| Post/Author/DateTime | Post |
|---|---|
| Allthegoodnamesweretaken05-09-07, 07:08 PM | "**** we all learned the hard way that we should probably offer up to the noobs, before they bite the big one." In other words, the kind of advice you'd expect from an experienced adventurer who has encountered nearly every cliche in the book. This idea is pulled directly from the post in this link: http://boards.gamefaqs.com/gfaqs/genmessage.php?board=215&topic=35231856 Full credit goes to the topic creator, who is not me. And no on with the fun! |
| Allthegoodnamesweretaken05-09-07, 07:13 PM | Here are a few examples from the linked topic: On Dungeons: Chessboard-looking floors often hide trap doors. On Evil Chicks, and Mercy: Don't let the evil ***** surrender, it's far less hassle just to end her. Always *always* carry a an 15-foot pole(not a 10-foot one), prod everything even remotely suspicious. The extra 5 feet ought to help thwart traps designed to get the poor saps who bring a 10-foot pole(which, by now, should be well known and iconic, I imagine most dungeon designers would plan for them). (continued below) Thinking it over, it's probably much better in the long run to craft an item that can cast "Summon monster 1" at will, and use badgers for all your trap setting off needs. It wouldn't even require you to be in the same room. It's probably the best investment a paranoid dungeon delver could make. If you see something up on a pedestal, no matter how shiny and awesome it is, never touch it. It will most definitely cause your imminent death. |
| CryoSilver05-09-07, 07:45 PM | If it lives in a ruined building or cave, you can murder it and take its stuff. |
| Zousha_Omenohu05-09-07, 10:24 PM | Be sure to double-check every single piece of loot that is not in the form of coinage. More often than not, something will be cursed, at which point you can throw it away, destroy it quickly, or if you aren't a paladin, sell it to someone you dislike. :D If you don't detect a cursed item, double-check again 'cause you probably missed it. |
| EvilDeathBee05-09-07, 10:47 PM | Don't ever doubt the power of the enemy willing to taunt you. Chances are it has the guns (or freinds) to back itself up. |
| Dougan Axehammer05-10-07, 01:51 AM | Be sure to double-check every single piece of loot that is not in the form of coinage. More often than not, something will be cursed, at which point you can throw it away, destroy it quickly, or if you aren't a paladin, sell it to someone you dislike. :D If you don't detect a cursed item, double-check again 'cause you probably missed it. Don't underestimate the coins either. Better advice, when confronted with a treasure pile, cast detect magic. That way you get the cursed coins too. |
| AffableDoomwalker05-10-07, 02:23 AM | Always check the bodies. Especially when you're adventuring through gem mines. |
| Ack05-10-07, 10:28 AM | The obvious way is almost never the correct way. Never rush ahead into an empty room. Open doors carefully. Chest = trapfest. Time for the rogue. If you can't see the rogue's hands when he opens the chest, check his pockets afterward. If you see a scorched area on the ground around a chest, this generally involves a trap with a blast radius. Avoid. Traps will quite happily reset themselves, even if it would be difficult and/or mechanically unlikely for them to do so. This has to do with a) magic and b) GM nastiness. Always carry rope, knotted if you can afford the extra length. Grappling hooks and pitons are also worth their weight in gold. You can't take that monster all by yourself. If you can, he's got friends. |
| Zousha_Omenohu05-10-07, 04:52 PM | Never think that magical protections are enough to get you through a tight spot. Always assume that the enemy can and will dispel them. |
| _Jayne_Cobb_05-10-07, 05:22 PM | If it lives in a ruined building or cave, you can murder it and take its stuff. Like THIS (http://sulaco.stripgenerator.com/2007/05/09/an-existential-crisis.html)? ;) |
| Fatalis_90205-10-07, 09:47 PM | Yes, very much like that. |
| phoen77705-10-07, 09:52 PM | Magic exists in this world, so be careful who you annoy. That tiny, frail old man you shoved the other day might be a Great Wyrm in human form, and that wild monkey you just threw a rock at could be an Awakened monkey with class levels. :D |
| EvilDeathBee05-10-07, 10:03 PM | Magic exists in this world, so be careful who you annoy. That tiny, frail old man you shoved the other day might be a Great Wyrm in human form, and that wild monkey you just threw a rock at could be an Awakened monkey with class levels. :D Or an epic Druid with no problem hurting you. |
| Thubby05-10-07, 10:06 PM | the little guy is ALWAYS more dangerous than the brute he stands next to. if its moving, why havent you killed it yet? if the DM says anything other than "you find a trap" SEARCH AGAIN! always go left, as it wont lead to the objective, but it will get you more treasure and xp if someone other than a comoner asks you for help, be ready to kill the employer. (learned more from videogames, but its a good policy) oh, and if your the dark type, get to the pub early, as the corners get taken quickly. |
| darkdragonk05-10-07, 10:17 PM | :ghosted: :evillaugh Enemys dont need to be alive to be interogated. But remember you only have 3 questions dont let this be you: John: Ok how many questions do I have. Dead Enemy: 2 J: That was a question?!?! DE: Yes J:Are you sierious?!?!? DE: Yes DE: You are out of questions, good bye Waste of a spell.......... |
| Zousha_Omenohu05-10-07, 10:25 PM | If an old lady tells your fortune in exchange for the answer to a riddle, kill "her" before she gets a chance to pull anything funny. (This comes from personal experience. We met the afformentioned old lady and got the fortune told, only to find out that "she" was a male drow in disguise, who geased my character and ordered him to get some special gems for him in a ruin (and to add insult to injury, we learned after handing over the gems that they were fake!):mad: .) |
| Ack05-10-07, 11:12 PM | Never ever say, "This adventure sucks," in the GM's hearing. |
| EvilDeathBee05-10-07, 11:43 PM | Never complain when DM screw up roll or rule in your favor. They may catch it eventually, but it may also be the saving factor fighting a dragon. |
| Ack05-11-07, 12:11 AM | Watch your GM for 'tells'. If he's consistent (and most people are) then you'll be able to have an idea when he's hitting you with a tough opponent and when you're supposed to waltz over the monsters. It'll all be in the tone of voice, the way he presents it ... even the mannerisms he uses. So when he presents the easy-kill "Three goblins and a wounded orc" and you spot the tell that says 'high-powered opponent' - be very careful. If something flees from you, it's likely to be going for help. However, be circumspect; it might also be seeking to lead you into a trap. |
| Zousha_Omenohu05-11-07, 12:31 AM | Always assume that the local law enforcement is more than capable of taking you down. On that same note, just because you're Chaotic Evil doesn't give you the right to run around in the streets slashing apart everyone you encounter laughing maniacally in the middle of broad daylight! :rant: (This is more from annoyance at people who play like this in Morrowind and Oblivion, but the point remains that random murder for the heck of it is not only completely stupid, but bad roleplaying too.) |
| Ack05-11-07, 01:12 AM | Lawful Good does not equal Lawful Stupid. Yes, you're a nice person. Yes, you probably think that killing things indiscriminately is a bad idea. No, this doesn't mean that you have to intervene in the fight between your teammate and the orc, on the side of the orc. Lawful Good still recognises the existence of Evil, and deplores it. Chaotic Evil is an alignment almost guaranteed to rip apart any party. Don't play it unless you have a few years under your belt. Chaotic Neutral is not Chaotic Stupid. You are not insane. You are not a random idiot. You are simply more likely to look at all sides of a situation, and less likely to adhere to the local laws in the solution of it. It is not a license to perform evil acts and say, "I was being neutral!" No alignment ever means you have to forgo common sense. No alignment ever means you have to attack your friends. The other people in your group - they are your friends. You trust them, and they trust you. Sure, you might argue, but you are no more likely to attack them than one police officer is likely to pull out his gun and shoot his buddy in the back. If player vs player starts, have enough restraint that the other guy starts it first. This is not a license to taunt, tease or otherwise provoke your fellow party members. Doing that is equivalent to starting a pvp action. If you are evil in a predominantly good party, and you are offered the chance to betray them by an NPC, you're supposed to overcome your evil tendencies and hold firm to your friendship. Really. And if you can justify it as "just keeping them unawares until I have them where I need them" then all the better. |
| Comus05-11-07, 01:40 AM | "Evil doesn't mean just doing whatever you want! Evil isn't... not flushing. Evil... is ******** in someone else's chocolate ice cream." There are very few people who play D&D and are mature enough to realize that Evil generally means "believes the ends justify the means", not "psychotic son-of-a-gnoll". It's perfectly possible to play an evil character in a mostly good party, as long as you're mature enough to realize that, even though you sometimes disagree on methodology, those people are both your friends and your allies, and should be treated accordingly. |
| Ack05-11-07, 02:17 AM | The GM can and will kill off your character if you take the wrong turn in a dungeon, if you mouth off to the wrong dragon (ie, any of them) or if you fail to recognise that the fight is going against you. Your character is neither immortal nor bulletproof. Hit points are a renewable resource - but you have to get around to renewing them. Crits happen. They will happen to you. This will hurt. Ninety-nine times out of a hundred, the GM doesn't mean to kill off your character. But he's rarely likely to agree to do a takeback either. So play smart. |
| AffableDoomwalker05-11-07, 03:32 AM | When you're just starting out: don't cut other adventuring costs in favor of a weapon, as a weapon is only useful in so many situations; that Masterwork Greatsword may be nice and pretty, but 100 feet of silken rope, a ten-foot pole, a sleeping bag, a bag of caltrops, a handful of pitons, a couple torches, a couple waterskins, a roll of bandages, a small mirror, a dozen trail rations, and some flint and tinder will go a long way in ensuring you live to swing a sword at all. Just consider it a small investment that leads to great returns. Remember, adventuring is profitable, but not if you're dead. |
| _Jayne_Cobb_05-11-07, 09:12 AM | Good =/= nice. Evil =/= a**hole. |
| Zousha_Omenohu05-11-07, 09:20 AM | The old adage... Meddle not in the affairs of dragons, for you are crunchy and taste good with ketchup.:D |
| Radiun05-11-07, 03:09 PM | Whenever you enter a new town, go to the guards and ask for a list of the laws (hopefully your DM will know that just means you want to know any wierd ones). How was I supposed to know magic was banned >.< |
| stargate52505-11-07, 03:19 PM | Whenever you enter a new town, go to the guards and ask for a list of the laws (hopefully your DM will know that just means you want to know any wierd ones). How was I supposed to know magic was banned >.< Oh if only I had known to do this when I was but a noob.... and my contribution; No one is ever kind to you without having some sort of ulterior motive. Be wary. |
| AffableDoomwalker05-11-07, 06:25 PM | Good =/= nice. Evil =/= a**hole. Conversely... Evil =/= kills Everything. Good =/= kills Evil. |
| Zousha_Omenohu05-11-07, 10:45 PM | If you hear a strange sound from behind you, always assume that you've walked right into an ambush. (Ever since the "Geas Affair" as I refer to it, I've been roleplaying my wizard as slightly paranoid. Every adventuring party needs at least one paranoid member.:D) |
| Ack05-12-07, 10:44 AM | Once you're inside the dungeon, never trust anything. Or anyone. Even your fellow party members, if they've been out of sight for any length of time. If thet suddenly reappear and start acting out of character, be very wary. Oh, I don't mean attack them out of hand - but don't give them the opportunity to attack you. Someone you release from imprisonment, even if they really were a prisoner, may not be grateful, or even friendly. Pay attention to everything the GM says. I can't stress this enough. If he seems to gloss over details, ask for specifics (don't do this too often, or you'll find your character is the one that walks into the gelatinous cube). Don't ever assume that any unusual physical phenomenon is anything but malevolent. |
| buzzsawl05-12-07, 02:00 PM | Cursed items and traps are nasty weapons, if you can figure out a way to use them. If the ceiling can fall or the wall can move, smash something icky with it. Have several escape plans. Don't make them all 'teleport.' Don't talk back to Dragons. No, I don't care what color it is. DO NOT walk through the illusion. There is a pit underneath it. (My personal favorite trap...everytime I've used it, at least one party member has fallen for it). Pretend D&D is a horror movie. Run out the door, NOT up the stairs...DON'T split up...DON'T go investigate the noise alone. The most dangerous rooms are the ones that look empty. |