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Switch to Forum Live View A 1001 Survival Guide. What are your best adventuring tips?
3 years ago  ::  Jun 13, 2010 - 3:12PM #631
Kenlar
Date Joined: Oct 19, 2009
Posts: 247
1376: If your character suddenly starts being more effective than usually, it's time to retire.

1377: Avoid eye-contact with the DM. He'll just make you do something more dangerous than whatever you're planning (unless you plan on drinking acid and then jumping off the tallest building/cliff/mountain/whatever possible and landing in a spikepit... head first).

1378: Always bring a group of peasants with you. You don't know when you'll encounter a group of Mind Flayers or a Dragon.

1379: Sometimes, offering your services to the BBEG is the better option.

1380: Other times, offering someone else's souls to the BBEG is an even better option.

1381: Always make sure to describe how you swing your sword. Do you swing it horizontally or vertically? Where do you aim? Which end of the sword do you hold in your hand? (some DMs may assume you hold the blade and attack with the hilt.)

1382: If you have a chance of killing a bunch of minions with a Fireball at the expense of a Gnome ally, remember that the need of the many out-weighs the need of the Gnomish.

1383: Never, under any circumstances, use Prestidigitation to make it look like the rogue was stabbed. He'll pay you back.

1384: Always keep track of how many Healing Surges you have left. It sucks to find out that you're out of Healing Surges when you really need to use one.

1385: Always make sure to have Healing Potions.

1386: If the Healer asks if anyone needs healing, say yes.

1387: When the DM smiles, you're screwed.

1388: If the Gnome Artificer says he has a way to make your equipment better, never ever volunteer.

1389: If you are sent to kill an evil cult who're hiding in a cave, bring LOTS of Alchemist's Fire. Place most of the bottles around the walls wherever you want, and the rest except for one with 10 feet space between them. Then get to a safe distance and have the ranged-attack-expert launch the last bottle of Alchemist's Fire at the 'fuse' or have the wizard/sorceror/warlock cast a fire-spell on either of the bottles. You will cause a cave-in, hopefully killing the cult (if not, they'll die from asphyxiation), thus completing the mission without a fight.

1390: Prestidigitation can annoy the crap out of the other party members. Always be careful when using it.

1391: Try to remember as many of the tips in this thread as possible. You know, just in case...

1392: If you need an extra hand against minions, you can always cast Raise Dead on the ones you just slaughtered.

1393: If your personal record in time alive is less than half an hour, play another class.

1394: Anything worth buying is worth stealing.

1395: With high enough Arcana, you don't have to roll a d20 to see how much false gold you can make, in case you need to bribe some guards.

1396: When it comes down to running or fighting, ignore what the others choose and run.

1397: If you're caught in a prison-cell, always use a scrying ritual to see what's on the other side of the wall before teleporting. Unless you know Feather Fall.

1398: Don't piss off a Quest Client.

1399: Don't piss off a Dragon either.

1400: If it comes down to either pissing off the Dragon or the Quest Client, bring the Quest Client to the dragon and let him be eaten.

Aaaaand we're at the 1400. Maybe, given enough time, it can become a 10001 survival guide instead?
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3 years ago  ::  Jun 13, 2010 - 10:09PM #632
Ravel8
Date Joined: May 25, 2010
Posts: 122
YES !
1394: Anything worth buying is worth stealing.

me thinks that maby we sould have a revised list of the top 100 rules  in a new topic , of maby top 300 .
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3 years ago  ::  Jun 14, 2010 - 11:54AM #633
Kenlar
Date Joined: Oct 19, 2009
Posts: 247
1401: Always try to negotiate with the BBEG before attempting to kill him.

1402: The end does not always justify the means.

1403: Especially not if you're a Lawful Good Paladin.

1404: Sometimes, you can make a demon realize how bad his actions are.

1405: Tenser's Floating Disk has a time-limit. Make sure to create a new Disk BEFORE using it to cross that lava pool/acid pool.

1406: Never rely on a Natural 20.

1407: If you're a Rogue, make sure to have as many ranks as possible in Stealth and Thievery. This way you may be able to pick-pocket the BBEG during his monologue.

1408: Some DMs are fair. Just don't expect yours to be one of those.

1409: A Monk is usually the only character where "Disarmed" means "Mutilated".

1410: When a poor street urchin asks if you have a silver piece he can borrow, give him a bag of gold pieces and tell him to keep them. This way he is not as likely to turn against you, and you've gained a new ally.

1411: If the DM says a name, add those to your "avoid" list.

1412: When you're grappled, teleport. If you can't teleport, live with having some giant beast hugging you.

1413: When the gnome says he needs a test subject, vote for a peasant.

1414: The most important person in the party is yourself. The second-most important person is the healer. The rest can be sacrificed without trouble.

1415: Always be prepared for every possible outcome of any situation. Unless you have great Stealth or Bluff.

1416: The Paladin won't allow torture if he's nearby. If you can fool him into believing there's an evil-doer outside the inn/mansion/dungeon, it's a completely different matter.

1417: Do not let the Wizard play with cantrips in the throne room.

1418: If you need to get out of jail, teleporting is faster than fooling the guard into coming closer, so you can steal the keys.

1419: A Chaotic Evil character and a Lawful Good character don't fit into the same team.

1420: When shopping, always buy Healing Potions.

1421: When looting, always keep any Healing Potions you find.

1422: If you're offered either gold or Healing Potions, take the Potions.

1423: Raise Dead is the potentially best ritual in the game. You can resurrect all the enemies you kill and create your own army.

1424: When in doubt, send the Meat-Shield at them.

1425: If you wind up in jail, don't expect your allies to bail you out.

1426: When you do something and the DM says "No, you don't", don't do it.

1427: Don't be afraid of declining a quest if it can keep you alive.

1428: Never ask if you can steal that holy relic from the temple swarming with 30th Level PC-Paladins before asking if there are any guards.

1429: Don't waste a High-level spell on a peasant. It just doesn't play out well in the end.

1430: Every time you accept a Quest, make sure to question every single villager, even the poor farmer, whose barn you just fried. Some of them may have knowledge that can prove useful. If not, you've kept yourselves alive for those extra hours.

1431: If someone puts a curse on you, try to use the curse to your advantage.

1432: Don't expect NPCs to keep their promises.
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3 years ago  ::  Jun 15, 2010 - 12:49AM #634
Elim_Varr
Date Joined: Jun 6, 2010
Posts: 21
1433: Don't purposely try to trigger the obvious trap in the hopes that it doesn't reset itself.  It will invariably be a resetting trap and will trigger a secondary trap that will fill the entire room with arcane fire and cook you alive.

1434: Forcing enemies to fall from elevated positions is an acceptable way to boost your DPR.

1435: Damage dice - settle for nothing less than d10s.

1436: Don't ever rely on save ends effects to incapacitate the BBEG.
L7 Drow Telekinetic Psion
"Coward, perhaps.  Thief, likely.  Liar, absolutely.  But a traitor, I am not."
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3 years ago  ::  Jun 23, 2010 - 12:03AM #635
Prom
Date Joined: Jan 11, 2007
Posts: 2,127
(1437) When the party is out of resources like, spells, healing, etc don't keep pushing on.

My group did this recently as there was a time limit. We should of just bugged out and left the quest be a failure. More than a few characters died.

As for a new revised list, you are welcome to try. LOL.
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3 years ago  ::  Jun 23, 2010 - 8:30AM #636
Kenlar
Date Joined: Oct 19, 2009
Posts: 247
1438: Remember: In battle, 'surprised' is another word for 'dead'.

1439: Most enemies aren't stupid. Underestimate their intelligence and you may find yourself in a tough situation.

1440: Always have a spare Hide Armor. 'Cause it really sucks to be fighting a giant rust monster and have your only AC-bonus destroyed.

1441: Never buy a shiny new armor right before heading against a rust monster.

1442: Why dodge when you can have a shield? (If your Dex-mod is low)

1443: Why have a shield when you can dodge? (If your Dex-mod is high)

1444: One we have found during an actual game session, regarding the Assassin-Class: Why walk when you can teleport?
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3 years ago  ::  Jul 09, 2010 - 10:20PM #637
Prom
Date Joined: Jan 11, 2007
Posts: 2,127
(1445) Let the power gamer in the group make your character for you, that will increase your survival chances.

It's not a character driven way to make a character, but really who cares.

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3 years ago  ::  Jul 13, 2010 - 3:57PM #638
Sabyr400
Date Joined: Jan 15, 2007
Posts: 12

i apologize for any duplicates

1446. If the barbarian runs away from it while hes raging. you may want to follow him

1447. when choosing between 2 weapons that will deal the same damage (ie greatsword/greataxe) pick the one that requires more dice to roll. because minimum damage of 2 is better than minimum damage of 1.

1448. dont underestimate your DM. just because its his first time and he may not understand all the rules 100%. he is not afriad to send a deamon of his own creation, inspired by everything ever created with immunities to magical damage, psionic damage and an unnaturally high Damage reduction (even for its CR rating). it will find you. it will torture you. it will kill you and it will leave your body to be found in some redicoulus or embarassing setting that will cause your kick ass character to be forever remebered as the laughing stock of the rest of your gaming years.

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3 years ago  ::  Jul 13, 2010 - 10:13PM #639
Ravel8
Date Joined: May 25, 2010
Posts: 122
1449. Get All the Non core books , because your bond to find really overpowered stuff in them
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3 years ago  ::  Jul 14, 2010 - 2:04AM #640
Incarnatos
Date Joined: Dec 19, 2009
Posts: 27

Jun 14, 2010 -- 11:54AM, Kenlar wrote:



1416: The Paladin won't allow torture if he's nearby. If you can fool him into believing there's an evil-doer outside the inn/mansion/dungeon, it's a completely different matter.




1450: Or point out the lovely farm houses nearby

Sir Osric the Chaste: "My, what fine yet rustic architecture, I shall go and investigate it further."

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