make your character, the loot from other PC's is worth way more to you in the long run :P
99) Rogues are the scariest person in the party. If you really make one angry, plan to make a new one before the rest of the party wakes up...
100) Fighting is not the only option. Avoiding an encounter is an option to, especially when you think you're gonna lose...
101) Your party is 100x more likely to mess with you/play pranks on you than any NPC ever would.
102) The church/city is always corrupt. It is your job as the party to fix it, stop the BBEG in charge of this, and stop existance from ending (The BBEG always throws this in)...
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6 years ago ::
Oct 19, 2007 - 12:10AM
#42
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103) Never bring a sword to a gunfight. 104) When in doubt, attack the dragon. 105) Sometimes you might want to consider rescuing the dragon and slay the princess. 106) Do not attack the gazeebo. 107) The DM does not give out "freebies."
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6 years ago ::
Oct 19, 2007 - 12:14AM
#43
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Date Joined:
Nov 27, 2006
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108. Smell the cave you say you're going to sleep in. 109. Quick release armor buckles.
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6 years ago ::
Oct 19, 2007 - 1:36AM
#44
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Date Joined:
Oct 13, 2006
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110. Never EVER **** off the DM...ever 111. Remember your class abilities (A player of mine always forgot his abilities making an encounter look something like this: DM:Ok, you hit the vampire spawn with your mace but it just laughs and shrugs off the damage Player:Crap, what am i going to do,what am i going to do? DM:Um you DO have spells you know... Player: oh...right...spells (player casts a spell, the vampire spwn attacks and misses, player beins next turn) DM:Ok, you hit the vampire spawn with your mace but it just laughs and shrugs off the damage Player:Crap, what am i going to do,what am i going to do? DM:  :headexplo :hoppingma)
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6 years ago ::
Oct 19, 2007 - 1:59AM
#45
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Date Joined:
Dec 23, 2005
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112. If you're going to scout, don't scout 30ft ahead of the party, scout 100ft or even 200ft ahead. You might have a move silent of 30, the full plate fighter doesn't and you're between them and him when they hear him coming.
113. You can never have too many tindertwigs.
114. Never, ever, do anything, ever involving an unidentified alter, ever, ever.
115. Anti-toxin. Buy it! Drink it! Learn to love it!
116. Pack extra clothes.
117. Make sure some of 116 include at least two cold weather outfits.
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6 years ago ::
Oct 19, 2007 - 4:55AM
#46
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118. Benign Transposition is a low-level mages best friend!
119. Bards are cheaper than buying +1 weapons for everyone... (think about it!)
120. When faced with a horde of opponents, coordinate your efforts. This usually amounts to: "Fighter#1 take left flank! Fighter#2 take right flank! Cleric and Mage let loose your castings!"
You'd be surprised at how easy stuff like that can go wrong if you DON'T coordinate, though.
121. Always befriend the warlock. He'll make your life miserable if you don't.
122. Always befriend the paladin. He'll cry if you don't.
123. Always befriend the cleric. Cure spells are worth it.
124. Never befriend the rogue. He'll become suspicious.
125. If you're losing flip a coin. Heads, you fight to the bitter end. Tails, you turn tails and run!
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6 years ago ::
Oct 19, 2007 - 5:19AM
#47
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Date Joined:
Jan 11, 2007
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(126) Not every door is going to have a trap on it, but you can be pretty sure that the treasure horde is booby-trapped. No one leaves their values laying around unprotected. So get someone to search for traps and cast detect magic to assess the risk of touching the treasure.
Prom
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6 years ago ::
Oct 19, 2007 - 5:51AM
#48
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Date Joined:
Dec 23, 2005
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127- No delicate action performed by a rogue is enhanced by jostling his elbow and telling him to "Get on with it."
128- This goes double for an alchemist.
129- No matter how much it looks like she might be, 99% of the time she is not a damsel in distress and will probably try to kill you.
130- Do not taunt the dark lord until after he has been beaten into unconsciousness/disarmed/dismembered/all of the above, there's a reason he's known as Ulthred the Flesheater.
I'd like to thank Skippy the Dwarf for the first two :D
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6 years ago ::
Oct 19, 2007 - 10:58AM
#49
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Date Joined:
Jun 12, 2007
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131. If the DM makes a mistake in your favor, correct him. This will make him more likely to correct his mistakes when they kill you.
132. Don't make assumptions about your party members, the other players might be creative. The rogue might not be a thief, the cleric might not want to blow everything healing you and the paladin might not be a drone.
134. Sleep is a major disadvantage to any creature.
135. Evocation isn't the only good school of magic. Illusionists make life far easier, especially when coupled with a rogue.
Story with 135. In one campaign a low-level gnome illusionist was grumbled about for banning evocation, despite having made a fight against two mummies possible with little damage to the party. In another, a high-level gnome illusionist was grumbled about for being cheese, banning conjuration and evocation, but focusing on illusion and necromancy. The illusionist made the dragon helpless, and my rogue chased it down and flayed it. She took no damage the entire battle. The dragon is now an undead asset to the party.
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6 years ago ::
Oct 19, 2007 - 11:50AM
#50
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136 Read your spells. If you have a spell and use it wrong and get caught by the DM its your own fault. 137 Summoning a monster to help to rogue flank is a great tactic. 138 Summoning any monster to flank is a good idea. 139 Don't put the evil cursed crown on the idiot party members head. I currently am  because of that. 140 Being the guy with the odd build even if its not powerful can come in handy. 141 If you have a head for numbers play a meleer. Trust me when it comes to keeping track of a bunch of +1 and +2 you don't want the guy who is bad at math doing it. 142 The light spell can be cast on objects. This includes that drow and orc over there in the dark corner.
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