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Switch to Forum Live View A 1001 Survival Guide. What are your best adventuring tips?
2 years ago  ::  Jan 03, 2011 - 4:43PM #661
TheSeventhStooge
Date Joined: Mar 11, 2007
Posts: 304

1542: Do not panic.
1543: Do not forget your towel.  Towels are the most effective and most useful tool an adventurer can have.
1544: Don't always assume you will get that extended rest when you have gone through a major encounter.
1545: A party that uses ALL or MOST of their dailies in a single encounter is almost impossible to defeat.
1546: A party that uses ALL or MOST of their dailies in a single encounter can be very squishy in the next encounter.
1547: You will have quite a few dailies in your arsenal when you hit mid-paragon tier and beyond, both in attack powers, utilities, and features.  Don't be afraid to use one or even two in an encounter; it can make that encounter much easier and can make your party better off to face the next encounter.
1548: Ultimately, good or bad judgment can make the difference between a good day's adventuring and a possible near-TPK.
1549: Leaders will be effective no matter what party makeup you have, but if you can tailor your Leader to adapt to the party's strengths, that will make your party so much more dangerous.

Thanks!

TheSeventhStooge...

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2 years ago  ::  Jan 25, 2011 - 4:17PM #662
BuddhaKai
Date Joined: Aug 23, 2010
Posts: 198
CHALK!!!   ALWAYS buy chalk.  it's the first thing I always buy.  It's the most important item in any game and in any player's inventory.
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2 years ago  ::  Feb 14, 2011 - 1:37PM #663
Kenlar
Date Joined: Oct 19, 2009
Posts: 247
1551: If you're playing a thief, ALWAYS make sure you keep an eye on yourself and have an ally or two do the same. Because if you're sufficiently skilled, it is actually possible for a thiev to steal his own pants without noticing. Nobody likes to walk around in a city and suddenly realize that they're holding their own pants and underwear in their hands rather than wearing it. The City Guard doesn't like seeing it either.

1552: Bribing the DM is like asking him to do a TPK... except you have to pay.

1553: If you have to choose between joining an 'invincible' 5-man-army and joining an actual army of 50,000 men, you're screwed. If you join the 'invincible' 5-man-army, they turn out to be really pathetic and if you join the 50,000-man-army, the DM didn't point out that they're all peasants wearing bright red shirts (if you don't get the reference, you obviously haven't heard of Redshirts from Star Trek. If anyone aside from cast-crew joins on a mission and wears a red uniform, they will get killed.)

1554: If something seems cliché, don't make the mistake of pointing it out. Most DMs will think you're critisizing his campaign and go on to centering the plot around your character getting maimed.
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2 years ago  ::  Feb 15, 2011 - 6:56PM #664
Prom
Date Joined: Jan 11, 2007
Posts: 2,125
(1555) Make sure the people you play with are people you like; otherwise there is likely to be little spitful mind games designed to get characters killed and make life unpleasant for everyone.

I should never have made this thread 1001.
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2 years ago  ::  Feb 18, 2011 - 1:33AM #665
Kenlar
Date Joined: Oct 19, 2009
Posts: 247
1556: If you have a Platemail-wearing Paladin in you party, who can't swim, there will be tons of ocean-encounter.

1557: The DM will never tell you when a Missable Item comes up or how you can get your most powerful equipment. Not even if you ask him. It's not his job to tell you when you can risk missing an item that you will need later.

1558: Mages may be the potentially most dangerous PCs... until they encounter Anti-magic fields.

1559: The 50-50-90 rule. There's a 50% chance the DM is trying to do a TPK, a 50% chance he's not and a 90% probability that he is trying to do it with a dragon.
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2 years ago  ::  Feb 19, 2011 - 8:18PM #666
DontEatRawHagis
Date Joined: Sep 20, 2010
Posts: 862
1560. Never join a campaign/adventure with a GM who was the power gamer of the group. He might expect you all to act just like him and maybe even get pissed off at you for using his own tricks against him.
Ant Farm
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2 years ago  ::  Feb 21, 2011 - 2:00PM #667
Kenlar
Date Joined: Oct 19, 2009
Posts: 247
1561: If your campaign is about to end, make sure you don't kill off one of the PCs if the player controlling that PC will be DMing the next campaign.

1562: DMs usually decide to leave out the very important details when describing the room. And by 'very important details' I mean the throng of monsters crawling around on the ceiling.
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2 years ago  ::  Feb 21, 2011 - 9:49PM #668
TheApokalypseShovel
Date Joined: Jan 18, 2007
Posts: 360
1563. Dwarves are d10 weapons in the hammer group

1564. The Optimization Arms Race always results in player defeat

1565. If you can figure out what your DM expects your character to be like and play it, you don't need to be optimized. 

1566. Look down and see if you are on railroad tracks or loose sand, it could save you a lot of grief. 
Give your players awesome loot: Loot by Type
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2 years ago  ::  Apr 07, 2011 - 1:02AM #669
Kenlar
Date Joined: Oct 19, 2009
Posts: 247
1567: If the DM makes the party members of the City Guard, the party's first priority should be to abuse the authority.

1568: Stealing is legal, socially acceptable and morally okay, as long as nobody sees the party did it.

1569: Guards make excellent Meat Shields.

1570: On a related note: If you're playing a large, strong character, Gnomes and Halflings make for excellent shields.

1571: Killing random citizens is only acceptable if they die in the middle of battle. That way, you can always blame them for standing in the way, or claim it is "Collateral damage" or "Stray fire".

1572: Just because most laws of physics don't apply in D&D, it doesn't mean the Law of Gravity doesnt.

1573: The PCs are supposedly the heroes. The PCs also want to survive. The easiest way to achieve both: Take credit for someone else's heroic deeds.

1574: Incindiaries are disastrous. Try to avoid them.
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2 years ago  ::  Apr 08, 2011 - 8:59AM #670
DougTheSlug
Date Joined: Nov 8, 2009
Posts: 51
1575: When the halfling can stealth right in front of you, you should try and learn to trust him.

1576: If you're a leader and you provide lots of party wide or area buffs, make sure you have a good way of reminding the players on their turns and during their actions or the buffs will frequently get forgotten

1577: Making your own characters stronger will only make your opponents stronger if your DM has proper DM skills

1578: Being stealthed will not protect you from bursts or blasts, it will only prevent you from being an intentional target 

1578b: Being stealthed does not mean you can ignore your defenses.  You will still get hit by that will blast and get stunned/dazed/dominated. 

1579: Telepathy is stealths best friend
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