A 1001 Survival Guide. What are your best adventuring tips?

Post/Author/DateTimePost
#1

Prom

Oct 17, 2007 2:59:34
Hi All,

I was just checking out the Dungeon Survival Guide, that WotC have just put out. It is not what it should have been, so I thought I would start this thread so they get an idea of what should have been in it. Can people please post their generic advice or tips on surviving dungeons and dragon here. If you could also give a reason for your advice for people who can't read between the lines that would be great. I will go first.

(1) If you are going to be a point man for the party hiding and moving silently to avoid the enemy in dark tunnels or other environments, then having dark vision is a major advantage. Scouting for the party is a bit hard if you can't see where you are going because it's dark. Carrying a touch while you sneak about doesn't really help as the baddies are going to see your touch light. Dwarfs and Half-Orcs make good scouts for the party, because they can see 60 feet in the dark.

Hope to hear from everyone soon. Please don't put any specific adventure spoilers into this thread.

Ok this thread is now very long, so don't bother reading everything if you don't have time. I'm not concerned with stuff being repeated. If I were you I would just go to the last page and start reading there, then respond. There aren't to many issues going more than 4 posts.

We have reached the 1001 mark for the thread, but it still seems to have interested parties. Feel free to post useful advice.

Prom
#2

andorxor

Oct 17, 2007 3:32:52
2. Always do a backgroundcheck before you accept a quest
3. If a BBEG need several objects,remeber you only need one to foil his plans.Don't be stupid and collect them all.
#3

need_a_life

Oct 17, 2007 3:34:06
2) Always have a ranged weapon.
((also known as: "Dragons make your melee suck"))
#4

leo_neil316

Oct 17, 2007 6:31:32
5) Do not meddle in the affairs of dragons. They -really- mean it when they say that ketchup thing.

6) Allways wear a helmet. Having your brain sucked out your head is not fun.
#5

radijs

Oct 17, 2007 6:33:18
7) Always carry an extra knife
#6

buzzsawl

Oct 17, 2007 6:56:19
8) Creative use of your surroundings is your friend. A drawbridge can make a wonderful weapon if you use it right. Ditto for that trap the rogue found.
#7

dracophoenix

Oct 17, 2007 7:10:31
9) "Oi! clothy" will not enamour you to the party cleric or wizard.

10) Retreat is a valid option.

11) Retreating and then returning in the dead of night to wipe out your enemies in their sleep is also a valid option.

12) Remember #11 when the rogue backs down from you in a fight.

13) Stay away from that guy in the corner of the inn.
#8

daen

Oct 17, 2007 8:13:21
#14 Never tell the DM "I'm going to kill some time looking for trouble".
#9

prator_the_golden

Oct 17, 2007 8:20:07
15. Don't pick up a duck in a dungeon.

16. Don't waste your magic missiles on the darkness.

17. Fireball is a good spell for detecting enemies.

18. If you think Object X is trapped, don't open it without A: letting the rogue have at it, or B: throwing the rogue at it.

19. Kill them, before they kill you.

20. Always make sure they're dead. 'Specially if they used to be UNdead.

21. Never say no to Healing Potions.

22. If it looks too easy, it probably is, and accepting things at face value will get you killed.
#10

gagnrath

Oct 17, 2007 8:46:53
23. Don't get hit.

24. If Hit, hit them harder

25. Leave no witnesses you don't control

26. Remember evil gods cheat on the whole divine interferance thing thats part of why their evil.

27. If you unsure have the barbarian attack it

28. The best defense is one that hurts them alot when they try to hurt you.

29. Dodge and unnamed bonuses stack, pick these up.

30. If you can get fast healing or regeneration do it, you'll always save money in the end.
#11

Endarrion

Oct 17, 2007 10:34:52
31. If the DM says, "Are you sure?" Rethink your actions.
#12

Prom

Oct 17, 2007 13:59:06
Some good advice guys, thanks.

(32) If at all possible have an escape plan, that does not involve trying to run from battle in armour, it does not work that well. Scrolls and spells of "Rope trick" are an old trick most people have used. This way the party can hide from the big beast and heal up for a few hours. And remember don't have the rope and hole to far from the ground. The longer you have to climb the better chance you will die. Make sure you pull the rope up when the last person climbs into the dimension or you will have the enemy following you.

Keep it coming people.

Prom
#13

KillerGM

Oct 17, 2007 14:35:52
33. Don't go off by yourself. If you insist on scouting, don't go very far. D&D kills "lone wolf" characters. Or at least it should.

34. Remember your 5-foot step.
#14

drmorganes

Oct 17, 2007 14:45:49
7) Always carry an extra knife

You mean I only get one extra?! ;)

Never underestimate the usefulness of alchemical items.

Remember that alchemical items work in antimagic fields.
#15

sevarian

Oct 17, 2007 14:58:26
35) The standard issue "ten foot pole", is standard issue for a reason.

36) Have your tank use the "ten foot pole".

37) Arrow catchers, meat shields, and tanks are popular for a reason... never leave home without one.

38) Bribe the cleric. You want to be on his good side.

39) Even if you don't have the glue, you should bring Universal Solvent. Oh, and bring the glue too.

40) Immovable rods are your friends.

41) Don't put the pouch of holding in the bag of holding.
#16

wordserpent

Oct 17, 2007 16:03:55
42) Spikes on your armor help if you are swallowed whole.
#17

cifer

Oct 17, 2007 17:27:40
35) The standard issue "ten foot pole", is standard issue for a reason.

43) Remember that dungeon designers by now know about standard issue ten feet poles and will probably build their dungeons accordingly - so bring an eleven feet pole!
#18

doomblade403x

Oct 17, 2007 18:20:09
44. Remember to check for traps often, and do your bests not to let the other party members walk you into a trap/ambush.

45. Listening/Spot checks can save your life when you think things are all clear. Be cautious to the point of paranoia, and if your party thinks your moving too slow, let them scout.

46. Someone other than yourself scouting means you move to the rear guard and being prepared for a hasty withdrawl when they screw up.

47. The following is a very wise idea put into word by a fellow player.

"Keep your friends where you can see them, and don't keep Enemies!" Tagh Altin

Essentially if you capture someone alive and gleen information from them, dont just cut them loose or they will come back to haunt you.

48. Keep out of the thick of combat. Skirt the battles and take those ambush attacks when you get the chance.
#19

pharune

Oct 17, 2007 18:20:34
49) Wand of cure light wounds always worth the gold.
#20

KillerGM

Oct 17, 2007 18:43:41
49) Wand of cure light wounds always worth the gold.

49 b) If you have access to the Magic Item Compendium, healing belts are always worth the gold (same price as wand of CLW)! :D
#21

MrCustomer

Oct 17, 2007 22:24:53
31. If the DM says, "Are you sure?" Rethink your actions.

My DM asks me that all the time... don't know why he bothers, in fact he also makes me roll Wisdom checks and Inteligent checks and even Will Power checks to actually go through with my declarations, it must anoy the heck out of him that I always survive.


50: Gear, Gear, Gear. You want to climb in dungeons and adventure, then you need to pack the tools for the job. 4 or 5 Adventurers can carry alot of stuff, especially with Bags of Holding, etc. Rope, prybars, tool kit, hammers, saws, pick, shovel, wedge, chissle, More rope, block and tackle, grappling hooks, empty sacks, nails........ BRING IT! If you ever find yourself needing to cross a river (build a raft) or prepare an ambush (dig a trench and defensive positions) or make some traps of your own, then you will find a use for tools.

51: DETAILS ARE IMPORTANT, Each peice of Gear you have should be written down in a list with a discription of the item, the more information the better. Don't buy a Coat, Buy a Dark Grey Coat with pockets on the outside and inside on the right and left with flaps and buttons and a hidden pocket in the sleeves, Made of Oiled leather that resists water
#22

Prom

Oct 17, 2007 23:41:01
(52) Getting ambushed at night while sleeping is troublesome, and happens often. If you wear heavy armour, get a spare set of light armour to wear while sleeping. This is because sleeping in medium or heavy armour fatigues your character. You don't want to be fighting the enemy with a low AC because you took the armour off. If you have medium armour you can take the "Endurance" feat to negate the fatiguing effect of sleeping in medium armour, it is helpful.

Fantastic advice, I hope people don't run out of tips.

Prom
#23

andorxor

Oct 18, 2007 0:12:34
53. Don't annoy the locals too much ,at least if you plan to stay for longer or to come back

54. Never use the main entrance into enemy bases.If possible make your own entrance.

55 .Don't drink unknown liquids
#24

Dougan_Axehammer

Oct 18, 2007 0:33:17
56: If you think it's too powerful for your character to attack, don't have your character attack it.

57: Always purchase a bludgeoning weapon such as a mace or morningstar. Swords may do more damage, but only half damage to skeletons; a mace applies all of its damage.

58: Always spend points on these skills: survival and profession (or craft) - cooking; the choice between trail rats and braised squirrel is unquestionable (not to mention lighter on the shoulders.)
#25

dracophoenix

Oct 18, 2007 2:30:21
You mean I only get one extra?! ;)

Never underestimate the usefulness of alchemical items.

Remember that alchemical items work in antimagic fields.

I agree.
#26

TalonofTiamat

Oct 18, 2007 12:16:12
59:Darkness and Trueseeing is your friend against beholders.
When our group went into a dungeon filled with beholders, we had everyone in the group stay within the radius of the darkness, with trueseeing active. The best the beholders could do against us was sweep their eye over the darkness and shoot at our square. The miss chance saved our lives.
#27

frostwolf

Oct 18, 2007 17:02:57
Always. Have. Rope!

And a dagger, but rope first.
#28

radijs

Oct 18, 2007 17:23:04
You mean I only get one extra?! ;)

Never underestimate the usefulness of alchemical items.

Remember that alchemical items work in antimagic fields.

As long as you have one extra knife you're good. If you no longer have an extra knife its going to be bad.
#29

holybarbarian

Oct 18, 2007 20:28:01
51: DETAILS ARE IMPORTANT

YES

Be extremely careful when choosing your details, however, the DM might take advantage of any discrepency if he feels you are cheating the system. Or just because he wants to...
#30

holybarbarian

Oct 18, 2007 20:29:13
And 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.
#31

prator_the_golden

Oct 18, 2007 20:33:32
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.
#32

disciple_of_salsa

Oct 18, 2007 20:53:50
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.
#33

mr_seth

Oct 18, 2007 21:09:28
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.
#34

prator_the_golden

Oct 18, 2007 21:42:47
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.
#35

tywebb

Oct 18, 2007 22:13:58
86. Know where your towel is at all times.

87. Don't panic.
#36

guardian1

Oct 18, 2007 22:30:54
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.
#37

guardian1

Oct 18, 2007 22:36:03
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.
#38

jasonorlandohawk

Oct 18, 2007 23:10:20
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.
#39

Prom

Oct 19, 2007 0:05:39
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
#40

echelon_house

Oct 19, 2007 1:23:59
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.
#41

metalmayhem80110

Oct 19, 2007 1:27:35
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)...
#42

mumah

Oct 19, 2007 2:10:06
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."
#43

thevail

Oct 19, 2007 2:14:59
108. Smell the cave you say you're going to sleep in.
109. Quick release armor buckles.
#44

dddreamer

Oct 19, 2007 3:36:00
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)
#45

dei

Oct 19, 2007 3:59:43
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.
#46

need_a_life

Oct 19, 2007 6:55:03
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!
#47

Prom

Oct 19, 2007 7:19:34
(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
#48

dei

Oct 19, 2007 7:51:57
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
#49

enmarnacu

Oct 19, 2007 12:58:19
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.
#50

larry_the_titan

Oct 19, 2007 13:50:48
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.
#51

sevarian

Oct 19, 2007 13:56:31
143) Open Lock is very useful. If you don't have Open Lock as a class skill (ie are not a rogue), then invest two silver pieces in the "Utilize Crowbar" skill.
Also bring an extra crowbar for the high strength character (ie barbarian, fighter, some clerics...)

edit: Additionally, the lock on the door may be extremely difficult. The door may be made of iron. Check to see how well the designer did on the hinges
#52

warcolonel

Oct 19, 2007 15:36:45
144 - There are three things essential for survival: food/water, air, and warmth. Have the ability to produce all three in case your cleric bites the dust.

145 - Take the PHB, Complete Scoundrel, Complete Adventurer, Dungeonsacape, and Arms and Equipt. guide. Look at the items. Take (at least) 2 of everything that isn't a weapon or armor. Rust monster wands, calotrops, colapsable ladders, perscopes, holy symbols, marbles, you never know when that stuff comes in handy.

Point in case: my possum pouch came in handy quite a few times I was thrown behind various bars. It was the "In case of emergency" plan: one dagger, one garrot, a spair set of thieves tools, flask of acid, and 4 days worth of rations. I nevewr spent an hour bord or hungry in a jail cell.
#53

pukunui

Oct 19, 2007 17:46:07
21. Never say no to Healing Potions.

Believe it or not, one of my players actually has said no to healing potions ... and he is playing an unarmored warlock who has come very close to dying on several occasions in his three-session lifespan already!


146) Always pay attention when the DM is speaking. Failure to do so could be detrimental to your health ...
#54

prator_the_golden

Oct 19, 2007 18:04:40
Like I said, man: NEVER say no to healing potions. 'Specially if they're free or at another party member's expense.

147. Don't take prisoners unless your moral code demands it OR you think you stand to benefit significantly from lugging one around. Prisoners are huge liabilities in dungeon settings, because must you simultaneously watch out for them and watch THEM while still being aware of possible external threats. Plus you have to feed them.

148. If you see a small white rabbit sitting on top of a decapitated corpse, don't panic: just chuck an explosive device at it. If you lack an explosive device, run.

149. Know when to hide. You'd be surprised how many of your problems can be solved with Full Cover or Total Concealment.

150. Don't just attack; make sure whatever beastie that's scaring you is actually hostile first. Animals in the wild generally won't threaten you unless they feel threatened themselves.
#55

Prom

Oct 19, 2007 21:36:40
Forgot this one last night during a game I was playing.

(151) Just because a new NPC you meet is friendly does not mean they are your friend. Do a "sense motive" check on NPC's always, unless you want to be betrayed or ambushed.

Prom
#56

birdkilndar

Oct 19, 2007 23:40:27
152.Always have a back-up plan.

153.Always have a second back-up plan in case the first back-up plan goes awry.

154.Guard your fellow PCs' backs and they'll usually feel inclined to do the same for you.

155.Don't try and be a hero unless there's some actual gain to be had from it.

156.NEVER underestimate how sadistic your DM can be.

157.Also,NEVER underestimate your opponent,no matter how low-level he is.A smart low-level enemy can take down a high-level adventurer who's reckless.
#57

holybarbarian

Oct 20, 2007 11:43:00
Believe it or not, one of my players actually has said no to healing potions ... and he is playing an unarmored warlock who has come very close to dying on several occasions in his three-session lifespan already!


146) Always pay attention when the DM is speaking. Failure to do so could be detrimental to your health ...

158) Always sit near the DM; if your fellow party members get into a side conversation or arguement and the DM says something that affects you, you don't want to miss it.

Case in point, we had just finished a quest involving djinn. Because i couldnt hear the DM, i missed them bid us farewell and bow. ALWAYS BOW BACK TO THE DJINN!!! Only one guy next to the DM noticed, and took apropiate action. The rest of us took lots of damage.
#58

holybarbarian

Oct 20, 2007 11:44:32
Heck,

159) ALWAYS BOW BACK TO THE DJINN!!!
#59

readerofposts

Oct 20, 2007 12:04:23
160) There are a lot of ways to force a combat to be ranged. If you entangle a foe of equal or lesser movement speed, you can move/attack at the same speed that he double moves/charges. Likewise, tower shields don't require proficiency to use them as total cover, so anyone can use them to block of a corridor while the ranged combatants fight (or get slaughtered, if the opponent doesn't have a ranged attack)

161) If you are a wizard, prepare dimension door or teleport. Well timed teleports help parties (or wizards) survive more than the cleric's healing.
#60

Prom

Oct 21, 2007 13:05:05
(162) When you encounter a new creature have your character do a knowledge check to find it's strength's and weaknesses. A knowledge check does not use up any move or standard action, so you lose nothing by making one. You might even get a hint on how to destory it faster.

Look's like peoples ideas are drying up, there must be more.

Prom
#61

twad

Oct 21, 2007 22:26:02
dindt read so i just post my points;

163- Bring a piece of chalk with you, it can save your hide in more ways that you can imagine.

164- You need three weapons to be sure to be always effective in combat:
-Reach weapon if you dont want to be in the frontline (you are injured or too weak to be in front) but still able to deal damage while the tank is in front of you.
-Ranged weapon for the same reason and to kill off flying ennemies.
-Main melee weapon for the rest.

165- Fight as a team with your friends, protect and support eachothers.

166- Learn to run away and fight another day.

167- When buying things, think "less is better"; dont buy 1 tent each, just buy like 2 or 3 for the whole group.

168- Use your ressources when you have them: I personally have the tendency to stockpile my stuff and "wait until the time is right" to use them.. but in the end i never use them because its never the "right" time.. so use your ressources whenever you see a moderately convenient time to do so.

169- Whenever possible, choose where and how you will do your battles, take the initiative, dont let the environment or the situation put you in a disadvantageous position if you can get out of it with little effort. Actively search for ways to turn the table around and put the ennemy in a disadvantageous position.. (Like, why fight the BBEG in the middle of his throne room filled with traps and minions when you can get out and use the door as a chokepoint?)
#62

twad

Oct 21, 2007 22:30:58
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.

I like those!
#63

Prom

Oct 22, 2007 0:08:24
(169) Know when to quit for the night. The later you stay up playing DnD, the more chance your judgement will become impaired. Then you get your character killed doing something stupid.

Side note: 11 pm seems to be the magic number, all our party characters die after 11 pm.

Prom
#64

xeorsos

Oct 22, 2007 5:48:56
170. Craft skills are never wasted; especially for the Wizard with Fabricate.
171. Be creative. Everyone chuckles at the stupid half-orc barbarian with his greataxe, but few would consider wading into combat against a half-orc wizard.
172. Just because a spell is designed to do one thing doesn't mean it can't do another.
#65

prator_the_golden

Oct 22, 2007 15:40:03
173. Balance courage and caution. Don't charge blindly into everything, but don't be so careful that you start missing opportunities, either.

174. All that is gold does not glitter. In fact, some of the most valuable stuff in D&D is notable in that it ISN'T shiny. Like that big black orb of solid magical destructive force....

175. Don't put on random rings or swing strange weapons without at least checking to see what KIND of magic is on them. Curses come in many forms.

176. Don't get sovereign glue on your skin, or your hair, or your possessions, and for pete's sake, don't drink it! Just 'cause it's a potion doesn't mean you're meant to ingest it!
#66

sevarian

Oct 22, 2007 16:33:39
*Note these are "inspired" by the youtube D&D PSAs (and by "inspired" I mean stolen)

177) Know your race's culture. If you are an elf, decide beforehand which kind you are and discuss your culture with the DM. Do this no matter your race, even human.

178) Find out if your party knows anything about your culture or is especially well versed in it's rituals and norms. If not, then use the "It's part of my culture" excuse to explain any odd behavior.
#67

Prom

Oct 23, 2007 0:27:15
(179) If a player has to go home and you continue playing the game, don't take control of their character. Instead have the absent players character stay at the back of the party or sharpen their sword while watching the horses. It's hard enough to play one character, having two characters to control will just lead to mistakes. Nothing is worse then, telling another player you got their character killed.

P.S. I know, because I've done it a few times. But I promise never to do it again.



Prom
#68

pukunui

Oct 23, 2007 2:30:50
(179) If a player has to go home and you continue playing the game, don't take control of their character. Instead have the absent players character stay at the back of the party or sharpen their sword while watching the horses. It's hard enough to play one character, having two characters to control will just lead to mistakes. Nothing is worse then, telling another player you got their character killed.

P.S. I know, because I've done it a few times. But I promise never to do it again.



Prom

I can tell this is really getting to you. First, let me remind you that the character to which you are referring is technically not dead. Second, let me tell you that said character's player is not upset. Third, let me point out that it really strains in-game reality when a PC suddenly "fades into the background". If anything, control of PCs whose players have left or can't make it should go to the DM rather than another player. Some players are more capable of "multitasking" than others. Also, don't forget it was about 1am at the time.

Please try not to feel so bad.

- Jonathan
#69

Prom

Oct 24, 2007 2:00:45
(180) Although potions and spells of invisibility are useful for sneaking around and escaping the battlefield, just remember it doesn't always work. Being invisible does not stop the enemy hearing you move around or seeing the blades of long grass part as you walk through. It will not hide your foot prints or stop you disturbing a cloud of smoke. There is always the chance the enemy might try to smell you, not that many DM's try this one. Lastly some creatures can still see invisible people, like the black dragon.

Prom
#70

pukunui

Oct 24, 2007 2:13:52
181) Never make assumptions. About anything. Ever. Period.
#71

ivan_ironskull

Oct 24, 2007 9:55:01
182) for the love of GOD, dont let the gnome carry the ring of prestidigitation, EVER....
#72

justanian

Oct 24, 2007 11:39:54
183) Never tell a vampire he can cure his pale complexion by getting out in the sun more often.

184) Think out of the box with magic items. Example: A decanter of endles water on 'geyser' with a bag of holding full of silver dust makes a fire hose of holy water and a vampire's worst nightmare.

185) Have a SOP for everything. And don't deviate from it, unless the party situation dictates otherwise.

186) You are not superman - newb's with 1st lvl half-orc barbarians, 1st lvl wizards, or 1st lvl rogues take note.

187) Have a plan, but remember all plans go to $**+ at first contact with the enemy, so have a back up or be reeeeeaaaally good at thinking outside the box.

188) If the attack is going well, it's an ambush.

189) Dwarf Beer Math: 2 beer limit times 7 party members equals 9 barrels and 17 tankards of ale.

190) Firebolts, magic missiles, fireballs, lightning bolt, etc. do reveal your position.

191) If you have more than one 'scout-type' in your party, stagger them out (best scout in front @ point). It's easier to sneak up and have the tanks with in combat reach.

192) Just because the drow has the best Diplomacy check, it doesn't mean he should be the negotiator.

193) Know your DM's idiosyncracies. They will be your BBEG's idiosyncracies.

194) Never trust the halfling priest (who wasn't always a priest) to pick your 'evening companionship'.

195) If any die roll is followed by: 'oh oh', 's***', 'd***', or 'oh f***'; RUN!!!!

196) Be cordial to everyone, but friendly to no one.

197) Be polite, but plan to kill all you meet.

198) Always take any advantage, always win. The only unfair fight is the one you lose.

199) If you are not dealing damage, you had better be healing, buffing, communicating, or helping to prepare the hasty evacuation.

200) Hit hard, Hit fast, Hit often.

201) Cover & Concealment works

202) Flank your opponent. Protect yours.

203) Remember all racial and class abilities and bonuses.

204) Every world has a Murphy and his laws.
#73

MrCustomer

Oct 24, 2007 13:40:51
205: NEVER GIVE THE DM IDEAS. Keep your fool mouth shut and don't mention the obvious danger or possible results of an action, your DM may not have thought of it and you can be darn sure you don't want him to, keep your napping doubts to yourself.

-My party is infiltrating an enemy base in a covert opp, we made it thus far without being detected and are in a high security elevator going up to the most protected floor in the base, we've overwritten the controls and are about to stealthfully take out their central command without raising the alarm.

Me musing: "Hmmm, I hope this evelvator doesn't have a bell that goes off when it reaches it's destination, we'd look pretty foolish if it does."

DM: DING!!!

Party "*&*$^$@*@!&#^"
#74

pukunui

Oct 24, 2007 17:35:48
205: NEVER GIVE THE DM IDEAS.

:evillaugh :angelhide


206) Wands, scrolls, and potions are your friends. They make for great substitute casters ... like if one of your buddies gets turned to stone by a cockatrice and you're pretty sure that there aren't any 9th-lvl wizards around to cast break enchantment on him, chances are someone might have a scroll of that spell lying around and, better yet, you don't have to be 9th-lvl to cast it from a scroll!
#75

mooncalf

Oct 24, 2007 17:36:05
Heh, as I read through this, I came up with quite a few. Some related to dungeoning, others just plaing roleplaying. Here goes...

206: Don't pick needlessly on your fellow party members. Pranks, jokes and slurs may be IC for you, but they are no less IC when they slit your throat in your sleep, strand you in combat surrounded by hostiles, withhold healing or just leave you in the pit because they're fed up with you.

207: Always have an avenue of escape.

208: Low-level spells can have surprisingly effective uses even on higher levels. Be creative.

209: 'At will'-use spells are golden.

210: Do your part in combat. Even if you can't scratch the foe's DR with your dagger or even hit him, you should be there if your AC can handle it. Flank and Aid Another with your allies, it helps a lot. If you're just twiddling your thumbs and loitering near the back, you're dead weight and may be headed for Left-Behind-ville later. Yes, this goes even if you're an arcane specialist, healer or social specialist who's not at all built for combat. Even if you're not a damage dealer, you have some combat potential. Get a bow or crossbow and lob arrows at the foe, you might get lucky with the rolls. At least do something.

211: Don't let alignment issues tear the group apart.

212: Likewise, don't use your alignment for bargain characterisation. You're not supposed to 'play your alignment', you're supposed to have a developed personality and characterisation that serves as a foundation for your character, and your alignment should fit into that... but there is no such thing as 'person of alignment XX must do this'. There are a million motivations why the LE fighter would keep calm and collected and not murder people senselessly, or why a chaotic character would put the party or the community before his own desires. It's called character.

213: Trustworthy allies are the greatest treasure you could ever have. Don't blow it. Stealing from the party usually hurts you in the long run. See first one I mentioned.

214: Heavy armor is great for large fights in the open. It's a liability when you need to climb, jump, balance, or surprise your foes. Consider wearing lighter stuff when you're trekking or spelunking.

215: Don't try to second-guess the DM. Don't say out loud what you think will happen next or whether you're so sure the captive princess is really the succubus in disguise. Don't mention that you've prepared yourself for that eventuality so the encounter will be a cinch. If you've correctly identified the DM's plan, he'll now change things so you'll still be surprised, and you're no longer prepared. Also, metagaming sucks.

216: Distract enemy casters. Bows are good. If you have a skilled archer in the party, have him ready the action "when the wizard starts casting, I shoot him".

217: Focus your damage on one foe. The sooner you take him out, the sooner he's no threat to the party and you can begin with the next one.

218: Don't argue endlessly with the DM. Most of them, at least the ones who can take a correction without acting like you're questioning their expertise and self-worth as a person, will approve if you point out honest mistakes, but if the DM wants to play the way he does with this rule, accept and let it go. If you start whining and kvetching over how it should be like you want it, you'll just **** him off, and something nasty may happen to you. Chances are, the nasty may hit the rest of the party, which will make them hate you too. (Had a guy like that. Argued for thirty minutes that the woods weren't as dense as the DM said and that huge wolves didn't live there because he grew up in the woods and never faced a wolf, so the encounter that nearly wiped him out couldn't have happened.)

219: Sleep beats Magic Missile hands down at early levels. For damage, bring a fighter.

220: Don't interrupt when the DM is describing the area just so you can be the first to say 'I loot the chest!'. He may not have gotten to mentioning the three dragons, and may be adverse to taking back actions. (Exception: When you're about to walk in on a troll in a sauna or similar, as mentioned in an earlier post. Good point.)

221: Just because a race has a -2 penalty to an ability score doesn't mean its members can't take classes that focus on those scores. Don't be surprised when the ragged half-orc 'obviously barbarian' casts a fireball, or feints and sneak attacks. Surprising the PCs and catching them unprepared is more valuable than an extra spell slot and +1 DC on saves.

222: Don't base the worth of a character build solely on how much damage it can dish out in one round. Chances are, your DM will make things 'interesting' by providing obstacles relating to your weaknesses. If you haven't covered for those at least somewhat, you will be lost.

223: Don't expect to always have your fellow party members and their class features on hand at all times. The cleric can be shot with arrows, the meatshield fighter can be dominated. Make sure you have your hindquarters covered in an emergency - some healing, a reliable weapon, and a way out of the fight.
#76

Prom

Oct 25, 2007 0:57:50
Hi Ivan_Ironskull,

for the love of GOD, dont let the gnome carry the ring of prestidigitation, EVER....

Do you mind explaining that tip, I don't get much exposure to gnomes in DnD, as my DM has excluded them from his world. I am intrigued.

Mooncalf, I have to say some of the best advice I've seen on this thread so far, thanks.

(224) Get yourself a good horse if you are traveling above ground, it takes too long to walk everywhere. Horses can carry gear for you in saddle bags, which is very handy. Not to mention it's easier to escape on horseback then on foot.

Prom
#77

pukunui

Oct 25, 2007 1:34:05
Do you mind explaining that tip, I don't get much exposure to gnomes in DnD, as my DM has excluded them from his world. I am intrigued.

Because gnomes will use the ring to perform pranks on people, most of which will no doubt be embarrassing and could potentially ruin delicate diplomacy, get the PCs run out of town, etc etc. Although I'm sure there are exceptions, most people just play right into the stereotype (like they usually do with the CN alignment) and make their gnome PCs as obnoxious as possible ... and that's why I've excluded them from the campaign world.

(224) Get yourself a good horse if you are traveling above ground, it takes too long to walk everywhere. Horses can carry gear for you in saddle bags, which is very handy. Not to mention it's easier to escape on horseback then on foot.

226*) Remember to get off your horses and tie them up somewhere safe before approaching the enemy on foot, otherwise your mounts might get killed and then you'll have to make the rest of the journey on foot ...

Admittedly, the time that I killed all the PCs' horses with a fireball was the time I ambushed them so they couldn't really get off their horses and keep them at a safe distance, but still it's made it so that when they do spot enemies from far away, they will get off their horses ...




*correcting the numbering
#78

mookie37

Oct 25, 2007 10:37:13
Always bring a shovel. Need to prep an ambush? Shovel. Need to cover you camp fire in hurry? Shovel. Bidding farewell to a traveling companion? Shovel. Weapon sundered? Shovel.
It is your friend.
#79

prator_the_golden

Oct 25, 2007 14:33:12
228. If you have an ally who is significantly weaker than you, make it clear that he/she/it should NOT be taking the point. Unless, you know, you WANT your ally to be taking the point... of a spear... through the neck...

229. If you have an ally who is of roughly the same strength as you, treat him/her/it as you would any other adventuring companion, unless you feel they are not trustworthy.

230. If you have an ally who is significantly stronger than you, feel free to rely on his/her/its power to lead you to victory. And AFTER you win, THEN it is the appropriate time to complain about NPCs hogging the spotlight.
#80

ivan_ironskull

Oct 25, 2007 21:51:25
Ivan_Ironskull,
Do you mind explaining that tip, I don't get much exposure to gnomes in DnD, as my DM has excluded them from his world. I am intrigued.

to elaborate, our group had just found a ring of prestidigitation, 5/day, stacked to the gnomes racial 1/day, its 6/day, the gnome puts on the ring and turns the fighter's armor polished and shiny, not good while sneaking, the fighter gets filled with arrows (1) , the gnome makes a bronze doorknob appear in his hand, whips it across the hall, the enemies notice something was thrown from across the hall, MAGE gets filled with arrows
(2), back in town, the gnome makes the HALF-ORC INKEEPER's clothes look like a princess dress, rage ensues, thief gets caught in the crossfire
(3), then the gnome gets the bright idea to cast 3 spells, dancing lights ghost sounds and prestidigitation, he makes himself look like an entity of heironeius, panic ensues, the gods have come to smite the townfolk, etc.
(4), the the gnome makes the mayor's saliva taste like dung while he was giving a speach not to panic (5), and then he decides to make the smoke from the fires that where started around town smell like dung (6), so in conclusion, the gnome gets 3 party members killed, makes himself into a pseudo-entity of heironieus, and turns the town into a pile of dung-smelling ash, so, NEVER give the gnome, the ring of prestidigitation...
#81

coston89

Oct 25, 2007 23:02:22
to elaborate, our group had just found a ring of prestidigitation, 5/day, stacked to the gnomes racial 1/day, its 6/day, the gnome puts on the ring and turns the fighter's armor polished and shiny, not good while sneaking, the fighter gets filled with arrows (1) , the gnome makes a bronze doorknob appear in his hand, whips it across the hall, the enemies notice something was thrown from across the hall, MAGE gets filled with arrows
(2), back in town, the gnome makes the HALF-ORC INKEEPER's clothes look like a princess dress, rage ensues, thief gets caught in the crossfire
(3), then the gnome gets the bright idea to cast 3 spells, dancing lights ghost sounds and prestidigitation, he makes himself look like an entity of heironeius, panic ensues, the gods have come to smite the townfolk, etc.
(4), the the gnome makes the mayor's saliva taste like dung while he was giving a speach not to panic (5), and then he decides to make the smoke from the fires that where started around town smell like dung (6), so in conclusion, the gnome gets 3 party members killed, makes himself into a pseudo-entity of heironieus, and turns the town into a pile of dung-smelling ash, so, NEVER give the gnome, the ring of prestidigitation...

More reason why I love prestidigitation

231 - When a pony with full saddlebags and no rider walks into camp, get as far away from it as possible. God I hate my DM...
#82

Prom

Oct 25, 2007 23:41:43
Ok after reading Ivan_Ironskull's experiences, two posts back. And hearing what my DM had to say about Gnomes, I'm adding this general survival tip for DnD.

(232) Never allow a Gnome into your party. If you can't avoid it, then set-up the Gnome so he gets killed as quickly as possible. Many lives are at stake, lol.

Prom
#83

pukunui

Oct 26, 2007 1:53:56
Ok after reading Ivan_Ironskull's experiences, two posts back. And hearing what my DM had to say about Gnomes, I'm adding this general survival tip for DnD.

(232) Never allow a Gnome into your party. If you can't avoid it, then set-up the Gnome so he gets killed as quickly as possible. Many lives are at stake, lol.

Prom

Keep in mind, Prom, that this is just PHB "rock" gnome that everyone's talking about. There are other kinds of gnomes, and some of them are actually pretty cool (svirfneblin, anyone?).
#84

MrCustomer

Oct 26, 2007 12:55:30
Ok after reading Ivan_Ironskull's experiences, two posts back. And hearing what my DM had to say about Gnomes, I'm adding this general survival tip for DnD.

(232) Never allow a Gnome into your party. If you can't avoid it, then set-up the Gnome so he gets killed as quickly as possible. Many lives are at stake, lol.

Prom

This is sooo true, I am currently playing a Gnome Wizard/Cleric and my party really should off me before it's too late. It's amazing what they will let you get away with. Wuahahhaahaha Gnome Power!!!
#85

ivan_ironskull

Oct 26, 2007 17:06:47
Needless to say, my character now hits gnomes with an antimagic shovel (some wierd treasure the DM threw in) when they're going to do something stupid, it lasts for a few rounds (30 seconds) which is plenty of time to beat them unconscious! (dont expect the barbarian to use diplomacy on anything, its not done). Noone plays a gnome anymore in my group, one new guy tried, but he was beaten unconscious In Game, everytime he said "I Cast...", and since he was a wizard it happened alot!
#86

dei

Oct 26, 2007 18:21:20
233) When fighting something that deals 2d12 + gratuitous alignment based damage polymorphing it into a kitten will indeed change the 2d12 into 1d2, however this will still be 1d2+ gratuitous alignment based damage. It's natural weapons are still axiomatic unholy and you're still chaotic good only now it's tiny so it's a hell of a lot harder to hit. Casters, choose your species carefully, nothing, but nothing is more embarrasing than having your rear handed to you by a six inch ball of devlish fluff.
#87

larry_the_titan

Oct 26, 2007 20:24:03
(232) Never allow a Gnome into your party. If you can't avoid it, then set-up the Gnome so he gets killed as quickly as possible. Many lives are at stake, lol.

Prom

I wish I would of stood by this rule myself. I actually prefer Kenders to gnomes now days. As party members not as my own character.
#88

Prom

Oct 26, 2007 22:42:14
Ok, moving away from the Gnome topic back to business.

(234) Get everyone in the party to agree to a process, that allows for decisions to be made reasonably quickly. It's not constructive if everyone is arguing for 20 minutes. You can have someone be the leader, who makes all decisions. Or use a voting system after everyone has presented their case for doing something a particular way. The majority vote directs the party's actions and blame is strictly prohibited. It doesn't really matter what process you use as long as it works and people are happy with it.

Prom
#89

count_dookie

Oct 26, 2007 23:13:57
235. Always spend some of your hard earned gp or pp in the tavern making friends, you never know when you may need a favor from that group of dwarves you always buy drinks for.

236. Always have someone that will protect your dead body from looters.
#90

the_wild_king

Oct 27, 2007 22:43:59
237. Never underestimate how many guards are in a city

-First town we started in threw 43 guards at us

238. Necromancers are never out of allies

239. Never hide in a 10'x10' room if you're a caster

240. Thunderstones; Fun and easy to lob into enemy backlines or rob people of their initiatives
#91

drinkie

Oct 29, 2007 0:47:56
241: ALWAYS have a back-up weapon. I can't tell you how many times I've watched barbarians, fighters, etc. roll up their character, spend every last gold piece, and all they have is one set of really good adventuring gear.

Budget a little bit and buy back-up weapons (as in, more than one). Light weapons save your life when:
-you get disarmed.
-you get grappled.
-you have to fight underwater (make sure one of them is piercing).
-you wind up fighting in an unexpected place, and you left your +5 Two-Handed Weapon of Ownage back at the inn.
-you need to kill a rust monster, you just saw your buddy get his weapon sundered, or you suspect a trap is going to somehow destroy your weapon. (IE: when your DM is having second thoughts about the loot you got last session)

I could come up with more, but I don't want to take the time. Suffice it to say, you will find a use for them. I recommend carrying at least one light weapon (short sword, light mace, throwing axe), and anywhere from 2-4 daggers. If you have sleight of hand, and spend the time to detail out your character's clothing will all kinds of hidden pockets (see Complete Scoundrel), hide them all over your body.

242: Even if it's cross-class, put points in use rope. No other singular item has a skill dedicated specifically to it. This should be a hint. With enough ranks, and enough rope, you can think up a way to do virtually anything. Don't be stingy either, but silk rope, it's ten times more expensive, but is half weight. You'll be angry when you find out you sunk all those ranks in the skill, only to discover you need another 20' of rope to get the job done, which you're not carrying because it weighs too much.

Also, grab a couple block-and-tackles and a hammer - and then use google to find out how awesome this can be. With three block and tackles, you can quadruple a character's maximum lift weight.

243: I don't know why no one ever thinks of this, but buy a pair of manacles. The next time one's still breathing after the fight's over, you can shackle him up. This way you can just leave him there after you get whatever information you might want from him. No worries about he might do if you let him out of sight.

244: Buy a lock. This can be used to secure the manacles you should be carrying around. But they have a much better use - locking doors behind you.

You should do this when you know there's a good possibility of creatures coming from behind you. This is especially useful if you're being chased. Slapping a simple lock on a door is almost guaranteed to buy you an extra 2 to 5 rounds to get farther away or rally your party and prepare to kill whatever is chasing you. Plus, slapping a lock on a door is (depending on your DM) probably a standard action or full round action. It would take quite a bit more time to find a sufficiently large piece of furniture and push it in front of the door. Think of this somewhat expensive investment as always carrying a big bookcase you can drop in front of a door.
#92

commanderfuron

Oct 29, 2007 9:51:43
245 - This is an Old Skool Rule - Always Look Up. You never know what the DM convienently left out of the room description.

246 - Hiring people to do things for you is a cheap and effective. Going into a dungeon, hire some guards for the horses. Nothing worse than coming out of the dungeon loaded with loot and walking back to town.

247 - Riding dogs make great 'extra" swords for low level PC's. Riding dogs know 6 tricks including attack. they can carry a large amount of weight and they are small enough to come into the dungeon. Low level casters can direct the dog to attack when out of spells and make up for low strength by having it carry your stuff.
#93

drinkie

Oct 29, 2007 11:42:50
246 - Hiring people to do things for you is a cheap and effective. Going into a dungeon, hire some guards for the horses. Nothing worse than comign out of the dungeon loaded with loot and walking back to town.

I'm sending this to one of my players later. They recently left his horse behind, along with the druid's pet cheetah, so they could attempt to approach a keep disguised as the ambush party they killed earlier (that didn't work, by the way).

Long story short, I rolled up a percentile dice for the cheetah and the horse and decided that something was definitely going to happen. Cheetah runs away, horse is eaten by a griffon.
#94

wind_of_darkness

Oct 29, 2007 20:12:45
248. Make sure you cover all possible forms of DR. Multiple weapons, arrows with special metal heads, silversheen, whatever. Few things suck more than getting flattened because you couldn't bypass a creature's damage reduction. This goes double for adamantine, because most spells can't hurt golems.

249. If any place is ever described as "peaceful", keep your hand on your sword hilt. It's a trap.

250. If all else fails, use fire.
#95

leo_neil316

Oct 30, 2007 9:07:55
251: Allways check the bodies. And by check I mean decapitate and burn.
252: This goes double for undead and enemy spellcasters.
253: It is -never- quiet, too quiet, it can -ALLWAYS- get worse, -nothing- is harmless, there is -allways- another one.
254: Do not assume you are safe because the enemy fighter with a greatsword 'can't get to us'. He knows the 'allways have a backup' rule aswell.
255: You see the mysterious guy in the corner of the inn? Yeah don't go there. Old guy in a shop? Yes he -was- an old adventurer actually and he -does- still know how to use the greatsword/spellbook.
256: Allways set a watch, especially when your somewhere safe. 'Downtime' just means they haven't quite caught up with you yet.
257: Everyone in the party needs some way to deal with walls of force.
258: Attacking the BBEG during his monologue is a great idea. Aslong as you can kill him in the surprise round.
#96

black_kitten

Oct 30, 2007 10:31:33
259 - Respect the rules and the authority of the nation you're in. PO'ing the whole world is not going to look good at your insurance bill.

260 - Killing a sentient (sp?) being in a city usually constitutes to murder. Don't expect to just 'get away' with it.

261 - Be nice to people. Acting like a jerk will generally not get you a lot of help.

262 - Chaotic Neutral characters are still normal human beings. Don't play them like d1000s with 1000 options for each action, being chosen randomly.
#97

mooncalf

Oct 30, 2007 23:20:23
262: Once past a certain level, Raise Dead becomes a viable option. Make sure your fellow party members are aware of your stance on the whole raise me/don't raise me issue. It's a bit disappointing when you want to be raised and get back into the action, and they instead give you the best funeral money can buy. (Or... not.) Likewise, if you're okay with passing on and rolling up something new, they shouldn't need to waste money on a spell that will fail anyway.

263: Establish a policy for divvying the loot. There are many ways you can do this: drawing lots, putting it where it's best used, etc. I once played in a group where almost all loot ended up in a communal pile; we could use it to best effect, but it - and the cash - was owned by the group as a whole. This takes a very special, dedicated group to pull off. Probably most of the time, you'll want clear ownership of every copper so there's no argument. Make sure beforehand how you'll do it so the Holy Avenger does not become the subject of a screaming debat between the paladin and the half-orc barbarian who thinks it'll look great in his collection. (And I really wish I made that up. Seriously.)
#98

mock26

Oct 30, 2007 23:23:13
264. Nails and a hammer.
#99

Prom

Oct 30, 2007 23:54:41
Hi Mock26,

264. Nails and a hammer.

Could you explain this one please. I teach woodwork, so I know hammer and nails can be useful but I'm not sure why it's so important to you.

Prom
#100

dei

Oct 31, 2007 16:15:09
Hi Mock26,
Could you explain this one please. I teach woodwork, so I know hammer and nails can be useful but I'm not sure why it's so important to you.

Well with DnD the thing to remember is, anything it can be used for in real life, it can be used for in DnD and probably more.

Got a wooden door you need to secure but no lock? Nail it shut.

Need to fix that cart that the monster damaged? Nail it back together.

Need to rig a pulley system? Going to need something to hold it all in place, nails will do the job admirably.

The point with an item like this is, you never know what you'll need it for until you actually need it. It's like a piece of chalk, sit down and think about it and you'll probably only come up with a handful of uses for it. Play a couple of sessions with it and I guarantee more will crop up.
#101

prator_the_golden

Oct 31, 2007 16:54:49
265. The first thing to do when you encounter an enemy is determine whether it is more dangerous when it's close to you (most beasts, people with swords, things that are on fire and trying to hug you) or more dangerous when it's far away (Flying dragons w/ breath weapons, archers, most casters). Your distance from your foe should be inversely proportional to the threat distance.

266. The second thing to do is figure out what weakness, if any, that it has, and how to exploit it. Not everything can be killed with swords, fire, or big explosions.

267. Never take on alone what you can take on with backup/meat shields.

268. The third thing to do is to note what attacks the enemy is using, and consider how best to defend yourself.

269. The easiest battle to fight is the one you never engage in.

270. While you should keep 269 in mind, also remember that the hardest battles to fight may involve enemies that you SHOULD have finished off earlier coming at you from behind while you're engaged with other enemies.
#102

cifer

Oct 31, 2007 18:37:09
265. The first thing to do when you encounter an enemy is determine whether it is more dangerous when it's close to you (most beasts, people with swords, things that are on fire and trying to hug you) or more dangerous when it's far away (Flying dragons w/ breath weapons, archers, most casters). Your distance from your foe should be inversely proportional to the threat distance.

266. The second thing to do is figure out what weakness, if any, that it has, and how to exploit it. Not everything can be killed with swords, fire, or big explosions.

271. It's even better if you figure these things out before you encounter said enemy. Spells don't prepare themselves. Gather Information, Knowledges and long nights in the local library all have their place.
#103

pukunui

Oct 31, 2007 18:44:15
271. It's even better if you figure these things out before you encounter said enemy. Spells don't prepare themselves. Gather Information, Knowledges and long nights in the local library all have their place.

My group is finally starting to figure out that "screw preparing, let's just stumble blindly into one deadly encounter after another" isn't such a great strategy ... in fact, that's the main reason Prom started this thread in the first place. He's desperate to improve the party's tactics and survivability (the campaign's had a pretty high attrition rate so far, although I must point out that no one has died for the past 5 sessions - getting turned to stone notwithstanding). You guys have given him (and me) some great ideas. Thanks.
#104

mock26

Oct 31, 2007 18:46:28
Hi Mock26,



Could you explain this one please. I teach woodwork, so I know hammer and nails can be useful but I'm not sure why it's so important to you.

Prom

See Die's response, which is nearly perfect and identical to anything I could write. The only thing I would add is that some strips of boards with nails driven through them double as caltrops.
#105

black_kitten

Nov 01, 2007 2:45:57
263: Establish a policy for divvying the loot. There are many ways you can do this: drawing lots, putting it where it's best used, etc. I once played in a group where almost all loot ended up in a communal pile; we could use it to best effect, but it - and the cash - was owned by the group as a whole. This takes a very special, dedicated group to pull off. Probably most of the time, you'll want clear ownership of every copper so there's no argument. Make sure beforehand how you'll do it so the Holy Avenger does not become the subject of a screaming debat between the paladin and the half-orc barbarian who thinks it'll look great in his collection. (And I really wish I made that up. Seriously.)

Ehm... we never had much of a problem with that. The system you describe started to come together naturally. In general, if anyone wants to shop for him/herself, they get their share of the money, the face-man of the party brokers to get the best price for their stuff and they some times set out on their own. If they come short, either the whole party invests in the character and the debt is noted, or they postphone buying something.

This never really leads to problems. At times, a debt is not even noted because the thing the party-member buys will benefit the whole party. I'm not sure it's a sign of dedication, or rather just the thought of your group being a singular 'organism'. Plus we try to avoid situations where 2 or more people really want something. And my group knows not to start keeping grudges over in-game items :P

On to the list:
272 - Unless you are on a timer, take enough time to rest. Resting 2 days in a dungeon while getting your group completely repaired, disease free and at full stats can go a long way towards surviving the next encounter.

273 - If it looks like just 'another wave of minions', the boss is trying to wear you down. Consider whether you need to save HP (full nuke) or spells (use lower level spells, take more damage as a group).

274 - If something obviously has no effect, don't continue trying! Any good DM's description will hold clues to whether the creature is immune, resistant or vulnerable to what you are doing (failing that, look at his head).
#106

icuall

Nov 01, 2007 11:11:58
I have a few from experience.

275. Every character should have a slashing or piercing, bludgeoning, and ranged weapon. This includes the wizard at any level.

In one slug-fest, finale of battle of battles, with 2 Fighters, Paladin, Druid, Cleric, and Wizard. Wizard ran out of prepared spells, wand was sundered, scrolls damaged, the last two rounds all his party mates were dropping at 0 hp. The Wizard is the lone survivor and killing the lone survivor of the enemy (mano to mano) with his back-up short sword and 30 bodies of the enemy lying about.

Ahh..good times, good times.

276. Humans are not to be point, unless they have lowlight or darkvision which is hardly ever because you Do Not use light when scouting ahead in the dark.

277. Stay light for combat: Pack your items where you can drop your backpack or sacks with your equipment and stay to remain in light load while in melee. You can always come back and get your stuff after the combat. If you die, it does not matter where your stuff is. Sometimes moving your full movement matters when you in melee. Especially when you are working as a team to flank your opponent.
#107

wind_of_darkness

Nov 01, 2007 13:25:16
278. Never split up. If you must split up, make sure you have some means of contacting each other.

279. Spellcasters: You aren't adventuring alone (solo games notwithstanding). Keep your party and their abilities in mind when you prepare/choose your spells.

280. If you're going to sleep in a dungeon, find a room with as few doors as possible that you know is clear, and lock them. It won't necessarily keep everything out, but most things will make a lot of noise trying to get in.
#108

Dog_O_War

Nov 01, 2007 15:04:12
281: keep yer rope pre-knotted.
#109

mock26

Nov 01, 2007 15:45:05
281: keep yer rope pre-knotted.

Or better yet, make sure that your knotted rope is 50' long! When you knot 50' of rope you are no longer left with an overall length of 50'.
#110

pukunui

Nov 01, 2007 16:02:07
Or better yet, make sure that your knotted rope is 50' long! When you knot 50' of rope you are no longer left with an overall length of 50'.

That's actually a really good point. How long would a standard knotted rope actually be?
#111

mock26

Nov 01, 2007 16:44:59
That's actually a really good point. How long would a standard knotted rope actually be?

I know that with my climbing rope a simply overhand knot takes up about 1.5 inches of rope. I think that for game purposes 1" would be easier to deal with. Granted, the amount of rope "lost" due to knotting won't be much for a 50' length of rope (figure that a knot every 2' will reduce the length roughly 22 inches), but every little bit can come in handy at times.
#112

pukunui

Nov 01, 2007 16:51:08
I know that with my climbing rope a simply overhand knot takes up about 1.5 inches of rope. I think that for game purposes 1" would be easier to deal with. Granted, the amount of rope "lost" due to knotting won't be much for a 50' length of rope (figure that a knot every 2' will reduce the length roughly 20 inches), but every little bit can come in handy at times.

Thanks. That's useful to know.
#113

cifer

Nov 01, 2007 16:54:24
278. Never split up. If you must split up, make sure you have some means of contacting each other.

282. Remember that medieval worlds don't have mobile phones. When you split up in a big city, make sure everyone knows when and where to meet again.
#114

mock26

Nov 01, 2007 17:41:44
283. Make X number of magical devices that allow communications between each itm.

This is taken from some items an old DM gave us back in the early days of 2nd edition. They a set of 6 small hollow horns that acted just like phones. You talked into the pointy end and could hear out of the large end. You couldn't talk to just one horn in particular, but so long as all the horns were in the possession of our group it didn't matter.


284. Learn sign language.
#115

istesrillith

Nov 02, 2007 19:06:27
See Die's response, which is nearly perfect and identical to anything I could write. The only thing I would add is that some strips of boards with nails driven through them double as caltrops.

I was going to go with nailing the vampire inside his coffin, but that works too. :P

285. If you wake up the great wyrm dragon, don't panic you don't need to be the fastest in the group, just faster than the dwarf/thief.
#116

mock26

Nov 02, 2007 21:25:18
I was going to go with nailing the vampire inside his coffin, but that works too. :P

285. If you wake up the great wyrm dragon, don't panic you don't need to be the fastest in the group, just faster than the dwarf/thief.

And you'll get away easier if you use those nails and that hammer to nail the feet of the dwarf or halfing to the floor!

Also, nails are great for creating a distraction. If you need to distract a guard, toss some nails off to the side or behind them or somewhere.
#117

skysoar

Nov 03, 2007 8:14:44
286. Regarding backup weapons, if you prefer heavier armor you might, at least at low levels, want to upgrade your standard gauntlets into spiked ones.
Sure, the damage is pretty low overall, but that's one (or two) simple light weapons you'll always have handy, don't add any weight (assuming you're using something with existing gauntlets) and cannot be disarmed from.. and let's face it, if you get disarmed by a goblin the little pest will *not* expect you to punch his lights out.
A major point between standard gauntlets and spiked ones is that attacking with a spiked gauntlet counts as an armed attack, therefore not triggering an AOO even if you don't have Improved Unarmed Strike.

My glaive-wielding cleric was saved by his spiked gauntlets at 2nd level when a trio of gobling got within his reach.. he just dropped the glaive, balled his fists and proceeded to lay the smack onto the little snots :D
#118

prator_the_golden

Nov 03, 2007 8:21:55
287. An unarmed meleer can still grapple. Even a fighter with no equipment at all (Naked fighter FTW!!!) should have no trouble tackling and pinning the average druid.

288. Whenever you grapple and pin a caster, ALWAYS make sure to hold their mouths shut AND their arms down. They might have still spell, silent spell, or both.

289. If you get grappled and pinned, don't panic; just keep struggling and hope either for a natural 20 or for a rescue by your teammates.
#119

roninwolf1981

Nov 03, 2007 10:38:08
205: NEVER GIVE THE DM IDEAS.

Or as Elan put it "If you help with their verse, you'll only make it worse." :D Of course, I usually have to remind myself of that at least once a session...
#120

roninwolf1981

Nov 03, 2007 10:41:57
290. Tanglefoot bags = win, especially at lower levels.

291. Tanglefoot bags + Alchemist's Fire = EPIC WIN OF TOASTY BAD GUYS!

Also I agree wholeheartedly with the 'always carry a dagger' suggestions. Ya never know when the DM will throw something at you with the 'swallow whole' ability...
#121

taradusis

Nov 03, 2007 11:29:47
292)Consider banking some of your loot.A church or money changer might be willing to store a chest of your stuff.Why carry a diamond on you when it might get stolen or lost.(Had a party that gave a diamond to a paladin for safe-keeping,They had to retreat when he got killed and they were back in town before they remembered the diamond.)
#122

prator_the_golden

Nov 03, 2007 16:17:32
293. Mordenkainen's disjunction is a spell so powerful that you should always consider the consequences before casting it. Remember, it can de-magify your spells or even your artifacts too, as well as those of your enemies, and it's an AoE spell.

294. Consider EVERY AoE spell carefully before using it. Your fellow party members don't want to be fireballed, and sometimes a misplaced cloudkill spell can block your own way along with your enemy's.

295. Rays and touch attacks do not automatically hit. They might be LIKELY to hit, but natural 1's happen.

296. Do not put your faith in the chance of a natural 20.
#123

raynx

Nov 03, 2007 18:18:48
Oh my god. I can not believe I found a thread for this! This has just made my day, people.
I'm actually in the process of creating a net book (read: net pamphlet) on just this very thing: The D&D Survival Guide, which I've set as my goal to be 1001 tips, tricks, advice, and suggestions--with a lil' humour--to provide insight into my group's collective 30+ years of role-playing.

Would you guys hurt me if I borrowed some things from this thread?
Don't worry, I'll be sure to give credit where credit is due; anyone who doesn't mind, I'll be sure to include your forum screen name following the tip I've quoted from you.

In the meantime, allow me to contribute:
297) You can't outrun the monk.
298) Buy a dagger. Its 2gp, finessable, melee or thrown, and is light. Come on.
299) Do NOT mess with the old guy, especially if he's blind.
300) CLW potions are more expensive than a cleric.
301) Don't anger the Paladin of Kord, for he has Smite and Lay on Hands. Would you rather be destroyed in the name of a god or get laid?
#124

prator_the_golden

Nov 03, 2007 18:42:51
Hey, if you can actually publish my words, go for it.

302. Killing randomly never solved anything. No, really. It actually does not help you in any scenario I can envision.

303. Killing systematically solves anything that can be solved by murder.

304. Don't dismiss the possibility that any murders, particularly yours, might be brought to justice.

305. Sometimes nonviolence is actually better.

306. Surviving the adventure is more important than a few hundred more XP points and gold pieces.

307. Sometimes, it's just like Legend of Zelda: you can't go any further in the dungeon without some kind of special item, and you should try looking for it instead of bashing your head against the immovable door.

308. Keep track of what your enemies tend to be wearing (Even if it's "nothing"). Not only will this help you recognize them, it will also help you make better disguises.

309. Killing nature spirits and druids may result in the entire forest turning on you.

310. Brawling in public may cause the guards to come.

311. Loud noises in avalanche-prone areas are something you want to avoid.

312. Explosive magic in a cavern structure may cause a cave-in.

313. Don't swim in your Full Plate.

314. Camping out on an open plain where you can see for miles is fine, as long as you remember that other people who may be hostile can also see you coming from miles away, especially if you've got a fire burning.

315. As an adventurer, try to remember that not everyone can take a sword in the chest and live like you can. Try not to endanger civilians.
#125

Prom

Nov 03, 2007 20:54:03
Hi Raynx,

Well I hope this thread helps, and I personally don't consider what I write here my personal intellectual property. I wouldn't have started this thread if I didn't want everyone to benefit and share their own experience playing the game. WotC could have made a book like this, but that's there loss.

(316) Don't tie your horses up, just outside the cave entrance. Chances are something is waiting just inside the cave and will kill your horses and you while try to run away on foot.

Oh, how I hate when there's never a tree to be seen for miles.

Prom
#126

the_sentin3l

Nov 04, 2007 1:05:14
And now, the funnies.

317. Beware the dwarf.

317b. Especially when he's hanging on to a rope and coming in your direction. Fast.

318. Throwing a monkey with a candle on his back onto an enemy gun deck is incredibly effictive.
#127

prator_the_golden

Nov 04, 2007 17:56:17
318. Throwing a monkey with a candle on his back onto an enemy gun deck is incredibly effictive.

Whuh? Now when did you get an opportunity to try THAT?
#128

dei

Nov 04, 2007 17:57:28
318. Throwing a monkey with a candle on his back onto an enemy gun deck is incredibly effictive.

319. Throwing a monkey anywhere is usually at least fairly effective and *always* incredibly interesting.
#129

the_sentin3l

Nov 05, 2007 6:41:18
Whuh? Now when did you get an opportunity to try THAT?

First adventure ever with me DMing. PCs on a ship being attacked by pirates. 'Nuff said.
#130

Prom

Nov 05, 2007 13:24:29
(320) Don't fight the enemy or monsters in there natural environment, they have tomuch of an advantage. Draw them out of the cave entrance, pool of water, away from the graveyard, large web, etc. Your party will need the space to move around and hit the enemy/monsters from behind.

Prom
#131

biggumby

Nov 05, 2007 13:26:52
-When combat starts, have everyone focus on one enemy. You'll kill them faster if all the damage goes to one bad guy as opposed to spreading it out.

-Don't forget flanking and attacking from higher ground. That +2 or +4 attack bonus can really help in battle.
#132

prator_the_golden

Nov 05, 2007 14:30:50
323. Superior tactics are going to be what allow you to defeat enemies or groups of enemies that are more powerful than you are.

324. In spite of 323, keep in mind that there IS such as thing as a force so overwhelming that all tactics fall before it. Be sure to factor that possibility into your strategy.

325. The enemy can use tactics too.

326. Bottlenecked passages, doorways, and other things of that kind are a good way to take on large numbers of enemies. Numbers don't matter if they can only come at you a few at a time, right?
#133

pukunui

Nov 05, 2007 14:43:58
(320) Don't fight the enemy or monsters in there natural environment, they have tomuch of an advantage. Draw them out of the cave entrance, pool of water, away from the graveyard, large web, etc. Your party will need the space to move around and hit the enemy/monsters from behind.

329*) Keep in mind that sometimes you won't be able to draw an enemy out of their natural environment, so be prepared to fight them on their home turf (whether it's making sure you can breathe and move freely underwater or see in the dark or whatever).



-Don't forget flanking and attacking from higher ground. That +2 or +4 attack bonus can really help in battle.

Attacking from higher ground only grants you a +1 bonus and only if you're using a melee weapon. Just thought I'd point that out. Don't know where you got the +4 from ...




*Attempting to correct the numbering again ...
#134

Prom

Nov 06, 2007 13:19:02
This one's long, sorry.

(330) How to get out of mazes in a dungeon, tomb or above ground. Most people get someone to draw a map as they go, but this does not always work. It can get very confusing, keeping take of direction and distance. Walking into a maze with a ball of string tied to the entrance will help you get back out, but if you have to cross it, this will not assist you.

An open top maze can be navigated with a potion of fly if you have one that is. Otherwise climb the maze wall and walk along the top of the wall in the direction you want to go. You might have to jump some gaps, but this can work.

A closed top maze is harder. As a last resort, as it takes some time. Simply follow either the left or right wall of the maze till you find the exit. Do not alternate or change your selection at anytime, otherwise it will take longer. The entrance or exit of a maze can always be found by following the same direction while running your hand along the wall, just a fact. This will not work for magic mazes, where the walls shift or any other tricky.

Prom
#135

rania

Nov 06, 2007 15:25:16
331. Do not look behind the DM's screen, even if it's just casually. 3 points of random fire damage are not fun at low levels. (Actually happened to me)

332. Calculate your opponent's AC; and if you can't, get it to within a certain range. If you know you've +something to hit and their AC is x, calculate how likely it is to hit them. If you can only hit them on a roll of 18 to 20, avoid the encounter if possible; if not, make sure they can't hit you easily; if not, run if possible.

333. If the DM says that you're going to survive an encounter, but a) he's smiling evilly and/or b) he's known for not bailing you out, run. Chances are, either your enemy's looking for live prisoners, or something else bad happens if you lose.

334. Keep in mind which things each of your stats affect when it comes to ability damage. The barbarian doesn't mind getting hit a few times with a dagger that does 1d2 normal and 2 CHA damage, but it's bad luck for bards.

335. When in doubt, ask the DM if he made the monster up himself. Worst-case scenario, you'll just be accused of metagaming. If it turns out he didn't, you can look for its stats after the game. If it turns out he did, use what you know about him for what it's going to be like.

336. Pay attention to your environment when it comes to skill points. For example, if you're travelling between islands by canoe, and the DM's made it clear that canoes can be destroyed, Swim ranks can save your life. (Happened to me too.)
#136

rania

Nov 06, 2007 15:26:57
...
Attacking from higher ground only grants you a +1 bonus and only if you're using a melee weapon. Just thought I'd point that out. Don't know where you got the +4 from ...

You get +2 to hit from flanking; there's probably some feat somewhere that gives you a larger number from higher ground.
#137

pukunui

Nov 06, 2007 15:47:26
there's probably some feat somewhere that gives you a larger number from higher ground.

Yes, now that you mention it, I think there is ... although I can't remember what it's called. I think there's a feat that lets you improve your mates' flanking bonuses to +3 as well.
#138

mock26

Nov 06, 2007 18:06:40
337. A ladder and shelves for your portable hole. When you get your first portable hole take it to a carpenter and line the entire thing with shelves and put in a ladder for easy access. And then fill the thing up with every single possible piece of equipment that you can think up! And I mean EVERY SINGLE POSSIBLE PIECE OF EQUIPMENT! You might not think that you'll ever need a wash basin, a broom, a copper bell, a cast iron frying pan, 34 sewing needles, a ball of wax, a 5-pound bag of coal, a cruet, a tea pot, a kite, 17 glass marbles, a washboard, a set of knuckle bones, and a bar of soap, but when you do need them you'll be glad that you brought them along!
#139

rania

Nov 06, 2007 18:13:04
337. A ladder and shelves for your portable hole. When you get your first portable hole take it to a carpenter and line the entire thing with shelves and put in a ladder for easy access. And then fill the thing up with every single possible piece of equipment that you can think up! And I mean EVERY SINGLE POSSIBLE PIECE OF EQUIPMENT! You might not think that you'll ever need a wash basin, a broom, a copper bell, a cast iron frying pan, 34 sewing needles, a ball of wax, a 5-pound bag of coal, a cruet, a tea pot, a kite, 17 glass marbles, a washboard, a set of knuckle bones, and a bar of soap, but when you do need them you'll be glad that you brought them along!

There's a Dragon article on 101+ uses for a portable hole; the example they gave in the beginning was packing a boat along.
#140

roninwolf1981

Nov 06, 2007 22:24:25
271. It's even better if you figure these things out before you encounter said enemy. Spells don't prepare themselves. Gather Information, Knowledges and long nights in the local library all have their place.

I once played a character who was a master of this strategy (Factotum/Rogue in a Gestalt campagain with a high INT). Whenever we were getting ready to go fight the monster/find the artifact/raid the temple or whatever the case might have been the first words out of her mouth were almost always "...I'll need to consult my books." or something strikingly similar.

I don't even remember what number we're on...high two hundreds to low three hundreds by this point...anyway...

-If you're playing a Rogue and you roll poorly on your Search check, don't be afraid to let the Fighter and/or Barbarian go through the door first. Unless of course, the Barbarian has taken levels in Frenzied Berserker...
#141

mock26

Nov 06, 2007 22:53:50
There's a Dragon article on 101+ uses for a portable hole; the example they gave in the beginning was packing a boat along.

Do you know which issue of (the now deceased) Dragon?

If my characters are short enough I like to rig a hammock up inside so I have a nice place to sleep. I also like to install a steel roof with a secret trap door that locks from the inside.
#142

rania

Nov 07, 2007 9:57:51
Do you know which issue of (the now deceased) Dragon?

If my characters are short enough I like to rig a hammock up inside so I have a nice place to sleep. I also like to install a steel roof with a secret trap door that locks from the inside.

I'll try to look it up.
#143

skysoar

Nov 08, 2007 3:51:20
339. If you're fighting a monster with an ungodly high AC, flanking and Aid Another can save your life. If you have 2 people flanking a monster and PC B decides to aid PC A, B only needs to hit AC 10 (coupled with the flanking bonus, easy as pie) to give A a total of +4 to hit. If the monster happens to be vulnerable to crits, flank-aiding the rogue *will* make sure they get to roll that bucket of sneak-attack-D6s. Sure, one guy loses his attack, but one attack with a good chance of hit is better than two with little to no chances to hit. Especially at low levels that additional +2 can really make a difference.

340. Signal Whistle. Costs less than 1G (6S if I remember correctly), weights nothing, and may save your life someday. When you set up camp, make sure the guard(s) have one apiece. *Much* more efficient that trying to holler.

341. Reach Weapons *will* ruin someone's day. 90% of reach weapons are 2-handers, meaning they deal a bucketload of damage, *and* you can poke people from afar. Combine this with a summon or other feature that keeps the opponent from closing in and they'll be in trouble. There is *nothing* more irritating than an opponent who stays bravely out of range for immediate reprisal.

342. Remember that while silk rope is more costly than regular hempen rope, it's only half as heavy and is tougher (has more HP).

343. While we're going on about ropes, since you'll be carrying a lot of the stuff around anyway, buy a grappling hook while you're at it. It helps you to get yourself to those hard-to-reach places. Combine this with Animate Rope and not many walls will keep you away.

345. Thin, strong thread and fish-hooks. They're cheap and besides the obvious application (use that 10-foot pole you're lugging along or a reach weapon like a glaive or longspear for a rod) there are plenty on nasty surprises you can rig with these ranging from tripwires to entangling traps (rig a few dozen fish-hooks to hang from the ceiling of a tunnel from about groin-to-face height)

346. Sunrods and smokesticks. Yes, sunrods are more costly than torches or oil, but you can't beat them for emergency lightning. You don't need to have an existing flame to ignite one, just whack the tip against something sufficiently solid to light it. Smokesticks are *perfect* to give concealment against enemy mages or archers, or to cover your retreat. I personally make a point to carry 5 sunrods and at all times, plus smokesticks depending on the character.

347. A couple of belt pouches will allow you to have all those small and light items like the whistle and fish-hooks handy.

348. Oh, and if you use bladed or pointy weapons, remember to keep a whetstone on you. Most DMs will not care if you don't keep your weapons sharp but some do, plus it's one of those little things you can use to role-play. Plus, from an IC perspective, it'll give you something to do on those long, boring night watch hours :D

349. Nearly every tool you carry can double as an improvised blunt implement in an emergency, from your sledge and shovel to that 10-foot pole.
#144

rania

Nov 08, 2007 14:18:26
Do you know which issue of (the now deceased) Dragon?

If my characters are short enough I like to rig a hammock up inside so I have a nice place to sleep. I also like to install a steel roof with a secret trap door that locks from the inside.

It's #221. I've a pdf of the whole magazine; I could try to get just that article out and send it to you.
#145

taradusis

Nov 08, 2007 16:00:06
350)Sit down and draw up the party as a group,that way you don't end up with 5 dwarf fighters and no spellcasters,or a LG paladin and a LE wizard.Consider asking advice on what your next Pc should be from the people you play with,not just the boards.351)Consider an all non-human party where everybody can see in the dark?Save on money for lighting and increases stealth.
#146

mock26

Nov 08, 2007 17:52:42
It's #221. I've a pdf of the whole magazine; I could try to get just that article out and send it to you.

Thanks for the offer, but I have the first 250 issue on CD-rom so I can pull that one up. I just don't remember seeing the article. I'll now have to go read it. Thanks for the info!
#147

thefrohmen

Nov 08, 2007 18:52:59
#352): If the gargantuan Black dragons says "I surrender.", don't belive him.

353): Never, ever, ever stay around for more than 5 seconds if a kender says "opps!"
#148

rania

Nov 09, 2007 10:16:01
#352): If the gargantuan Black dragons says "I surrender.", don't belive him.

353): Never, ever, ever stay around for more than 5 seconds if a kender says "opps!"

354: Don't stay around longer than five seconds if ANYONE says "oops!"
#149

pukunui

Nov 09, 2007 14:14:07
354: Don't stay around longer than five seconds if ANYONE says "oops!"

355) Especially if it's the DM ... ;)
#150

rania

Nov 09, 2007 14:21:41
356. Make sure it's set up what happens to your character if you don't make it to a session/ have to leave halfway through; and make sure you know! Finding out that your character got killed doing something you never would have let happen would not be very pleasant.
(Never happened to me; in our game, since there's only about a half of the total players at any given session, if you're not there, neither is your character. You don't gain any XP, but you don't get killed either.)
#151

icuall

Nov 09, 2007 16:45:11
I remembered some more

357. Code Phrases or Words
Have pre-arranged code words for your party that you can say in conversations.

Warning location of danger:
Example, "what time do you want to eat lunch tomorrow, 3:00 ?" means get ready, suspicious person(s) or danger at our 3 o'clock.

Impromptu Preemptive Strike to commence in next round:
Example, "...... sun was really 'Lit up' today...." with Lit Up as the key words, because the sun is the brightest light and it does not need to be lit.

358. Rendevous location
Works in urban areas better, designate a location other than where you are sleeping if something dangerous happens and you can not go back to your lodgings and the party is split up.
#152

Prom

Nov 10, 2007 21:01:31
Hi All,

(359) Light sources are important in dark environments, so get a sunrod or Ever-burning torch as soon as you can.

The Everburning torch doesn't have to be lit so will not take up time in a battle if you don't have dark vision or the lights go out. Ever-burning torches can't burn you or anything, but they last forever. There's no need to carry extra torches or oil to fuel an Ever-burning torch.

Sunrod have a limited time use but are cheap and can be thrown to light a dark area in a battle without them going out. You can hold a sunrod in your mouth without burning yourself and still use that Bow or sword and shield with both hands, while fighting in a dark environment.

Sunrods are also very cool, makes you feel like a professional adventurer, lol.

Prom
#153

Prom

Nov 12, 2007 2:16:35
(360) Shooting the enemy as they run or fly away at extreme range with a longbow is not pointless. You can still take down a creature as they flee, even with the -2 penalty to hit at a range greater than 110 feet.

Note: Recently my character rode his horse after a Behir that was badly injuryed as it tryed to fly away. It took a while but the Behir eventually fell out of the sky. I believe my character had a -6 to hit because of the extreme range he was firing from.

Prom
#154

skysoar

Nov 12, 2007 6:34:41
Note: Recently my character rode his horse after a Behir that was badly injuryed as it tryed to fly away. It took a while but the Behir eventually fell out of the sky. I believe my character had a -6 to hit because of the extreme range he was firing from.

uh, you sure you don't mean an Yrthak or something like that? Behirs are frickin' huge, blue reptilian monsters with a dozen legs, I don't think they can fly anywhere (unless it was a hal-dragon behir?)
#155

Prom

Nov 12, 2007 12:19:45
Posted by Skysoar,
uh, you sure you don't mean an Yrthak or something like that? Behirs are frickin' huge, blue reptilian monsters with a dozen legs, I don't think they can fly anywhere (unless it was a hal-dragon behir?)

Yes it was huge and yes it was a half-dragon Behir. What can I say, I don't think it was skill on my part. Just a bit of luck and a stubben determination to try and shoot the beast out of the air, who had eatten one of my buddies.

Prom
#156

thefrohmen

Nov 12, 2007 12:26:58
361. try not to buy anything that can be described as a "black coated man, who says 'welcome' and 'come back anytime' only."
#157

pukunui

Nov 12, 2007 13:25:38
Yes it was huge and yes it was a half-dragon Behir. What can I say, I don't think it was skill on my part. Just a bit of luck and a stubben determination to try and shoot the beast out of the air, who had eatten one of my buddies.

Actually, it was a half-fiend behir. Just for the record. ;)
#158

rimble

Nov 12, 2007 13:46:32
Hi All,

(359) Light sources are important in dark environments, so get a sunrod or Ever-burning torch as soon as you can.

(359a) Always bring a real torch or otherwise have access to fire. Sunrods and Ever-Burning Torches can't burn things (like those pesky Web spells).
#159

kady_small

Nov 12, 2007 17:20:01
(359b.) You can also get Continual Flame cast on a locket brooch. Pin it to your shirt, pop it open for light, close it for dark. Casting it on a bullseye lantern works, too, but you have to hold that.
#160

mock26

Nov 12, 2007 17:48:26
(359b.) You can also get Continual Flame cast on a locket brooch. Pin it to your shirt, pop it open for light, close it for dark. Casting it on a bullseye lantern works, too, but you have to hold that.

Cast "Raise Edition Dead" on the old 2nd edition spell Continual Light.
#161

Prom

Nov 13, 2007 1:54:14
Posted by rimble,
Always bring a real torch or otherwise have access to fire. Sunrods and Ever-Burning Torches can't burn things

Can't disagree with that. Sunrods and Ever-burning torches have a use, but don't do everything a torch or tindertwig can.

Posted by Kady_Small,
You can also get Continual Flame cast on a locket brooch. Pin it to your shirt, pop it open for light, close it for dark. Casting it on a bullseye lantern works, too, but you have to hold that.

I'll have to remember that one when I have a character that casts Continual Flame. Very nice idea for getting around not having darkvision and fighting with both hands. Thanks for the tip Kady_Small.

Posted by Mock26,
Cast "Raise Edition Dead" on the old 2nd edition spell Continual Light.

I'm not sure I want to raise any old editions of DnD, I just don't want to have to buy rubbish books or replace everything once every 5 years. Thanks for all the input Mock26 over the month by the way.

(362) Getting through a stone or rock wall/door is much easier with a adamantine sword, but don't leave home without a miner's pick for making holes in hard materials. The spell "soften earth and stone" will allow you to make an opening also.

Does anyone have another method for getting through a stone wall or door?

Prom
#162

pukunui

Nov 13, 2007 2:05:45
Does anyone have another method for getting through a stone wall or door?

Dimension door! ;)

Also passwall works.
#163

mock26

Nov 13, 2007 2:50:51
I'm not sure I want to raise any old editions of DnD,

I'm just talking about one specific spell, Continual Light. It was a perfectly good spell and, in my opinion, there was no need to do away with it and replace it with continual flame.
#164

rania

Nov 13, 2007 9:10:48
363. Find out as much as you can about the campaign before making your character; in a setting with either no magical healing or very little, make sure you have a good CON score.

364. Sometimes, Diplomacy just isn't going to get you anywhere.
(True story: So I'm the only female player in my group, and although this one guy plays a female character, he wasn't there this day. There's this tough-looking guy guarding a bridge, and he asks for 5 gold per person to cross. I have the highest Diplomacy modifier in the group, +6, so I try to use it on him to let us go by for free. He asks for "favours", instead.
(We end up killing him.
(Possible other moral to the story: if you're the only female player in a group, even if the guys are all pretty nice, and you've the only female character, be prepared for at least slight sexual innuendo. Either learn how to take it, how to give it right back to the guys [they can be surprisingly sensitive to comments about their characters' genitalia], or be the best IC fighter of the group so you can make them stop.)
#165

Prom

Nov 13, 2007 13:07:09
Posted by Mock26,
I'm just talking about one specific spell, Continual Light. It was a perfectly good spell and, in my opinion, there was no need to do away with it and replace it with continual flame.

I looked up Continual Light in the 2nd Ed, haven't really used my 2nd Edition books for a year. Your right the spell was fine as it was, I guess they wanted a name change.

Posted by Rania,
if you're the only female player in a group, even if the guys are all pretty nice, and you've the only female character, be prepared for at least slight sexual innuendo.

Doesn't stop when the guy's are in their 30's or 40's either, might happen a little less, maybe. There's not enough women playing DnD and this behaviour just makes the experience unappealing. Rania thanks for the personal account.

Ok, it's time to thank a few people who have kept feeding advice into this thread. Prator The Golden, Mock26, Rania and Dei, thanks for putting your experience in print. If I missed anyone, it was not my intention, so thanks.

(365) First level characters are fragile, so don't rush into melee combat even if you are a tank. Most first level characters are either fighting for their life, close to being face-down or bleeding to death. Let the wizard and shooting characters soften up the enemy first. All the tank has to do is keep the enemy off the weaker characters by blocking them when they get to close. It's a simple concept but people still charge into melee combat and get swamped by monsters even at higher level's.

Prom
#166

rania

Nov 13, 2007 13:27:06
366. Keep track of your abilities; an extra +1 to hit in certain circumstances could possibly save your life, but it'll at least make your life easier. Don't just assume you'll remember it, because sooner or later you'll forget. Your character sheet is a nice convenient place to write it down.
(I... forgot that I had favoured enemy bonuses against humans last game.)
#167

endofdreams

Nov 13, 2007 13:32:29
(367) Always keep track of numbers that the DM provides. If he says there is a band of 100 orcs ravaging the south, keep a kill tally.

(368) Meld with stone is a great way to bypass walls, and wreck defenses. Earth elementals ( or earth elemental forms) are likewise.

(369) invest in extra bowstrings (or slings)

(370) Always remeber you can buy larger versions of weapons; a large scimitar and a large longsword cost much less than a falchion or greatsword and work the same, leaving more money for back up weapons and items.

(371) Keep a well rounded pool of languages, in the party, especially if you don't have comprehend languages or Tongues. ( I repeat, learn sign language)

(372) Bribes can soften the hardest warlords heart. Can should be stressed.
#168

pukunui

Nov 13, 2007 14:37:41
(370) Always remeber you can buy larger versions of weapons; a large scimitar and a large longsword cost much less than a falchion or greatsword and work the same, leaving more money for back up weapons and items.

They may cost less but if you can't use them properly (eg. you haven't got powerful build or some such thing), then you get hit as well with them, so what's the point in having them? I'd rather pay a bit more to be able to hit something better than pay less to strut around with a massive weapon that I can't use properly because it's too big (despite the fact that I might nevertheless look like a cool anime or Final Fantasy character ... :rolleyes.
#169

Tovec

Nov 13, 2007 16:06:42
368. Always ask questions if you are unsure of something and make sure that when you get an answer you understand the answer!
Ie. I was successfully infiltrated a traitor's tent, found what we were looking for and put it into my bag. As I was leaving I decided to take something of value and thought I was stealing a signet Ring. Turns out I stole his special signet stamp. I was confused by this because I had asked if it was priced as a signet ring and was assured it was.

369. New players know nothing. I repeat, NOTHING. Don't assume they do.
Ex. DM: You take 10 damage as the guy hits you with his greatsword.
New player: Is there some kind of reflex save I can make to avoid getting hit?
DM: Yes, its called your AC.
#170

rania

Nov 14, 2007 10:51:56
This needs to be brought back to the first page.
#171

Prom

Nov 14, 2007 13:31:44
Posted by Rania,
This needs to be brought back to the first page.

What are you suggesting?

Are you saying you would like me or people to review the suggestions made on page one of the thread? Or do you want me to list suggestions made so far on the first post I started? Or something else.

Prom
#172

nygaard

Nov 14, 2007 14:31:56
Hi All,

(359) Light sources are important in dark environments, so get a sunrod or Ever-burning torch as soon as you can.

The Everburning torch doesn't have to be lit so will not take up time in a battle if you don't have dark vision or the lights go out. Ever-burning torches can't burn you or anything, but they last forever. There's no need to carry extra torches or oil to fuel an Ever-burning torch.

Sunrod have a limited time use but are cheap and can be thrown to light a dark area in a battle without them going out. You can hold a sunrod in your mouth without burning yourself and still use that Bow or sword and shield with both hands, while fighting in a dark environment.

Sunrods are also very cool, makes you feel like a professional adventurer, lol.

Prom

I just came here to mention sunrods. My party had never delt with them before and laughed when I bought 10 for my starting gear. Our first fight was in a cavern and I threw 5 sunrods out, illuminating the enitre space.

Now we all use them all the time, and we jokingly say, "I kick down door, throw in obligitory sunrod, start swinging."
#173

jimprofit

Nov 14, 2007 14:36:07
370: If you see an enemy, don't immideatly think to try and kill or reason with it.

371: If you have detection, use it.
#174

pukunui

Nov 14, 2007 15:17:26
What are you suggesting?

Are you saying you would like me or people to review the suggestions made on page one of the thread? Or do you want me to list suggestions made so far on the first post I started? Or something else.

Prom

LOL. Silly Prom - you really really want to do that, don't you? So much so that you're seeing it being suggested to you when that's not actually the case ... ;)

I'm sure all Rania meant was this:

That is to say Rania felt the thread needed to be brought back to the first page of the forum so that more people would see it and post in it. That's what "bumping" is.
#175

mock26

Nov 14, 2007 17:02:43
Invisible immovable rods.

Invisibile immovable rods with spikes.

And, remember that if you can create an immovable rod you can create an immovable anything (such as immovable spear, or immovable sword, etc.).
#176

rania

Nov 14, 2007 18:25:29
Invisible immovable rods.

Invisible immovable rods with spikes.

And, remember that if you can create an immovable rod you can create an immovable anything (such as immovable spear, or immovable sword, etc.).

Although, isn't the point (*groan* pun unintended) of a sword to be able to move it to hit people?
#177

mock26

Nov 14, 2007 18:36:37
Although, isn't the point (*groan* pun unintended) of a sword to be able to move it to hit people?

Yes, but if you stab someone to a door or a table or something you could then activate the immovable feature of the item and keep them in place. Or, if someone is charging after you in a dungeon you could round a corner, but the sword in place, and then step back and draw forth another weapon and them after they skewer themself on your immovable sword. There are a ton of uses for just about any immovable item!
#178

dei

Nov 14, 2007 18:55:39
372: Always carry a potion of gaseous form. As exit strategies go it's cheap, simple and effective.

373: Always carry a potion of invisibility, use one of these in conjunction with gaseous form and you'll be able to escape from 99% of situations which is an extremely useful ability for anyone.
#179

saberus

Nov 14, 2007 20:33:43
374. Any pungent liquid, be it catstink, spoiled milk, or (my personal favorite) week-old goat urine. A strong, repulsive smell to you is absolutely revolting to a creature with the Scent ability, just smash a vial on the ground in front of it as you retreat, or better, smash it on the baddie's face... If your DM allows this to disable the scent ability, you can hide a lot easier. :D
#180

jennibert

Nov 14, 2007 22:35:48
375. Never underestimate the value of a tactical retreat.

376. If an NPC seems too nice, and seems oddly unoptimized from a DM who loves to optimize, he's a villain. It is probably in your character's best interest not to start sleeping with him. (Not that I regret it--it was a great plot choice!)

377. Give your character a random phobia.

378. Always keep track of the time of day. You don't want to start digging up a graveyard in the middle of the afternoon. Your DM will never let you forget it!

379. If you are in a room in which you know there are pit traps, don't start charging around it.

380. Never purposefully attempt to fail at a skill at which you are untrained. This is the time you will roll the natural 20 to pull it off.

381. Fun as it might be, throwing the gnome is not necessarily the best option.

382. Web is your friend. Especially if you are also armed with fire.

383. A wand of magic missile is a low-level caster's best friend. Your spells never last as long as you think they will. And don't discount the benefits of the spell that always hits.

384. Just because someone is also good aligned does not mean they are your friend.

385. Just because someone is evil aligned does not mean they cannot be your friend. (Unless your paladin code prevents it...which hasn't come up in my games...)

386. It pays to befriend the people the town thinks of as "odd." Beggars have information. The crazy necromancer chick in the mansion has gold and useful scrolls. Etc...

387. Take notes. They don't have to be extensive, but it helps to be able to have your character remember things without having to rely on the DM to tell them to you.

388. I know it's been stated many times, but it bears repeating: There is no such thing as carrying too many weapons.

389. Be aware of Attacks of Oppotunity. Both how to hit people who provoke them, and how to keep from provoking them yourself.

390. Tumble. A lot.

391. Just because you are optimized for a particular skill (such as Sense Motive) doesn't mean that some evil won't be optimized for circumventing it (Bluffing you to your face...)

I think I got carried away....but great thread, Prom! A lot of fun! (And yes, I did read the whole thing...I should have been in bed an hour ago...)
#181

pukunui

Nov 15, 2007 0:55:08
Ok this thread is now very long ...

It's supposed to be long, Prom! It's 1001 adventuring tips and we're not even to 400 yet. Relax!

OK, here's a new one from me:

392) It pays to have a spellcaster in the party who is knowledgeable about spells ... that is to say, one that would be able to make in-character use of out-of-character things like the Spell Compendium. Direct damage spells aside, there are quite a few utility spells out there that can drastically increase a party's survivability. There are spells for increasing your mount's overland travel speed. There are spells for making someone in full plate less noisy. Even something as "obvious" as lesser restoration can really help because it gets rid of fatigue -- so you could force march your way across vast expanses of terrain, chugging lesser restoration potions as you go to avoid the fatigue ...

But if your characters don't know about those sorts of spells, you're outta luck!
#182

lordoftea

Nov 15, 2007 5:39:09
393.
if you can find some spare time, spend it buying stuff. You might end up having to rush to on a long dungeoncrawl, and you'll be heappy you have food, healing potions and the like.
#183

prince_of_parkness

Nov 15, 2007 15:40:20
394. Dont let the Half-black dragon Wartroll Barbarian/Frenzying Beserker/Ex-monk near alcahole
#184

wind_of_darkness

Nov 15, 2007 15:55:57
394. Dont let the Half-black dragon Wartroll Barbarian/Frenzying Beserker/Ex-monk near alcahole

394a. While you're at it, try to avoid allowing any character with the capacity to destroy a small city anywhere near alcohol. Especially if the penalties from intoxication won't hinder their destructive potential much.
#185

Prom

Nov 16, 2007 15:24:41
There's another thread running right now that's very similar to this one. So I guess this topic is popular or someone else liked the idea.

(395) Don't fight a ghost in melee combat, the strength drain from a ghost's touch is a real handicap. Not to mention hitting a ghost in the first place is pretty hard, this is a job for the cleric.

Prom
#186

pukunui

Nov 16, 2007 15:42:05
396) Be sure that you always have someone in the party who cares about doing in-game research because while the players might all recognize the value of knowing their enemies, they might be roleplaying their characters as country bumpkins who would sooner use a book for toilet paper than actually read what's on its pages ...

Trust me, having someone who can find stuff out in-character is one of the most valuable tools you can have for surviving in d&d. Without one, you just stumble blindly from one encounter to the next, always under-equipped to deal with what the evil gods throw at you and always finding yourself in awkward situations (like having to fight ghosts without any ghost touch gear or force effects like magic missile).
#187

cifer

Nov 16, 2007 20:11:30
397) While we're at it, remember that there may be ways to temporarily upgrade weapons with abilities you won't use too often. This can be enhancement crystals from MIC (Truedeath is probably the most common one) or minor schemas your rogue can use for Personal Weapon Augmentations (if you allow Eberron stuff). Both can be sold back without losing too much money when you no longer need them.
#188

chiaboco

Nov 17, 2007 11:46:41
im actually suprised no one mentioned this yet, but here it goes.

398) while adventuring in a dungeon with hinged doors, its usually a good idea (and an often unexpected one) to take a door off it's hinges and carry it around with you as cheap cover from LIGHT falling objects and most arrows. plus if dealing with a really stupid creature just stand the door up and hide behind it for a while and wait for the creature to walk away.

399) in conjunction with 398, it is in the group's best interest that instead of arguing who gest to keep the shiny door-knob, it is connected to come non-conductive wire-type object, has a current run into it, and thrown down the hall (into the room, ect...). that way whatever baddie is waithing around the corner that tries to pick it up gets zapped.

and yes I have actually had my players fight over who gets to keep the doorknob. (when my pcs say take everything, they mean take EVERYTHING.)

400) when you have a prisoner, or have found a prisoner, do not beat on them as they will usually get free sooner or later and often will hold a grudge. and as such, most of them have some sort of connection to a demon, king, church, or some other such annoying object.
#189

leo_neil316

Nov 17, 2007 14:03:05
(like having to fight ghosts without any ghost touch gear or force effects like magic missile).

Which brings us nicely to....

401) -Allways- have magic missile. Even if you normaly throw meta'd greater missile storms and meteor swarms at things for direct damage. Someone should allways be able to cast magic missile at a moments notice.

402) Fireballs are your friend.

403) The -first- thing you should hit an enemy spellcaster with is spellbreach. -Then- start throwing other things at them, preferably in a 'fast breach, then dispel, then the hasted tank with large weapon' way.
#190

wind_of_darkness

Nov 18, 2007 12:11:39
403) The -first- thing you should hit an enemy spellcaster with is spellbreach. -Then- start throwing other things at them, preferably in a 'fast breach, then dispel, then the hasted tank with large weapon' way.

Wait, what? Spellbreach...?

Hang on... that's in BG... so I'm going to assume it's a 2e thing, a Forgotten Realms thing, or both. Or did I miss something?
#191

thefrohmen

Nov 18, 2007 21:05:45
404) If he's got a towel for a weapon, don't bother running. Your still sc**wed.

405) If an metal gate is locked from the inside, for god's sake don't try to break it down.

406) If you hear any part of the song "Dueling Banjos", run.
#192

enmarnacu

Nov 18, 2007 21:23:30
407. Don't underestimate the power of a bag of tricks for creating diversions.
#193

mock26

Nov 18, 2007 23:07:50
Portable Hole + Bag of Holding = instant getaway or instant mosnter remover.
#194

feather

Nov 19, 2007 6:48:17
409. When you have an ingenious DM who you know has a lot of time to plan, DO NOT UNDER ANY circumstances underestimate classically weak monsters. The feat selections in the monster manual are utterly weak. When a DM takes a monster, selects the feats and gives it 1-3 class levels they can be phenomenally more powerful. I am thinking Ogre barbarians, Goblin rogues and the like.

410. Remember that a decent diplomacy skill character and a fair bit of gold in a donation can save you from death by dragon. All you need to do is bow, sing praises, give a fair bit of shiny stuff and the average evil dragon will have their ego fed and let you off easy.

411. Always attempt to lure a large creature into a tight fitting area to fight. It makes their attacks clumsy and liable to miss and gives the party of medium and small heroes a huge advantage.
#195

feather

Nov 19, 2007 7:07:14
412. D4 hitpoint characters should stay in the middle of party formation, not at the back. Keep the soft stuff in the middle at all times, attacks can come from both ahead and behind.

413. Mirror image seems like the ultimate protection until you close your eyes and blindfight the mage using it. 50% chance to hit is far better than 20%-25% chance or less.

415. You can afford not to worry about your reflex saves. You do need to worry about Fortitude and Will saves. Everything horrible relies on these two, while all you'll get from a failed reflex save is raw damage.

416. A maxed bluff skill combined with an intelligent player can get out of far more situations than a drawn weapon ever will. Even with characters that classically have sense motive, they barely ever have enough skill points to make the most of it. Lie, cheat and prevail!
#196

leo_neil316

Nov 19, 2007 7:45:28
Wait, what? Spellbreach...?

Hang on... that's in BG... so I'm going to assume it's a 2e thing, a Forgotten Realms thing, or both. Or did I miss something?

No I did, apparently it getting taken out in 3.5 (I'm sure I remember it from something 3e ish).

*mutters* I liked that spell.
#197

prince_of_parkness

Nov 19, 2007 13:20:29
Ignore this I made a mistake
#198

wind_of_darkness

Nov 19, 2007 13:47:32
Arguable. Id be tempted to rule of have a 50% chance to hit one of the 2-5 images

Naw, it works. You can't be confused by images you can't see:

An attacker must be able to see the images to be fooled. If you are invisible or an attacker shuts his or her eyes, the spell has no effect. (Being unable to see carries the same penalties as being blinded.)

But of course, shutting your eyes brings about all kinds of other problems, like making you very vulnerable to attack by everyone else. Like Rogues.
#199

prince_of_parkness

Nov 19, 2007 14:18:21
Naw, it works. You can't be confused by images you can't see:



But of course, shutting your eyes brings about all kinds of other problems, like making you very vulnerable to attack by everyone else. Like Rogues.

I stand corrected. Sorry Feather
#200

Prom

Nov 20, 2007 0:36:56
(417) Don't forget to take prisoners from the battle-field and interrogate them. It's the leaders you really want to interrogate, but sometimes you have no choice if they died in battle. Interrogating prisoners can be a wonderfully sick opportunity to roleplay the tough cop or torture an NPC. Just remember to get some information out of them before they die accidentally, get handed over to the law or you execute them.

Methods of torturing NPC's I will discuss some other time.

Prom

P.S. I'm trying real hard to keep a straight face.
#201

pukunui

Nov 20, 2007 1:23:59
It's the leaders you really want to interrogate, but sometimes you have no choice if they died in battle.

Especially when you're the reason they died in battle ... ;)
#202

shadowshimmer

Nov 20, 2007 9:29:21
418) Carry a dagger in your teeth when swimming or at other dangerous times when your hands are occupied. This has saved me more times then I can remember.
419)Never trust anyone until they have proven they are worthy. Sometimes that strange NPC or other party member is the main villain.
420)There is always someone who is a better swordsman or wizard. Stay humble, otherwise you will have dualists and challengers coming out of the woodwork.
#203

Prom

Nov 20, 2007 13:00:20
Posted by Pukunui,
Especially when you're the reason they died in battle

I'm not always the one who kills the leader, that was only once and he was very annoying to fight. It's the be-heading I'm fixated on after interrogation.

(421) If you get your character into trouble with the law, be prepared for the consequences. It's nice if you have a way to escape the Jail cell in advance, if you get caught. There's also the group jokes you will have to wear for a while too.

Yes, I've gotten carried away with having my character take matters into their own hand's and had my character thrown in Jail before. I got the party into a bit of trouble with the town law and my character. They didn't take my dimensional stride boots off my character so I had a way out, but didn't need to use it thankfully. It all turned out fine in the end, but the jokes from the DnD group of "do you want to spank this NPC", were long lived (natural consequence).

Prom
#204

pukunui

Nov 20, 2007 14:53:50
I'm not always the one who kills the leader, that was only once and he was very annoying to fight. It's the be-heading I'm fixated on after interrogation.

You've only had the one opportunity really. But I was just teasing you anyway.

but the jokes from the DnD group of "do you want to spank this NPC", were long lived (natural consequence).

I think they've only really stopped because the other players who were there at the time have since gone. The new guys don't know about it. Instead they're teasing you about running away all the time.
#205

keithas

Nov 21, 2007 2:33:32
surprised this hasn't come up yet

(422?) When playing rouge or other skillfull class and you have access to the complete .. books. Take the skill tricks! 2pts for some nifty tricks is always fun notably the movement tricks and manipulation sets.
#206

pukunui

Nov 21, 2007 2:53:00
surprised this hasn't come up yet

(422?) When playing rouge or other skillfull class and you have access to the complete .. books. Take the skill tricks! 2pts for some nifty tricks is always fun notably the movement tricks and manipulation sets.

Me too. I especially like the one that lets you touch-up your rouge on the go without the need for a mirror or brush. ;)
#207

Prom

Nov 24, 2007 14:20:22
(423) Torturing NPC's during an interrogation session, needs to be tasteful.

Taseful methods are: Slapping, PC's playing good cop and bad cop, threatening, head in a bucket of water, hanging them upside down from their feet for short periods of time while pouring water over their head (very effective), tickling feet, singing badly for a long period of time (boring for everyone other than the Bard).

Sick methods of interrogation are: cutting limbs off, the thousand cuts method, the use of a professional torture chamber, anything used from the Batman TV show from the 1960's, the hot iron applied to sensitive area's, etc. You get my point, I hope.

You may need the information you can get from a prisoner to avoid your party getting badly hurt, just remember when your dark-side is taking over.

Prom

P.S. Comments made in this post are made in jest and are in noway methods used by the writer of the post.
#208

pukunui

Nov 24, 2007 15:36:26
P.S. Comments made in this post are made in jest and are in noway methods used by the writer of the post.

Yeah right. ;)
#209

rellenmarn

Nov 24, 2007 20:03:22
(424) When your extra attacks are almost certain to fail consider using them to aid another.

(425) Every character should have some method of escaping a grapple, preferably dimension door.

(426) Many cheap items are generally more effective than one expensive item, stack those bonuses for all you are worth.

(427) Make use of abilities such as sunder, disarm and trip. Especially when your foe is trying to use wands, staffs, ranged weapons, scrolls, etc.

(428) Never let a dragon take a full attack, taking an attack of oppertunity is often worth avoiding this onslaught - also applies to many other creatures.

(429) Always have at least one golem bane scarrab in the party for two thousand gp you can overcome the damage reduction of any golem!

(430) If an encounter seems too powerful consider tactfully questioning it. My party came up against a group of darkmatles and the DM was using their darkness ability incorrectly. The creatures created total darkness which we could not see in and we were required to roll mischances and guess which squares they were in. Looking up darkmantles and discovering they used darkness as the spell I discovered we were only in shadowey illumination we retroacted and proceeded to demolish what had been looking like a lethal encounter.
#210

mulkr

Nov 25, 2007 10:30:36
431: Always, ALWAYS have the caster prepare a light spell. From lighting the passage to blinding creatures, theres nothing it can't do! (seriously, true story: The entire party was fighting a young adult red dragon. The spellcaster had used up all his spells (he prepared mostly fire spells, which sucked...) and all he had left was 1 ray of frost and and a few light spells. He cast light on the dragons eyes, blasted him with the ray of frost, and slunk back into the corner. The dragon was blinded, and that miss chance saved our butts, because we had just gotten done with a lernean pyrohydra... my god i hate those things.)
432: Use spells creatively, use swords without thought, and use a bag of tricks like theres no tomorrow, because if you don't, Lernean Pyrohydra's will eat your home town.
#211

larry_the_titan

Nov 25, 2007 16:56:53
431: Always, ALWAYS have the caster prepare a light spell. From lighting the passage to blinding creatures, theres nothing it can't do! (seriously, true story: The entire party was fighting a young adult red dragon. The spellcaster had used up all his spells (he prepared mostly fire spells, which sucked...) and all he had left was 1 ray of frost and and a few light spells. He cast light on the dragons eyes, blasted him with the ray of frost, and slunk back into the corner. The dragon was blinded, and that miss chance saved our butts, because we had just gotten done with a lernean pyrohydra... my god i hate those things.)

433: Remember that you don't have to prepare 0-level spells. The rest of your list will take enough time to prepare.

434: Read you spells always read your spells. Heck read your friends spells. You never know when you will have to remind someone that the spell they are using has a different effect then they are claiming. Some times its in your favor to know the spells that are being thrown around.

435: Light is a 0-level spell.
#212

Fireclave

Nov 25, 2007 18:02:53
431: Always, ALWAYS have the caster prepare a light spell. From lighting the passage to blinding creatures, theres nothing it can't do! (seriously, true story: The entire party was fighting a young adult red dragon. The spellcaster had used up all his spells (he prepared mostly fire spells, which sucked...) and all he had left was 1 ray of frost and and a few light spells. He cast light on the dragons eyes, blasted him with the ray of frost, and slunk back into the corner. The dragon was blinded, and that miss chance saved our butts, because we had just gotten done with a lernean pyrohydra... my god i hate those things.)

Light can't target creatures, let alone blind them.
#213

shadowshimmer

Nov 26, 2007 11:42:07
436. Beware, a Sphere of Annihilation can be placed in the most unlikely places.

437. The first chance you have, get some kind of water breathing. You will pat yourself on the back when that water starts pouring into the trapped room you are in.

438. Never call the Matron Mother who is sitting on her throne with her subjects all around her a ugly, bottom feeding jezebel.

439. Probably has been said but should be the first rule of survival. Never, never, never separate the party. No matter how fun you think it may be or what secrets you want to keep, just don't do it. If you need secrets then do what you got to do when the party is sleeping at night when you are on watch.

440. Wearing a shield on my back has saved my life more times then I can remember.

441. A shield can be used for bonking someone with just as much as blocking something.
#214

shadowshimmer

Nov 27, 2007 6:16:56
442. If a Centaur gets stuck in a pit, it will take forever to get him/her out of there. Even if they are ranger, do not let them go first.
#215

shadowshimmer

Nov 27, 2007 13:54:23
443. Every group, no matter what level or how powerful they think they are needs a person who can heal and a person to find and remove traps. It can be the same person or through magical means/devices but never leave home without these options.

444. If a suspect or potential enemy says they will be right back then they are either running for the hills or getting some kind of backup to wallop the group. Don't let them move a muscle or from sight.

445. If in dire straits and playing a rogue/bard, swallow the jewel or gem! Hey, you can always get it back later, even though it will not be pleasant.
#216

dungeon_dude

Nov 27, 2007 23:50:34
446: Not sure if this has been mentioned already, but keep the healer in commission at all costs. In a 2 player campaign beginning, me, a fighter, and my buddy, a cleric, I have had to save his hide twice, from forestkith goblins, and from dinosaurs. Both times I could have very well been beaten down while I still nursed the cleric back to health. Try not to have the cleric do much of the fighting.

447: Alchemist's fire is the DnD equivalent of an incendiary grenade; very useful for attack, and blocking off a chase route when escaping.
#217

shadowshimmer

Nov 28, 2007 9:55:11
448. Having the Tumble feat while playing a Monk has worked wonders for me.

449. When playing a Monk, sometimes it is better to just punch the enemy dead in the face instead of trying to get fancy and use predetermined attacks.

450. Being the superb archer of the century is great and all but if you are in places where you cannot use a Bow, have some skill with a sword.
#218

pukunui

Nov 28, 2007 13:12:33
448. Having the Tumble feat while playing a Monk has worked wonders for me.

Tumble feat?! Do you mean the feat that grants +2 to Tumble? Or do you mean the Tumble skill?
#219

shadowshimmer

Nov 28, 2007 15:21:27
It was Tumble back in the 2nd Edition I believe?? It gave +4 to your AC when you tumbled so I used it as a Monk to avoid getting walloped.
#220

Tovec

Nov 28, 2007 15:36:30
448. Having the Tumble feat while playing a Monk has worked wonders for me.

449. When playing a Monk, sometimes it is better to just punch the enemy dead in the face instead of trying to get fancy and use predetermined attacks.

450. Being the superb archer of the century is great and all but if you are in places where you cannot use a Bow, have some skill with a sword.

450b. If you are an order of a bow initiate, sell your sword and buy an extra bow.
#221

pukunui

Nov 28, 2007 15:42:38
It was Tumble back in the 2nd Edition I believe?? It gave +4 to your AC when you tumbled so I used it as a Monk to avoid getting walloped.

There were no feats in 2nd edition. Nor were there any monks (at least not in the core 2nd edition game) ...

In 3rd edition, Tumble is a skill. I believe having 5 ranks in it gives you some sort of AC bonus when you're fighting defensively or something. I don't remember exactly. There's also a feat, I believe it's Acrobatic, that grants a +2 to your Tumble modifier.
#222

brianmc223

Nov 28, 2007 17:39:31
Rope has alredy been stressed in this topic, and I beleive how much a rope is shortened when you tie knots into it was brought up. About 2.88 inchs per knot. According to the DMG description of Animated Rope, which shortens by ten feet when a knot is made every foot to end up a 50 foot knoted rope. (144 inchs devided by 50 knots.)
#223

mock26

Nov 28, 2007 19:02:13
It was Tumble back in the 2nd Edition I believe?? It gave +4 to your AC when you tumbled so I used it as a Monk to avoid getting walloped.

But that AC bonuse only worked when you were tumbling out of combat. You couldn't get that bonus and attack on the same round.

===================================================

There were no feats in 2nd edition. Nor were there any monks (at least not in the core 2nd edition game) ...

In 3rd edition, Tumble is a skill. I believe having 5 ranks in it gives you some sort of AC bonus when you're fighting defensively or something. I don't remember exactly. There's also a feat, I believe it's Acrobatic, that grants a +2 to your Tumble modifier.

Feat and skill are just names that are used to represent some of what used to be called weapon and non-weapon proficiencies. And, in 2nd edition, there was a non-weapon proficiency called tumbling.

And while the monk was not in the core books it was in one of the offical supplement books that came out later on.
#224

pukunui

Nov 29, 2007 0:37:05
Feat and skill are just names that are used to represent some of what used to be called weapon and non-weapon proficiencies. And, in 2nd edition, there was a non-weapon proficiency called tumbling.

Fair enough. I haven't played 2nd edition in over 10 years. I always hated the term "non-weapon proficiencies" though.

And while the monk was not in the core books it was in one of the offical supplement books that came out later on.

I thought someone would come along and correct me which is why I added the parenthetical comment about the core books ... :P
#225

shadowshimmer

Nov 29, 2007 6:27:09
"But that AC bonus only worked when you were tumbling out of combat. You couldn't get that bonus and attack on the same round." Exactly what it was used and sorry for calling it a feat. It was called a non-weapon proficiency as I have not played that character or second edition for ten years or more.
#226

Prom

Nov 30, 2007 0:23:56
(451) Make sure to have atleast one person in the party who can handle the puzzles and riddles your party comes across in a quest. Having a character with high Intelligence or knowledge skills will not solve a quest puzzle but it does help. The simple fact is that players have to use their brain and figure out puzzles, rolling dice doesn't get it done. Talk about the possibilities as a group and trying things out.

Puzzles and riddles may or may not get your character killed but they can slow a game down if you switch your brain off.

Prom
#227

shadowshimmer

Nov 30, 2007 10:38:44
452) Always and I mean always have a way to quickly produce fire. It can be from magic or tools but you must have a way because after your first encounter with Trolls in D&D as a rookie and you cannot get fire going, things get really bad.
453) Never call or think to yourself that the Mind Flayer you meet looks like a calamari dinner plate.
454) When the potentially evil Druid asks you what you would like to eat at the dinner for peace talks do not say their animal companion.
#228

silver_dragon13

Dec 01, 2007 8:05:31
455. Feel free to say NO... If your DM wants your 2nd level party to beat half a dozen Iron Golems, refuse. If your DM sets up a situation that will PWN all of the party, just tell them NO!:lightbulb
#229

mulkr

Dec 02, 2007 14:37:33
damn... didn't realize it couldn't target creatures... ill have to apologize to my DM for that one... thanks for telling me.
#230

Prom

Dec 03, 2007 13:25:02
(456) Having a horse to ride is helpful for travel, but if you want to fight on horseback, get a warhorse. A DC 20 check for controling a non combat trained horse is tough for anyone to pass. I would not bother getting a warhorse or fighting on a warhorse till you can automatically pass the DC 10 check for fighting with a Warhorse. Don't forget the warhorse needs armour too.

Prom
#231

eragon_seer

Dec 03, 2007 13:53:33
557. Never I repeat NEVER ask the dm for advice on what to do in a situation, if you are expecting him to just give you the answers you are just too wrong.

558. when you see a room with a checkered floor with both red and blue tiles do not step on the red!
this happened to my players and fits in to 557. so they enter the room
player 1. hmmm red is universaly a color of like death so maybe we should only step on the blue
player 2. well maybe, what do you think [my name]
dm [me]. well there is the small possibility that its just a regular floor. but dont quote me on that
player 1. I dont know maybe we should...
player 2. heck with this we wasted to much time here.
and so he stepped on the floor and after a few steps one of the red tiles exploded under him nocking him down to -5 the other player managed to stabalize him but could not save his legs and so he was nicknamed "stumpy" until he could nab a regeneration spell
#232

mr_arcane

Dec 03, 2007 21:37:26
559) The group planner needs to have several plans in case things go wrong, if luck isn’t on your side, or time runs out on Plan A. As the planner, keep some books on hand, have a high Knowledge skill or high INT, or be a member of the local library: using all possible resources can help make a plan MOSTLY idiot proof. Plan B is never “murder the hell out of the other guys.” That’s always the final resort.

I say mostly because if everyone isn’t in on the plan things can go horribly awry. Say you’re in the middle of a disguise, in the middle of a meeting of bad people that want you dead. If a new PC or a clueless character walks in on this meeting, you either have a choice of keeping the disguise and possibly killing or locking up the offending PC or falling back Plan B.


560) As a precaution, make sure that everyone is in on a plan. This way they can help and make sure the plan succeeds.

This leads me to my explanation on my contribution:

I have had some interesting adventures that resulted in the party taking a prisoner. Interrogation was odd to say the least. I was playing the Warlock and I realized that I had quite a few ranks in disguise and bluff. We knocked out our intended victim (a Yuan-ti pureblood) and tied him up. My little homebrew race, a tauric snake elf, had the resemblance to a Yuan-ti Halfblood with the proper diguise (In my case, a mask and cloak desgined for those with two legs). So we tied me up as well as our suspect. We had some very unorthodox methods. I was poked and prodded along with our hostage until he finally spilled the beans. We got what we needed and I just pulled the fail-safe knot our Rogue put into my bindings, revealing our deception. Needless to say, our target was mildly angry. Our party, being mostly chaotic neutral, let the CE swashbuckler have his way with the pureblood. While still tied to the chair, he was heaved over the side of the airship.

Now knowing what our groups’ stalkers/would-be assassins motives, we are going to their super secret meeting, me in my Halfblood disguise and our Rogue as my bodyguard. We have several plans lined up, as I seem to be the group’s planner:

One involves us actually getting away with this and letting our Swashbuckler and our backup do their stuff.

If we get caught, we call in the swashbuckler and friends.

Back up-back up plan: if we get caught and it seems that we are grossly outnumbered or over powered, we have the Rogue and her lock picking skills bust us out and the swashbuckler can kill everyone in their sleep like we all know he wants.

I pray we don’t have to use our last resort plan.
#233

mock26

Dec 03, 2007 22:22:05
If you ever hear that tiny little voice in the back of your head whispering dire warnings to you, LISTEN TO IT!
#234

akisa_dup

Dec 03, 2007 23:14:18
558. when you see a room with a checkered floor with both red and blue tiles do not step on the red!
this happened to my players and fits in to 557. so they enter the room
player 1. hmmm red is universaly a color of like death so maybe we should only step on the blue
player 2. well maybe, what do you think [my name]
dm [me]. well there is the small possibility that its just a regular floor. but dont quote me on that
player 1. I dont know maybe we should...
player 2. heck with this we wasted to much time here.
and so he stepped on the floor and after a few steps one of the red tiles exploded under him nocking him down to -5 the other player managed to stabalize him but could not save his legs and so he was nicknamed "stumpy" until he could nab a regeneration spell

Except if I was the DM I would design it so there would be an equal number of blue and red titles that would set off traps. Any real life trap designer would never design a trap that could be circumvented by only stepping on black titles. Now granted with rogue or spell find trap was used yes I would allow them to use it. If you don't have a rogue then sometimes capturing and interrogate dungeon guards or perhaps documentation (Although why would it found in a non secure part of the dungeon is beyond me).
#235

eragon_seer

Dec 04, 2007 15:43:03
yes well it was my first dungeon, and they were new players so I started it of with something simple, and they had no rogue so I had to make a trap easily avoided
#236

cinnamonator

Dec 04, 2007 17:36:02
561)

Never, ever, ever, ever, never, ever cast Shroud of Undeath while in the realm of a lich with demi-diefic powers...ever.
#237

adrian_crane

Dec 04, 2007 18:27:06
433: Remember that you don't have to prepare 0-level spells. The rest of your list will take enough time to prepare.

What do you mean by this? The PHB says spells take a fraction of an hour equivalent to what proportion of your total spell levels they use, but always at least fifteen minutes...or did I miss something? I'd love spontaneous cantrips.
#238

shadowshimmer

Dec 05, 2007 9:08:37
562. Never throw cold water on the neck of a sleeping Dragon. It just does not turn out well for all involved.
#239

shadowshimmer

Dec 05, 2007 9:09:49
563. Displacer, Displacer, Displacer, never leave home without it.
#240

Prom

Dec 05, 2007 13:45:20
Posted by Shadowshimmer.
563. Displacer, Displacer, Displacer, never leave home without it.

What does this mean? Do you want everyone to bring along a displacer beast with them, lol. A special displacer item (maybe a washer) or have the spell "displacement" prepared. Unless your point is that people should have the spell "true seeing", to reveal a displacer beasts true location. Could you enlighten me please?

(564) It is not necessary to MAX out all your classes skill slots. DC's on a lot of skill checks are not that high.

Examples, with a heal check the most common DC you will need to roll is 15. A ride check is usually going to require a DC 5 to 15 rolled, so there's really no point in having 20 ranks in ride.

Prom
#241

pukunui

Dec 05, 2007 15:12:41
What does this mean? Do you want everyone to bring along a displacer beast with them, lol. A special displacer item (maybe a washer) or have the spell "displacement" prepared. Unless your point is that people should have the spell "true seeing", to reveal a displacer beasts true location. Could you enlighten me please?

I'll second that.

(564) It is not necessary to MAX out all your classes skill slots. DC's on a lot of skill checks are not that high.

Examples, with a heal check the most common DC you will need to roll is 15. A ride check is usually going to require a DC 5 to 15 rolled, so there's really no point in having 20 ranks in ride.

And don't forget that a natural 1 doesn't mean an automatic failure with skill checks, so chances are if you've got a high enough modifier to equal, if not beat, a particular skill DC, then you won't have to roll at all.

However, circumstantial modifiers can affect your skill check or the DC to the point that you might still need to roll, but the DM might just do it for you so you don't know what's happening ...
#242

shadowshimmer

Dec 05, 2007 16:24:05
564. Displacer cloaks are must have in our games. Sorry that was not clarified. The idea of everyone having a Displacer Beast does sound great thought, LOL. We could be the Displacer Claw/Flaw gang.
#243

ravenshrike

Dec 05, 2007 18:34:24
Naw, it works. You can't be confused by images you can't see

Actually, assuming you're using the real mirror image, it doesn't work. Only if you're using the simplified everything in one square version does this become a viable tactic.
#244

my_appendix_blew_up

Dec 05, 2007 23:51:27
Always roleplay well, if you bother a DM by not playing your char like you said you would, baaaad things happen to you.

My current DM allowed his younger brother to play with us. He made a half-fiend rogue, however he acted just like a normal person, just with special powers. The DM asked me (in private) to poison him at our next meal. I gladly obliged.

Respect the DM!!!!
#245

larry_the_titan

Dec 06, 2007 5:40:55
Always roleplay well, if you bother a DM by not playing your char like you said you would, baaaad things happen to you.

My current DM allowed his younger brother to play with us. He made a half-fiend rogue, however he acted just like a normal person, just with special powers. The DM asked me (in private) to poison him at our next meal. I gladly obliged.

Respect the DM!!!!

I don't mean to be a Rules Lawyer buy you and your DM forgot that Half-fiends are immune to poison.
#246

pukunui

Dec 06, 2007 13:40:34
I don't mean to be a Rules Lawyer buy you and your DM forgot that Half-fiends are immune to poison.

LOL. Serves them right for such blatant metagaming. ;)
#247

mooncalf

Dec 06, 2007 18:55:12
Magical arrows can be useful in a pinch, but it's a money drain in the long run. If you absolutely need magic arrows, ask the wizard or cleric to prepare Magic Weapon or Greater Magic Weapon for you.

Teamwork is a wonderful idea. Unless your character concept explicitly requires you to be a secretive, xenophobic, obsessive lone wolf, you should share what you can do and try to make it work with the others. Especially if you're a caster.

Pay attention to written clues. Sometimes, the DM wants to test your puzzle-solving skills as well, and the cryptic clues on the wall may solve it easily. And when you ignore the obvious clue in favor of bashing the door open, the DM can get a bit fed up.

If doing something, such as bashing on a door with a puzzle lock, causes you energy damage every time you do it, chances are whoever built it didn't want you to do that sort of thing.

This doesn't mean you can't succeed by doing this (sooner or later, you'll break the door... if you're still alive). But it won't be painless.

The DM usually approves of creative thinking.

Bashing down everything and killing everyone does not constitute creative thinking.

Don't whine and complain just because you did something boneheaded and got punished for it.

An ability score of 10 means 'average'. Just because most PCs have higher scores does not mean a commoner is a weakling or a gullible idiot. And don't assume the merchant has average scores either.

Goblins have the same average intelligence as the average human. Just because they live in dirty caves and generally don't speak common doesn't mean they're gullible morons who will fall for any trick. They're cunning.

Don't assume every monster is a moron who will only charge directly at you or stand and fight. Don't assume every monster has the ability scores noted in the book. Don't assume they have only the mentioned HD.

Retreating is craven and cowardly. It also usually results in you surviving another day.

Retreating rarely works when your opponent is faster than you, unless you have a way of movement they can't follow, such as flying or burrowing.

Retreating through the corridor you previously trapped heavily - and you know where the triggers are - can be a surprisingly effective tactic.

Tanglefoot bags can save your life.

Scrolls are expensive in the long run, but they can drastically expand your arsenal.
#248

larry_the_titan

Dec 07, 2007 6:59:28
Magical arrows can be useful in a pinch, but it's a money drain in the long run. If you absolutely need magic arrows, ask the wizard or cleric to prepare Magic Weapon or Greater Magic Weapon for you.

Don't enchant Arrows enchant your bow which will then bestow that bonus to any ammo you you fire from it. People who just enchant arrows are just wasting cash.
#249

Zarith

Dec 07, 2007 10:25:53
Actually, assuming you're using the real mirror image, it doesn't work. Only if you're using the simplified everything in one square version does this become a viable tactic.

According to the description of Mirror Image in the SRD, it is a viable tactic. (This has been quoted before but I'll repeat it here)

From SRD (very end of Mirror Image)-

An attacker must be able to see the images to be fooled. If you are invisible or an attacker shuts his or her eyes, the spell has no effect. (Being unable to see carries the same penalties as being blinded.)

Oops, forgot to post -

581 (I think) – As a spell caster, Energy Substitution (Sonic) is your friend.

582 – The enemy of your enemy is only your friend if he’s currently helping you flank your common enemy. Once your common enemy is defeated, all bet’s are off.

583 – If a seemingly helpless NPC is smiling, run.
#250

Prom

Dec 08, 2007 22:05:28
(584) Avoiding ambushes can be difficult even if you do search, spot and listen checks. But when the party is clearly outnumbered and out-classed because extra enemies have jumped out of nowhere, that's when it's time to try and escape.

Escaping ambushes is not as easy as it sounds, so be prepared for Plan B. Have your character fight as long as you can, as hard as you can and die as a hero should.

Prom
#251

pukunui

Dec 08, 2007 22:16:59
(584) Avoiding ambushes can be difficult even if you do search, spot and listen checks. But when the party is clearly outnumbered and out-classed because extra enemies have jumped out of nowhere, that's when it's time to try and escape.

Escaping ambushes is not as easy as it sounds, so be prepared for Plan B. Have your character fight as long as you can, as hard as you can and die as a hero should.

Prom

585) If an encounter looks too easy, be suspicious.


(p.s. for the record, it wasn't an ambush, it was a trap. There's a difference.)
#252

turalisj

Dec 08, 2007 22:20:02
586) When going out for an adventure, make sure to bring plenty of steak. Those orcs are hungry too!


(long story short, it was my first dnd session, we were low on health, and the only thing I had was a steak in my bag)
#253

mooncalf

Dec 09, 2007 12:30:46
Escaping ambushes is not as easy as it sounds, so be prepared for Plan B. Have your character fight as long as you can, as hard as you can and die as a hero should.

Prom

Dying is not a battle plan. It's something that happens when you have no good battle plan.

Escaping is the choice of a coward, but a coward who may live. Duking it out 'til the last drop is usually only the preferrable choice if you think you may be able to finish off your foes before they finish you off, and if you think fleeing may be more harmful than fighting (such as if they have archers and/or casters who prefer if you're at a distance).
#254

ravenshrike

Dec 09, 2007 12:58:09
According to the description of Mirror Image in the SRD, it is a viable tactic. (This has been quoted before but I'll repeat it here)

From SRD (very end of Mirror Image)-

An attacker must be able to see the images to be fooled. If you are invisible or an attacker shuts his or her eyes, the spell has no effect. (Being unable to see carries the same penalties as being blinded.)

Yes, but with the proper MI, the images actually occupy different contiguous 5 ft squares, which means you have no way of knowing when your eyes are closed which square the mage actually occupies.
#255

Zarith

Dec 09, 2007 13:41:36
Yes, but with the proper MI, the images actually occupy different contiguous 5 ft squares, which means you have no way of knowing when your eyes are closed which square the mage actually occupies.

So where is this "Proper MI" found? The spell description in both the SRD and the PHB say the spell has no effect when an attacker shuts their eyes. Even if the images go outside the 5' square, your eyes are closed, so you wouldn't see them. You would attack as if the defender (and all other enemies) was invisible to you.

Blinded
The character cannot see. He takes a -2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a -4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.
#256

armarant

Dec 09, 2007 21:34:08
587) Always take first watch. Nothing ever happens first watch.

588) When lost in a cave/labrynth/maze/tomb or catacomb, always turn left.
#257

vineyard

Dec 09, 2007 22:58:36
589. ALWAYS! ALWAYS!! carry at least two pitons. use them to wedge doors/hatches shut, keep doors open, pry doors/hatches open, secure a rope, drive a crack in stone (thousands of possibilities here), drive a crack in a giants skull, etc. etc. etc.
#258

cheezgrater

Dec 09, 2007 23:11:11
590.) If you can find ways to boost your speed, do it. Remember, you don't have to outrun the hungry dragon, just the rest of the party.

591.) If the hallway/door/chest/other looks completely innocent and safe, it just means that you failed to detect the traps.

592.) If the hallway/door/chest/other had a trap that you found and disarmed, there is another trap that you didn't see.

593.) If there are no traps, that just mean there's an ambush coming.

594.) Always wear gloves. Contact poison sucks.
#259

Prom

Dec 10, 2007 0:02:01
Posted by Mooncalf,
Dying is not a battle plan. It's something that happens when you have no good battle plan.

Escaping is the choice of a coward, but a coward who may live. Duking it out 'til the last drop is usually only the preferrable choice if you think you may be able to finish off your foes before they finish you off, and if you think fleeing may be more harmful than fighting (such as if they have archers and/or casters who prefer if you're at a distance).

I don't disagree with you. My point is that somethings are going to kill a character or party no matter the planning or tactics, so make a good show if your character is going to die.

Prom
#260

shadowshimmer

Dec 10, 2007 9:01:17
595. Trying to use a shield made out of dragon scales against a Red Dragon's fire breath did not really work out for me like it did in the movie Dragonslayer.
596. A torch at times can be just as useful as a sword.
597. Vorpal duels can end very badly if you participate in them long enough.
#261

icuall

Dec 10, 2007 9:39:22
587) Always take first watch. Nothing ever happens first watch.QUOTE]

Why do you want to be sleeping when something is going to happen? I'd want to be up and prepared just in case.
#262

Zarith

Dec 10, 2007 9:40:47
I don't disagree with you. My point is that somethings are going to kill a character or party no matter the planning or tactics, so make a good show if your character is going to die.

Prom

You got that right, nothing worse then going out with a whimper.
#263

iabes_q_c_a_mahorella

Dec 10, 2007 11:34:00
Don't enchant Arrows enchant your bow which will then bestow that bonus to any ammo you you fire from it. People who just enchant arrows are just wasting cash.

Aye, but it's fun to have a +5 seeking bow with +1 flaming frost acid shock holy arrows.
#264

turalisj

Dec 10, 2007 19:12:42
Pay attention to written clues. Sometimes, the DM wants to test your puzzle-solving skills as well, and the cryptic clues on the wall may solve it easily. And when you ignore the obvious clue in favor of bashing the door open, the DM can get a bit fed up.

Unless said door happend to have turned the three or four astral constructs you sent against it (screw the complete psionic nerf) into ecto-slag, then you slowly back away and find a different rout,
#265

Prom

Dec 12, 2007 23:42:17
(598) Ask for help when you need it. Your not stupid or weak if you need advice from someone else.

Prom
#266

taradusis

Dec 14, 2007 10:20:59
599) When a C/N gnome bard or kender tries to join your group. 1) Beat them up. 2) Tie them up. 3) Steal their stuff. 4) Flee. This will help you to survive and survive with your sanity intact.
#267

twad

Dec 14, 2007 22:41:25
I remembered some more

357. Code Phrases or Words
Have pre-arranged code words for your party that you can say in conversations.

Warning location of danger:
Example, "what time do you want to eat lunch tomorrow, 3:00 ?" means get ready, suspicious person(s) or danger at our 3 o'clock.

Impromptu Preemptive Strike to commence in next round:
Example, "...... sun was really 'Lit up' today...." with Lit Up as the key words, because the sun is the brightest light and it does not need to be lit.

358. Rendevous location
Works in urban areas better, designate a location other than where you are sleeping if something dangerous happens and you can not go back to your lodgings and the party is split up.

very good ideas!
#268

twad

Dec 14, 2007 23:20:59
600- Fire, especially forest fire. When used correctly the smoke can cover your movements, be a big nuisance to everyone in the smoke, fire block passage and damage the ennemies, and anger the local druids.

601- Politics; essentially, by "pulling" the right strings, you can make someone (the mayor/king/ect) do your job at your place (killing the baddies) with minimal cost to yourself.

602- The town guards are there to help you.. well, usually. Enough proof or good diplomacy can net you a squad to back you up or even more.

603- when trying to "lay low for awhile", dont go about your business in town with your usual equipment, armor and battlegear.. Dress up like the joe average and keep your stuff hidden but not too far away.

604- When in hiding from the authorities, sometimes "hide in plain sight" works wonders. They are going to search the outlying houses/caves/sewers but not so much attention to the marketplace.
#269

Prom

Dec 16, 2007 2:14:11
(605) If your character must shot into melee combat on a regular bases, make sure you have the feats "Point blank shot" and "Precise shot". It also helps if you ask the fighter (tank) to sidestep around the enemy with their five foot step. Moving your own character is also a good idea, so you get a clear shot. If your own party members are providing cover to the enemy because they are in the way, then your not likely to hit much. Then the tanks going to get nailed (followed by you).

Prom
#270

prator_the_golden

Dec 16, 2007 13:14:34
605. Don't just put random stuff in your mouth. That potion-bottle/fountain/pool/table of food could well be poisoned, or at least inedible, or you might be forbidden to consume it for some reason (This applies in real life, too!).

606. 605 is what detect poison is for. That spell is NOT useless.

607. Always try to have a sense of probabilities about you. If a fireball hits you for 30 damage, and you know you can take up to three more hits like that before being killed, then you know whether to run, fight, or surrender.

608. If the same advice is given to you repeatedly, it's either very good advice or people are conspiring against you.

609. Just because you're paranoid doesn't mean you're wrong about the danger.

610. If you can't damage it, stun it, knock it out, or insta-kill it, when what the hell are you fighting it for?
#271

squibthepirate

Dec 16, 2007 14:51:22
611) Rogues should consider Boots of Levitation. Why make a Move Silently check when you can hover just high enough to make no noise, or let someone be bait to pull the baddies through the door you are floating over. Sneak attacks abound.
#272

pukunui

Dec 16, 2007 15:09:58
611) Rogues should consider Boots of Levitation. Why make a Move Silently check when you can hover just high enough to make no noise, or let someone be bait to pull the baddies through the door you are floating over. Sneak attacks abound.

Boots of Levitation only let you go up and down (as per the levitate spell). Also, they wouldn't negate the need for a Move Silently check. Having your feet not touch the ground doesn't make you totally silent. Your clothing and equipment would still rustle and clink, etc etc. There would probably also be a bit of noise from you moving through the air as well. If you don't want to have to make a Move Silently check, then you need to use silence.
#273

squibthepirate

Dec 17, 2007 0:02:39
Boots of Levitation only let you go up and down (as per the levitate spell). Also, they wouldn't negate the need for a Move Silently check. Having your feet not touch the ground doesn't make you totally silent, after all. You need a silence spell for that.

Hmm.....well its a good thing we got bored of that campaign the day I bought those boots.
#274

shadowshimmer

Dec 17, 2007 12:11:05
612) If the party's Centaur says that he is not giving your Rogue Halfling a ride like "any good horse" then do not try climbing up on them for a gallop.
613)Always cut of the head of a vampire you are trying to kill. The stake you inserted may have just grazed the heart and then you have one angry vampire.
614)An aggressive party member with a sword of slicing in a dark room that does not at least have blind fighting can be just as dangerous as a Red Dragon.
#275

larry_the_titan

Dec 17, 2007 12:49:59
615) If your party has a Druid with an animal companion do not try to ride it with out permission. Its considered rude and dangerous.

616) If you come into the room after being gone for a minute and the party says they have a plan and send you off on your own with out telling you anything but were to go. You are the bait.

617) If the party just randomly decides to spilt up before going into a known battle, go with the character you like the least. This can end a few different ways but 2 of 3 common solutions end in your favor. 1 you get in over your head and ditch them before they can ditch you good for you, 2 you both end up over your heads and they ditch you before you can get out bad for you, 3 you both fight bravely beside one another and you get through fine, this is the true goal of the battle because your characters now have a reason to get along and proof already that they can.

Luckily the one time number 617 happened the 3rd option is how it turned out. Even though I could of gotten away from the battle.
#276

Tovec

Dec 17, 2007 20:48:42
618. Make sure the DM knows your marching order.
619. Make sure the DM knows your sleeping habbits both in the city and in the wild.
620. Failure to comply with rules 618 and 619, or suddenly changing them when the DM asks, will result in a near-TPK because of misunderstandings.
621. The gods don't care about the plight of mortals, not even your own god.
622. The DMPC will always get better loot from the gods then you. Deal with it.
623. (I think this was stated earlier) Even if you have an everburning torch, carry some tindertwigs and regular torches. Fire is good.
624. Worship the lady of pain, unless you live in Sigil.
625. "My deity is the goddess of death and magic." isn't a good enough reason for the LN "paladin" to do blatantly CN (siding CE) things!\
626. Time travel will be meddled with by a first time DM, he will mess it up. As a player try not to abuse his mess up and be nice, or you can be marked for death from that point on.
627. Custom builds are inherently broken, play test them and ask other people before instituting them.
627b. Any base save progression which increases 1 per level (for +10 at 10th) IS BROKEN!
628. DON'T DESTROY THE PLANE!
#277

ace_of_time

Dec 17, 2007 21:18:12
Like I said, man: NEVER say no to healing potions. 'Specially if they're free or at another party member's expense.

147. Don't take prisoners unless your moral code demands it OR you think you stand to benefit significantly from lugging one around. Prisoners are huge liabilities in dungeon settings, because must you simultaneously watch out for them and watch THEM while still being aware of possible external threats. Plus you have to feed them.
148. If you see a small white rabbit sitting on top of a decapitated corpse, don't panic: just chuck an explosive device at it. If you lack an explosive device, run.

149. Know when to hide. You'd be surprised how many of your problems can be solved with Full Cover or Total Concealment.

150. Don't just attack; make sure whatever beastie that's scaring you is actually hostile first. Animals in the wild generally won't threaten you unless they feel threatened themselves.

I play kobolds. They always take prisoners but for some reason they never last more then a day.:evillaugh
#278

emissary666

Dec 19, 2007 17:45:29
629: Unless fighting a monster with regeneration or fast healing past 0 or the Diehard feat, -1 is enough to keep them out of the fight. Kill them later or take them prisoner.

630: Never doubt the benefit of having a hopelessly cross-classed character in the party, you never know when you might need bait.

631: Draconic, Under-common, Goblin, and Giant are four MUST KNOW languages.

632: A blood-sacrifice to a vampire can earn you friends in high and dark places.

633: NEVER LET THE FIGHTER TALK TO THE KING!

634: AND FOR THE LOVE OF GOD KEEP THE ROGUE AWAY FROM THE ROYAL TREASURY!

635: An adept is a surprisingly good hireling in case the cleric goes down.

636: Always have backup gear hidden on your person

637: Carry weapons which can deal at least two types of damage, like the scythe or mace

638: Always carry cheap glass jewelry for bargaining with the stupider monsters

639: A light warhorse, spear, and shortbow is all you need to be a versatile fighter in a wide open area

670: Never leave home with out at least 5 potions of Cure Light Wounds
#279

nightmare_composer

Dec 19, 2007 20:04:11
671: Give your character a back story! Seriously, it will help you develop your character, help your DM and fellow players understand your character and his/her role in the group, and above all its fun and makes for better game play. Its not really an adventure tip, but I had to mention it.
#280

Prom

Dec 20, 2007 0:29:39
Posted by nightmare_composer,
671: Give your character a back story! Seriously, it will help you develop your character, help your DM and fellow players understand your character and his/her role in the group, and above all its fun and makes for better game play. Its not really an adventure tip, but I had to mention it.

Actually I do think it is a survival tip. If you build a character back story, then you have invested a good deal of time creating it. Which I would like to think will motivate a player to keeping the character alive.

If all you have is a set of numbers, then rolling up another character if they die is no really issue (in theory). I really like this tip.

Prom
#281

pukunui

Dec 20, 2007 0:36:51
Actually I do think it is a survival tip. If you build a character back story, then you have invested a good deal of time creating it. Which I would like to think will motivate a player to keep the character alive.

If all you have is a set of numbers, then rolling up another character if they die is no really issue (in theory). I really like this tip.

Prom

Me too. Bravo, nightmare_composer!
#282

prince_of_parkness

Dec 20, 2007 18:18:08
672. Just to reinforce what others have said until now, before negotiating with anyone, render the barbarian unconsious/mute and paralyzed
#283

emissary666

Dec 20, 2007 18:59:02
673: Eating a beholder corpse does not give you telepathy

674: Consider all sentient monsters potential allies, even when fighting them

675: Don't take prisoners if you have conscious survivors, let them live and they have the potential to be a new ally

676: Just because it looks like a trap does not mean it is one

677: Just because it looks un-trapped doesn't mean it is safe

678: A well used prestidigitation can be more useful than a wish spell

679: Just because they look like an ally does not mean they are one

680: Just because they look like an enemy does not mean they are one
#284

Tovec

Dec 20, 2007 19:56:23
681. Dragon's bodies retain their type even when dead. (Meaning the Green Dragon's blood is still acidic.)
682. Checking for traps when the DM doesn't ask then failing those checks may institute a trap being placed where it wasn't before.
683. When disarming a trap, 1+1 doesn't always equal 2, try 3.
684. When all else fails, try doing it again.
685. Even the small things can hurt you. Scratch that, ESPECIALLY the small things can hurt you.
686. Killing helpless or easily killed things in the middle of nowhere can have bad results. Like strong guardians coming out of nowhere to kill you.
687. The DM is always right. Even when he's wrong.
688. The player is always wrong. Even when they're right.
689. Gods see everything, always.
690. Nerull is the NE god of death because he likes killing, not because he is in charge of it.
690b. We don't know what Wee Jas is the goddess of death. For my money its because she should be in charge of where souls go.
691. No one knows what LN, N or CN mean, not really.
692. If the LG paladin is killing innocents, he isn't LG.
693. If a (advanced) Guardinal comes out of nowhere, you did something wrong and are going to be punished.
694. Gods have Something wrong with them. It may not always be the same thing each time you meet.
695. The elf with blue eyes is your friend. He is also the friend of your enemy.
696. Always be worried if you are instructed to make an army. Especially if you don't know why.
697. LN doesn't mean you can't lie.
698. LN doesn't mean you can't steal.
699. LN shouldn't cheat.
700. LN is not necessarily your friend.
701. CN doesn't mean insane. Not always anyway.
702. CN: "He is NOT as likely to jump off a bridge as cross it."
703. Just because you own the material doesn't make you right. It doesn't even make you knowledgeable.
704. No one really understands the alignments
705. Most figure that the alignments are needed, even if no one understands.
706. Frenzy is a godsend in the right circumstances.
707. Frenzy is a devilsend in most circumstances.
708. "There is no spoon."... No, really, there is no spoon!

We'll get to 1001 sooner rather then later. What happens when we get there?
#285

demonfey02

Dec 20, 2007 22:13:45
709. If you meet a kender, or something described as kender like, either run fast or kill it as fast as possible.
710. If you meet a "metal kender", just run. It won't help, but it'll make you feel better.
#286

wonton2006

Dec 21, 2007 2:20:12
Only read about three pages, sorry... but, here.

711. SHATTER!! This is one of the most useful spells in the world. It can completely destroy reasonably and unreasonably weighted objects of any material (10 pounds/level, max 100). If you're a spellcaster, just take this spell for a spin one day and you'll be surprised how many uses you can find for it. Otherwise, a wand of shatter should be possible and relatively cheap (unless I'm wrong and it's not... lol)

712. When you're shopping don't bother 'saving' money for future purchases. Planning is good, yes, but you don't know how long it will be before you have the chance to stock up again. Instead, buy 10 extra tindertwigs or something. Who knows??

Which leads me into...

713. EQUIPMENT!!! Obscure equipment, obscure uses of mundane equipment, or even just lots of mundane equipment CAN SAVE YOUR LIFE!!! I know this one's been said many times, but it's that important. Especially if you're the sneaky character in the group... open any book. Go the the 'equipment' section. Take one of everything. Then take a couple more. If it weighs little, always get many! You never know when something will come in use.

And my favourite for last...

714. Environment! Know when and how to use it. I'm not saying it should be your prime concern always, in certain situations, hack-n-slash IS the ultimate strategy. However... keep your mind sharp. If you can find a way to cleverly exploit something like a pile of rocks or a chandelier not only will you and your friends get a huge laugh out of it, but you'll also have the respect of your fellow players, and might even get some bonus XP (if your DM is generous).
#287

Prom

Dec 21, 2007 16:17:00
Posted by Tovec,
We'll get to 1001 sooner rather then later. What happens when we get there?

It's not important that we get to 1001, but the advice that is given is usuable rather than silly. I have a plan when we get to 1001 anyway.

Posted by Wonton2006,
Only read about three pages, sorry... but, here.

Don't be sorry, there's a lot to read. I like number 712.

(715) If as a spell caster you are having trouble keeping the fighter, paladin, barbarian or tanks from charging into melee combat in the first few rounds. Which results in you not being able to drop the big area affect spells on the enemy and reduce the enemies numbers for the close combat characters, often leading to them getting badly hurt. Cast Evard's Black Tentacles on a group of enemy creatures in the front line, the tentacles will hold the enemy still, crush them inflicting damage each round. Even if the enemy get free it will slow their movement down. The next best thing is that the party tank can't throw themselves into melee combat without get caught in the tentacles as well, so will have to wait on the border of the spell area and dispatch the enemy as they escape the tentacles.

Side note: Just remember that this spell is fine with medium creatures that aren't to strong, but not so useful against large strong creatures. Also warn your fellow players to keep their character out of the spell area, or they will also you crushed.

Prom
#288

mooncalf

Dec 21, 2007 17:01:52
(716) Be certain that a foe is defeated before turning your backs to it. You never know when the DM wants to be insidious and have it fake, then use the lack of attention to either sneak away, attack you from behind, or use a magic item. A simple spot check should suffice... maybe.

(717) When you're confronting a prepared group of opponents, who may have abilities you're not familiar with, and your group may be low on hp or resources, it is not the time to "try this ability/spell/maneuver and see what it does". A wasted turn may cost lives.

(718) Before heading into hostilities, know EXACTLY what your abilities, spells, invocations, infusions, maneuvers, tricks and items do. Nothing is more devastating than having your whole plan crumble because of one single overlooked detail, like trying to neutralise the ogre mage with 'Hold Person'.

(719) If the build you're basing your character on means you'll suck until level 15 where you become awesome... it's probably not worth following. Unless you start on 15+, or your party is very lenient.

(720) There are no Magic-Mart, no Magic Item Depot, and no magic item factories. (Unless, of course, the DM says there are.) However, if you want a particular powerful item, you may employ info-gathering about it. Tell the DM you want to find it - he might approve of a fresh adventure hook and build a smaller quest focused on your paladin trying to obtain the Holy Avenger, or such.
#289

pukunui

Dec 21, 2007 17:34:32
(718) Before heading into hostilities, know EXACTLY what your abilities, spells, invocations, infusions, maneuvers, tricks and items do. Nothing is more devastating than having your whole plan crumble because of one single overlooked detail, like trying to neutralise the ogre mage with 'Hold Person'.

You'd think this would be common sense, but the number of times I've seen players not what their own characters can and can't do, and as a result slow the game down or make mistakes or whatever, is ... well, a lot.
#290

pmurray%40bigpond.com

Dec 21, 2007 23:39:49
Never underestimate low-level spells.

Buy a wand of Grease.

Spontaneous casters should take Heighten Spell.
#291

angelic_demon

Dec 23, 2007 2:19:06
172. Just because a spell is designed to do one thing doesn't mean it can't do another.

Specifically, this is what our Warlock did once.

We were in an orc mercenary encampment, trying to convince the leader to stay neutral in a civil war (As opposed to siding with our enemies). The leader said that he would take our offer if the Warlock could defeat a spellcaster in combat.

Here's how the battle goes: the Warlock had previously readied an action for some sort of retreating/escaping thing (It created an image of himself, and he could move 60 feet away). His opponent goes first, and begins with Magic Missile.

The Warlock immediately reacts to the spell by using his readied action to make his image appear to fall down dead, and appears directly behind the spellcaster. He succeeds in his Move Silently check (As well as his Bluff check, which was him moving behind the spellcaster using the spell) and waits for his next turn. Spellcaster hits his image with another Missile, just to make sure he's dead, and the Warlock responds by hitting him with two maces, bringing him to 1 HP, and ending the battle next turn.

The moral of the story? A spell's intended use does not necessarily need to be its practical use.
#292

pukunui

Dec 23, 2007 3:12:00
Specifically, this is what our Warlock did once.

We were in an orc mercenary encampment, trying to convince the leader to stay neutral in a civil war (As opposed to siding with our enemies). The leader said that he would take our offer if the Warlock could defeat a spellcaster in combat.

Here's how the battle goes: the Warlock had previously readied an action for some sort of retreating/escaping thing (It created an image of himself, and he could move 60 feet away). His opponent goes first, and begins with Magic Missile.

The Warlock immediately reacts to the spell by using his readied action to make his image appear to fall down dead, and appears directly behind the spellcaster. He succeeds in his Move Silently check (As well as his Bluff check, which was him moving behind the spellcaster using the spell) and waits for his next turn. Spellcaster hits his image with another Missile, just to make sure he's dead, and the Warlock responds by hitting him with two maces, bringing him to 1 HP, and ending the battle next turn.

The moral of the story? A spell's intended use does not necessarily need to be its practical use.

I agree with your sentiment, but I'm surprised that your DM let the encounter go the way you say it did. There are a number of things the warlock shouldn't have been able to do, such as ready an action before initiative is rolled. Also, the image created by the warlock's flee the scene invocation only lasts for 1 round. You make it sound like it was there for at least two rounds. Maybe it's just the way you're telling it though ... I wasn't there so shouldn't really comment.
#293

angelic_demon

Dec 24, 2007 10:26:27
I agree with your sentiment, but I'm surprised that your DM let the encounter go the way you say it did. There are a number of things the warlock shouldn't have been able to do, such as ready an action before initiative is rolled. Also, the image created by the warlock's flee the scene invocation only lasts for 1 round. You make it sound like it was there for at least two rounds. Maybe it's just the way you're telling it though ... I wasn't there so shouldn't really comment.

I think I might have mis-described it. The Warlock was alone in the camp, and another party member (I believe it was the Bard) cast Comprehend Languages on him, because nobody else in the party could speak Orcish.

As soon as the Warlock got inside, before he even met with the orc leader, he readied a Flee the Scene so that he could run if the orcs suddenly attacked him. I have no idea if the rules allow he keep aforementioned readied action up into combat, but the DM allowed it.

As for the round thing, it only lasted one round. The caster hit him with the Magic Missile, and he used his readied action to Flee the Scene. That was his turn, so the caster went for his next turn, which was to hit the image with another Missile to make sure he was dead. On the Warlock's next turn, the image vanished, and he got his attack.
#294

ekko

Dec 24, 2007 11:03:29
I have no idea why people are saying "never say no to cure potions/spells." Any half-decent evil spellcaster will make potions of inflict or cast harm on you, when you think you're getting heal. Both have Will saves attached, you usually just fail healing ones. Intentionally failing Will saves is BAD!

A piece of evidence. Party Fighter recieves a harm spell from an evil cleric in disguise. Combat insues, and the fighter winds up with about 3 hp. Immediately after the evil cleric dies, a "priest of Pelor" runs up and offers the wounded fighter a cure potion. Fighter promptly dies, DM laughs.
#295

Prom

Dec 24, 2007 14:09:37
Posted by Ekko,
I have no idea why people are saying "never say no to cure potions/spells." Any half-decent evil spellcaster will make potions of inflict or cast harm on you, when you think you're getting heal. Both have Will saves attached, you usually just fail healing ones. Intentionally failing Will saves is BAD!

A piece of evidence. Party Fighter recieves a harm spell from an evil cleric in disguise. Combat insues, and the fighter winds up with about 3 hp. Immediately after the evil cleric dies, a "priest of Pelor" runs up and offers the wounded fighter a cure potion. Fighter promptly dies, DM laughs.

Pointed noted Ekko, that seems like a pretty cruel turn of event's. I've been in a party that has drunken potions of heal and they have been poisoned, so it does happen. I've also accidently cast healing spells with a cleric that have killed a character because they were altered to a negative aura.

I think your point is that people need to make sure that the potion or spell they use is going to actually do what they think it will, like heal a character.

Prom
#296

pukunui

Dec 24, 2007 17:09:12
Specifically, this is what our Warlock did once.

We were in an orc mercenary encampment, trying to convince the leader to stay neutral in a civil war (As opposed to siding with our enemies). The leader said that he would take our offer if the Warlock could defeat a spellcaster in combat.

Here's how the battle goes: the Warlock had previously readied an action for some sort of retreating/escaping thing (It created an image of himself, and he could move 60 feet away). His opponent goes first, and begins with Magic Missile.

The Warlock immediately reacts to the spell by using his readied action to make his image appear to fall down dead, and appears directly behind the spellcaster. He succeeds in his Move Silently check (As well as his Bluff check, which was him moving behind the spellcaster using the spell) and waits for his next turn. Spellcaster hits his image with another Missile, just to make sure he's dead, and the Warlock responds by hitting him with two maces, bringing him to 1 HP, and ending the battle next turn.

The moral of the story? A spell's intended use does not necessarily need to be its practical use.

Fair enough.

Merry Christmas everybody!
#297

angelic_demon

Dec 24, 2007 22:11:46
On Summoning...

Be Specific. We went over several scenarios before bursting into a warehouse full of 3 baddies, because we were going to drop an Earth Elemental right inside. We were going over what exactly we had to order it to do, because...

1. "Kill everything that's not us."
- There are possibly orphans inside, so it could end up killing what we're trying to save.

2. "Kill anything that isn't humanoid."
- The enemies might have been humanoid, so it could end up doing nothing.

3. "Kill anything with more than 2 legs."
- Maybe it was a warehouse full of furniture? The Elemental could end up attacking nothing but tables.

From 3 came our infamous 'Table Elemental' creature, which will probably never be created, but it's still hilarious to think about.
#298

emissary666

Dec 25, 2007 12:59:37
"Kill anything carrying weapons that is not us."
Problem solved, let's go eat pie.
#299

akisa_dup

Dec 25, 2007 13:40:22
Ok what about Monks and Wizards who don't carry weapons?
#300

emissary666

Dec 25, 2007 19:10:21
hence "Not Us"
#301

akisa_dup

Dec 25, 2007 19:39:40
hence "Not Us"

But Wizard and the Monks are not carrying Weapons or armor.
#302

emissary666

Dec 26, 2007 11:58:04
Then cast detect evil on the elemental so it can see evil things and tell it to attack those. Or if you are evil, kill everything but us. problem solved, lets go eat cake.
#303

larry_the_titan

Dec 26, 2007 16:41:08
You know guys there is a reason why the player that summons the elemental is in control of it. It so you make the choices as to what is will attack. If you summon an elemental and send it in during an hostage negotiation you deserve for it to kill everything and their grandmothers. After which your DM should hand you a nice alignment change befitting that evil deed.
#304

brownie

Dec 26, 2007 19:05:04
If this hasn't been before:

Always bring a spare pair of socks.

Trenchfoot = bad.
#305

Tovec

Dec 27, 2007 13:14:40
Ok what about Monks and Wizards who don't carry weapons?

Both monks and wizards Can carry weapons and should carry them for multiple situations.
Besides that once the Elemental kills the things that aren't the monk and wizard all you have to deal with are those two.

*626. Never trust clerics of the temple of Pelor.
627. Just because the monk is LN doesn't mean he likes you.
627b. If the monk doesn't like you means he is more likely to side with the enemy if you are doing something against his code.
628. The alignment system is messed up, make sure you know what your DM expects and don't assume you are safe in your perceived view of alignment.
#306

pmurray%40bigpond.com

Dec 27, 2007 21:30:40
629) Disintegrate is not a combat spell. It is a swiss army knife. Almost any environmental challenge (traps, doors, walls) can be dealt with by Disintegrating it.

One of my favourite memories is the time our cleric put on a Necklace of Strangulation. My drow wizardess knelt on his chest, said "don't move!", and fired a disintegrate at the necklace at point blank range.

Now, one of these necklaces can only be persuaded to release with a Limited Wish or better. I argued that I was not trying to make it release - I was attempting to destroy it, and it would have to save like any other magic item.

The necklace failed its save (although the DM may have fudged it - I'll never know). It was a nice moment.
#307

saberus

Dec 28, 2007 14:48:05
629) Disintegrate is not a combat spell. It is a swiss army knife. Almost any environmental challenge (traps, doors, walls) can be dealt with by Disintegrating it.

One of my favourite memories is the time our cleric put on a Necklace of Strangulation. My drow wizardess knelt on his chest, said "don't move!", and fired a disintegrate at the necklace at point blank range.

Now, one of these necklaces can only be persuaded to release with a Limited Wish or better. I argued that I was not trying to make it release - I was attempting to destroy it, and it would have to save like any other magic item.

The necklace failed its save (although the DM may have fudged it - I'll never know). It was a nice moment.

Brilliant!

630) Always keep at least one spell for every energy type, scrolls are good for this, wands are better. You never know what you'll run into that only vulnerable to certain energy types!
#308

Prom

Dec 28, 2007 15:03:34
Posted by Tovec,
*626. Never trust clerics of the temple of Pelor.

Why is this? Some explanation would be nice. If you have a personal experience of something bad happening with a cleric of Pelor, then please use it to illustrate your point.

Prom

P.S. I'm not trying to give you a hard time, just seems like a heavy generalization.
#309

pukunui

Dec 28, 2007 16:45:29
Why is this? Some explanation would be nice. If you have a personal experience of something bad happening with a cleric of Pelor, then please use it to illustrate your point.

Prom

P.S. I'm not trying to give you a hard time, just seems like a heavy generalization.

It's because people like to give clerics of Pelor a hard time for their "goody two-shoes" stereotype.
#310

larry_the_titan

Dec 28, 2007 18:00:57
Why is this? Some explanation would be nice. If you have a personal experience of something bad happening with a cleric of Pelor, then please use it to illustrate your point.

Prom

P.S. I'm not trying to give you a hard time, just seems like a heavy generalization.

Haven't you heard? Its now "Pelor of the burning hate".
#311

pukunui

Dec 28, 2007 18:58:33
Haven't you heard? Its now "Pelor of the burning hate".

I remember reading a thread a while back that argued that Pelor was really evil ...
#312

ekko

Dec 28, 2007 19:24:04
630) Always keep at least one spell for every energy type, scrolls are good for this, wands are better. You never know what you'll run into that only vulnerable to certain energy types!

This is true.
#313

draaka

Dec 29, 2007 18:00:59
631# ALWAYS

have some way to get out of jail, for rogues have a small thin set of thieves tools sewn in the hems of ALL your clothing.

They will always take your weapons and equipment, but they will leave you your shirt and trousers.

(Downside is if you are found out you end up in jail naked)

632# Want to get into the heavily guarded corrupt kings castle? Pretend to be drunk and insult the guards. Get thrown in jail, break out complete objective. Why spend hours planning a dangerous way to get over the heavily guarded walls?


(631 also works well as a way to hide a few gp)
#314

Tovec

Dec 29, 2007 21:15:09
Why is this? Some explanation would be nice. If you have a personal experience of something bad happening with a cleric of Pelor, then please use it to illustrate your point.

Prom

P.S. I'm not trying to give you a hard time, just seems like a heavy generalization.

Has to do with some clerics and favoured souls of Pelor. They weren't all that preachy but they were annoying. They figured that so long as they were healing us we would stand for them being annoying. The idea was flawed, with one of the clerics we left them behind, the favoured soul we ended up killing, another cleric we sent in (solo) to kill a vampire, the last cleric we failed to save when he was unconscious. These 4 examples were played by 3 people over many different campaigns. Needless to say, annoying clerics don't last. Best NG cleric to date was a mute.
#315

Prom

Dec 29, 2007 23:36:51
Posted by Tovec,
Has to do with some clerics and favoured souls of Pelor. They weren't all that preachy but they were annoying. They figured that so long as they were healing us we would stand for them being annoying. The idea was flawed, with one of the clerics we left them behind, the favoured soul we ended up killing, another cleric we sent in (solo) to kill a vampire, the last cleric we failed to save when he was unconscious. These 4 examples were played by 3 people over many different campaigns. Needless to say, annoying clerics don't last. Best NG cleric to date was a mute.

Do you have anyone in your current group that plays a cleric that you plan to not get killed, or is this priviledge reserved for Clerics of Pelor only? LOL.

Anyway, I think you have high-lighted a new important piece of advice, thanks.

(633) Do not create or play a character that annoys the other players, or they might just find a way to get your character killed.

Prom
#316

akisa_dup

Dec 30, 2007 1:59:38
631# ALWAYS

have some way to get out of jail, for rogues have a small thin set of thieves tools sewn in the hems of ALL your clothing.

They will always take your weapons and equipment, but they will leave you your shirt and trousers.

(Downside is if you are found out you end up in jail naked)

632# Want to get into the heavily guarded corrupt kings castle? Pretend to be drunk and insult the guards. Get thrown in jail, break out complete objective. Why spend hours planning a dangerous way to get over the heavily guarded walls?


(631 also works well as a way to hide a few gp)

Pfft any jails I'll create would take your cloths and gives you uniform looking rags that'll make you stand out from any community. Now for holding it maybe a little different...
#317

pmurray%40bigpond.com

Dec 30, 2007 11:29:34
634) If your character has d4 hit dice, having a CON of 14 will nearly double your hp. This is one reason why people play gnomes. The other is that you can use a Paladin as your mount.

635) A caster's best defence is standing behind a fighter. Keep at least a couple of buffing spells handy, to remind your fighters that they want to keep you alive. For arcane casters, Speed is a good choice. Usually, you can do more damage by giving the fighters one extra attack per round than you can with the usual evocation spells.

636) Likewise, every rogue loves receiving a Greater Invisibility. Knowing this spell, therefore, is your best defence against being double-crossed by the party's assassin.

637) Experienced players mostly agree that spells that do hp damage are a waste of a slot. The arcane caster's niche is special effects - things that fighters and clerics cannot do. The exception is Scorching Ray - especially if you take Sudden Maximize as a feat, or invest in a Rod of Maximize (lesser). But don't forget the penalty for firing into melee.


One of my favourite characters ever was Katsuhiko - a human gestalt Shujenga/Sorcerer. A follower of the path of the Gentle Rain, Katsuhiko had no spells that did hp or permanent ability damage and did not carry a weapon. His spells were things like Color Spray, Grease, Dispel Magic, Break Enchantment, Dismissal, Feather Fall, Speed, Expeditious Retreat (swift).

Despite what the "sorcerer=artillery" crowd may think, this guy rocked. In Savage Tide, we crested a ridge to see a town below us in battle, and a trio of Vrocks were doing the dance of ruin. In the first round, Katsuhiko
  • Cast Expeditious Retreat (swift) as a swift action - +30' move for one round
  • moved 50' to get within close range of the Vrocks
  • Cast Dismissal, and beat the Vrock's opposed roll.
Beautiful. The remaining two Vrocks proceeded to attack him and damn near killed him in the first round, but there you go. It was a sweet combo.
#318

windspear

Dec 30, 2007 12:40:14
142 The light spell can be cast on objects. This includes that drow and orc over there in the dark corner.

No, actually it can't. Unattended object DOES NOT MEAN THAT DROW AND ORC OVER THERE IN THE DARK CORNER FOR THEY ARE NOT OBJECTS!!!!!!!!!!!

638: Always make sure your party's bard is evil. Charisma works much better than brute force and big armies. For instance, something that happened to me:
Bard bluffs his way into meating with the king alone, the facinates him, stick a dagger in his throat and uses his disguise kit to look like the king. He later sent the nation he was ruling to war against the elven nation, causing both to crumble into smithereenes. He later reapeted that for 2 more kingdoms.
#319

emissary666

Dec 30, 2007 12:42:58
No, actually it can't. Unattended object DOES NOT MEAN THAT DROW AND ORC OVER THERE IN THE DARK CORNER FOR THEY ARE NOT OBJECTS!!!!!!!!!!!

638: Always make sure your party's bard is evil. Charisma works much better than brute force and big armies. For instance, something that happened to me:
Bard bluffs his way into meating with the king alone, the facinates him, stick a dagger in his throat and uses his disguise kit to look like the king. He later sent the nation he was ruling to war against the elven nation, causing both to crumble into smithereenes. He later reapeted that for 2 more kingdoms.

No, if your bard is evil, then he will probably bluff you all into giving him all of your money, then suggest you to insult that ancient wyrm's mother
#320

larry_the_titan

Dec 30, 2007 18:47:48
No, actually it can't. Unattended object DOES NOT MEAN THAT DROW AND ORC OVER THERE IN THE DARK CORNER FOR THEY ARE NOT OBJECTS!!!!!!!!!!!

Why doesn't anyone realize just what the rules will let you do.
(Object):The spell can be cast on objects, which receive saving throws only if they are magical or if they are attended (held, worn, grasped, or the like, by a creature resisting the spell, in which case the object uses the creatures resisting the spell, in which case the object uses the creature's saving throw bonus unless its own bonus is greater. (This notation does not mean that a spell can be cast only on objects. Some spells of this can be cast on creatures or objects.) A magic item's saving throw bonuses are each equal to 2+one half the item's caster level.

Seems like you can cast it on any object attended or not. I mean since Light neither allows a save nor is it effected by spell resistance I think you can target any object with it. Be it the armor of the drow or the Orc. Though you might be able to hit them with it directly depending on your DMs ruling of that part in ().
#321

takk_tealeaf

Dec 31, 2007 15:02:33
638. Always pay attention to the local flora, especially if you are a druid, and especially if you are on an uncharted island.

639. Rogues should never get bored with keeping 30 ft. ahead of the party in a dungeon, even if it doesn't help for an hour straight. Luck would have you run into a small horde of orcs the one time you choose not to.

640. Small fountains full of gold coins with a statue in the middle, found inside of a completely ransacked dungeon is a trap. Always.

641. If you go around chopping down trees/breaking branches off/whatever else, the DM will fail to let you know that your hands and arms are covered with sticky sap until right when you try to read a scroll or a fragile book.

642. Don't bank your battle plan on assuming that the DM will allow the enemy's blood to be considered 'impure water,' although it is funny to see the DM try to come up with the effects of having a gnoll's blood suddenly replaced with water by your 'Purify Water' spell.

643. A flask of oil, a bit of clothe, and a candle can make an excellent Molotov Coctail.

643 a. Hand-made Molotov Coctails will always be subject to saving rolls against shattering open.

643 b. Covering the choke-point of a major battle with tinder and twigs not only gives you an advantage of hearing when the enemy's coming, but will also react favorably when you use a Molotov Coctail on the affected area. ;)
#322

emissary666

Dec 31, 2007 18:19:45
638. Always pay attention to the local flora, especially if you are a druid, and especially if you are on an uncharted island.

639. Rogues should never get bored with keeping 30 ft. ahead of the party in a dungeon, even if it doesn't help for an hour straight. Luck would have you run into a small horde of orcs the one time you choose not to.

640. Small fountains full of gold coins with a statue in the middle, found inside of a completely ransacked dungeon is a trap. Always.

641. If you go around chopping down trees/breaking branches off/whatever else, the DM will fail to let you know that your hands and arms are covered with sticky sap until right when you try to read a scroll or a fragile book.

642. Don't bank your battle plan on assuming that the DM will allow the enemy's blood to be considered 'impure water,' although it is funny to see the DM try to come up with the effects of having a gnoll's blood suddenly replaced with water by your 'Purify Water' spell.

643. A flask of oil, a bit of clothe, and a candle can make an excellent Molotov Coctail.

643 a. Hand-made Molotov Coctails will always be subject to saving rolls against shattering open.

643 b. Covering the choke-point of a major battle with tinder and twigs not only gives you an advantage of hearing when the enemy's coming, but will also react favorably when you use a Molotov Coctail on the affected area. ;)

Alchemist fire works just as well, molotovs should be a last resort incendiary.
#323

takk_tealeaf

Jan 01, 2008 1:19:58
Alchemist fire works just as well, molotovs should be a last resort incendiary.

true, but if you're in a low-level party and/or no one in your party has any history with alchemy and/or it's your first quest ever, molotovs can be your only option, and can act as a pretty good moral booster.

also ties in with the "think outside the box" mentality everyone on this thread is pushing.

<3
#324

commx

Jan 01, 2008 6:10:09
true, but if you're in a low-level party and/or no one in your party has any history with alchemy and/or it's your first quest ever, molotovs can be your only option, and can act as a pretty good moral booster.

also ties in with the "think outside the box" mentality everyone on this thread is pushing.

<3

Why is this outside the box? The rules for a pint of oil specifically include using it with a piece of cloth to make a small explosive.
#325

takk_tealeaf

Jan 01, 2008 13:21:45
Why is this outside the box? The rules for a pint of oil specifically include using it with a piece of cloth to make a small explosive.

may the gods forgive me. i'm just trying to be helpful. not everyone on these forums have been playing since the 80's.
#326

demonfey02

Jan 01, 2008 13:47:01
644. If you have to use Molotov Cocktails, make sure you don't throw them into a melee that your druid healer and his wolf companion are in.
#327

readerofposts

Jan 01, 2008 14:43:57
A few that apply mainly to an evil campaign
645) Evil characters are usually not bloodthirsty maniacs who kill anything they can. Usually they only kill people they perceive as threats to their own wellbeing and profits or those they truly dislike. Don't be perceived as threats to their health, well being, and try your best not to antagonize them.
646) Bloodthirsty maniacs who kill anything they can are viewed by intelligent evil players as threats to their long term wellbeing. See 645.
646) You get more than 4 times as much treasure for an encounter 4 times more difficult. Teamwork serves your long term interest.
647) You get four times as much treasure if you're the only survivor. Being the only survivor serves your short term interest.
648) Keep your (evil) allies thinking of long term profits.
649) Good characters will give up a chance to kill to save innocent lives. Use innocent lives to save your own.
650) Surrender negotiations give both sides a time to heal. Always consider negotiating for a conditional surrender. If your conditions are too high, oh well.
#328

malek2991

Jan 01, 2008 16:30:32
Why doesn't anyone realize just what the rules will let you do.


Seems like you can cast it on any object attended or not. I mean since Light neither allows a save nor is it effected by spell resistance I think you can target any object with it. Be it the armor of the drow or the Orc. Though you might be able to hit them with it directly depending on your DMs ruling of that part in ().

Whoops read your quote wrong, yes you can touch their armor, probably have to make a grapple check or at least a melee touch attack to do it. You however can't cast light directly on the orc or drow, since the spell is Target: Object Touched. Spells that can affect both creatures and objects have it directly noted.
#329

Prom

Jan 04, 2008 19:51:39
(651) If you are going to ride a mount and cast spells on the mount while moving, make sure you have enough ranks in ride to pass the ride check and get a wartrained-mount. Then make sure you can't fail the Concentration check for casting while in vigorious motion on the mount. Put lots of skill points into the concentration skill and keep the spell level low enough to avoid failing a concentration check.

Example, rolling a one for your concentration check on a high level spell when you needed a two or more and lossing it is not be much fun. It does happen.

Prom
#330

etarnon

Jan 07, 2008 20:26:57
(652) Bring twice the ammo you think you'll need.

(653) The enemy is often a good source of ammo.

(654) Helmets and body armor save lives.

(655) If it happens once, it's chance. If it's twice, it's enemy action.

(656) Don't worry about taking the head shot. Just shoot him twice in the chest.

(657) Stay hydrated, and remember, three minutes without air, three days without water, three weeks without food.

(658) Most things that crawl, swim, and fly are typically edible, even if it's foul or weird tasting.

(659) Carefully pick and choose who you go on missions with, and which missions you accept. Your life depends on it.

(670) If you need it, ask for help, but Never appear totally helpless.
#331

pukunui

Jan 08, 2008 0:42:53
(654) Helmets and body armor save lives.

...

(656) Don't worry about taking the head shot. Just shoot him twice in the chest.

As good as these suggestions are, they are somewhat irrelevant mechanically as 3.5 doesn't have called shots nor does it have helmets that offer AC bonuses (some suits of armor include a helmet as part of the package). Still ... you can roleplay these things.
#332

ravenshrike

Jan 08, 2008 13:03:13
Only read about three pages, sorry... but, here.

711. SHATTER!! This is one of the most useful spells in the world. It can completely destroy reasonably and unreasonably weighted objects of any material (10 pounds/level, max 100). If you're a spellcaster, just take this spell for a spin one day and you'll be surprised how many uses you can find for it. Otherwise, a wand of shatter should be possible and relatively cheap (unless I'm wrong and it's not... lol)

The 10lbs/level is unrestricted. The cap is damage to crystalline creatures.
#333

shadowshimmer

Jan 10, 2008 10:10:11
Do not call the Drow Matron Mother an Ogre faced abomination in front of her house and children as they will chase you to the ends of the World.
#334

Prom

Jan 16, 2008 2:32:07
(672) Make sure to take an arcane mage in the party they just do so much damage, you can't bet them for total destruction. Fireballs and magic missles are very handy and really help remove the hordes of enemies swamping the party. There are also utility spells like fly, invisibility, and Evards Black Tentacles to help a party in more complex situations.

Prom
#335

pukunui

Jan 16, 2008 2:54:43
(672) Make sure to take an arcane mage in the party they just do so much damage, you can't bet them for total destruction. Fireballs and magic missles are very handy and really help remove the hordes of enemies swamping the party. There are also utility spells like fly, invisibility, and Evards Black Tentacles to help a party in more complex situations.

Prom

Arcanists. Don't leave home without one. ;)
#336

shadowshimmer

Jan 16, 2008 11:12:16
673. If a gnome states that they invented a helmet that can block mind attacks, don't be the one to test it out against a Mind Flayer.
#337

larry_the_titan

Jan 16, 2008 12:02:40
674) Gnome punting is only a exceptible pass time with very specific Characters and only certain DMs.
#338

Prom

Jan 18, 2008 14:34:31
(675) Lassoing the enemy may not be a smart battle tactic, but here are the rules for achieving it. There are no rules for lassoing in the DnD core books, but there is in 'Races of Faerun'. You can lasso a medium or small creature and make a ranged touch attack to snag the target. If you succeed on the ranged touch attack you immediately start a grapple check against the target with a -4 penalty on your roll (all normal grapple modifiers apply).

A character can let go of the rope if the creature being lassoed trys to pull them off a mount, trip them or drag them along the ground (this is a free action). There is a little debate about this point, as it would have to be considered an immediate action to work during your enemy's turn. Your DM would have to make a ruling.

As a side not, even though lassoing the enemy may or may not be very clever it is very amusing.

Prom

Edited: There is also rules for Lassoing in the "Book of Exalted Deeds".
#339

aikimiller

Jan 18, 2008 14:57:52
676. When in doubt, just ask yourself one simple question- what would MacGyver do in this situation?
#340

femme_undead_lover

Jan 18, 2008 14:58:04
53. Don't annoy the locals too much ,at least if you plan to stay for longer or to come back

671) Remember that when you plan to enter a BIG dugeon, you have to get BIG RATIONS.

672) Never, ever go to a mission without getting ALL the info and equipment you can get.

673) A pounch of water is ALWAYS useful

674) Remember, although it coulb be a pet... Chicken = meat = food!

675) If the DM says "It's an extremely powerful and EVIL gem" do not let the character without WILL pick it up!!!!!! NEVER!!!
#341

zombie_babies

Jan 18, 2008 15:04:52
676. Never stay in a different inn than the rest of the party... unless, of course, you want to face the inevitable Assassin attack alone...
#342

ekko

Jan 18, 2008 16:59:57
677) Remember, a wizard has never been recorded as making a mistake. Don't go around pointing them out.

678) Always remember where your Artificer is.

679) If you hear one of your party members (especially one with questionable alignment) chanting mysterious spells, or speaking to someone in his tent when everyone is outside, don't investigate. Even if he is summoning a fiend, you can take it out easier as a whole team, instead of one person sneaking in.
#343

Prom

Jan 19, 2008 16:33:06
I have amended my comments about lassoing the enemy after talking with my DM. See number (675).

Prom
#344

turalisj

Jan 21, 2008 21:47:14
Do not call the Drow Matron Mother an Ogre faced abomination in front of her house and children as they will chase you to the ends of the World.

Or atleast do it disguised as a priestess of lolth. Preferrably the local high priest (who is convieniantly KO'D)


Btw, we should be on 686, not 676 (for the third time in a row..)
#345

master_of_rouges

Jan 21, 2008 21:54:05
Ok i dont know what number but ill give my advice...

Ok make sure to have a tank or 2. 1 is fine but 2 is great then make a mage and make sure at least 1 tank is a knight cause then, you will have this bad a tank in front of you while you cast spells at the enemys.

Or you could be a coward and drink potions of invisibility. Like a rogue or like me:D
#346

shadowshimmer

Jan 22, 2008 8:20:02
689. Never be a test subject for a Gnomes invention as I have had arrows sticking out of me, been burned, almost drowned and fallen to the ground on supposed flying devices.

690. Shooting arrows up in the air and seeing who can stand next to it the closest when it lands is really stupid.

691. Have at least one person in the party who can track. Tracking is one of the most useful things we have ever had in our games.
#347

zephiel

Jan 22, 2008 10:26:12
689. Never be a test subject for a Gnomes invention as I have had arrows sticking out of me, been burned, almost drowned and fallen to the ground on supposed flying devices.

689b. This goes DOUBLE for PC class gnomes.

...

692. Always have spider climb in your wizard spellbook, because if you're in a high enough place and throw a few fireballs, it looks like a castle will be getting sieged from without.

692b. For the ones that catch on, use Phantasmal Killer.

693. Immobile rods save the plate-wearers that fall OFF your gnomish flying machine, provided you yourself CAN fly.

694. If you start above level 1 as a wizard: Make. Scrolls. A wizard with enough scrolls can fake being a sorcerer; for that matter a wizard with enough scrolls can even fake being a demigod too.

695. 9 out of 10 pirates will be confused about a gnomish flying machine the first time they see one; that 1 other pirate will make his will save and find out that that flying machine isn't a flying machine, but a fighter with a ring of illusion. Remember, fooling a crowd is hard.

695b. That pirate WILL chase you, out into the ocean where said fighter landed. Know this.

696. While amusing when the PCs call your gnomish flying machine a death trap, when the DM starts, come up with a proper name FAST.

696b. Serenity IS NOT a proper name for the gnomish flying machine.

697. Remember, MacGyver is nothing compared to a gnome to fashions a flying machine out of lumber, white dragon blood and tattered & ruined sails. Inventing a 13th century jet engine out of said materials speaks for itself.

697b. What he doesn't tell you is that there's probably 4k worth of alchemist fire powering said device.

698. When your flying machine is nearly destroyed: fly low to the sea, aim at pirate's island, kick in the overdrive and fly away. You will turn that island into char.

698b. You will also hit the pirate that chased after your fighter, who sees that the flying machine is not only real, it's coming at him in excess of 120 knots.

698c. The impact of a fireball and your flying machine at fireball's greatest range for a 6th level pirate is STILL not far enough to survive.

699. It is advisable after one hogs a story like that, to stay quiet and in the background the next few games. As near suicide in flying the darn machine; near suicide in rescuing a family from pirates, the near suicide of escaping from said island is plenty for the rest of the group to say "Ok, keep an eye on the gnome."

700. (Tinker) Gnomes/Wizards make some REALLY fun PCs.
#348

m-bark

Jan 23, 2008 13:25:00
I see that between pages 10 and 11 there's been a miscalculation in the numbers. The last post with a tip on page 10 shows it with #720, whilst the first with a tip on page 11 shows it with #626. Thus, this should be at 720 + (700 – 626) + 1 = #795.

So this makes 796:

796) Never let a dumb player play a really smart character, especially in a roleplay-heavy campaign. Really, it just doesn't work.
#349

crixon

Jan 24, 2008 8:59:34
797) This one is really common sense ... but as we all know it just doesnt seem that common ....

Dont **** off a Dragon,no matter what color they are they can still kick your but ... evil Dragons just happen to do so quicker
#350

emissary666

Jan 24, 2008 14:11:18
798. When surrounded by monsters, snuff out your torch and a grue will eat those surrounding you
#351

turalisj

Jan 24, 2008 17:53:34
800) Never put on the strange amulet you tore from the neck of the lich.
#352

Tovec

Jan 25, 2008 20:32:20
800) Never put on the strange amulet you tore from the neck of the lich.

801. This goes double for the intelligent unique weapon that the BBEG was wielding.
802. If the Epic Black Dragon is polymorphed into human form, fear his Demon-souled-sword.
803. It is okay and even advisable to attack the "paladin" who picks up the 'intelligent unique weapon that the BBEG was wielding' IF he starts acting strange after passing out.

We may just get to 1001 yet, eh Prom?
People, stop arguing about stuff and post stuff!
That 'paladin' was so wrong and CE!
#353

Prom

Jan 26, 2008 3:32:24
Posted by Tovec,
We may just get to 1001 yet, eh Prom?
People, stop arguing about stuff and post stuff!
That 'paladin' was so wrong and CE!

I am not worried about getting to 1001, it will happen eventually.

If anything this thread was to provide people with access to everyones experience of trying to Survive Dungeons and Dragons. People arguing on the Forums is not new unfortunately, but it happens.

There will be time for some mature critical evaluation of the advice given on this thread when we do get to 1001. Clearly not everything mentioned is practical so far, but collective discussion never is.

I must of missed something, whats up with the Paladin?

Prom
#354

m-bark

Jan 26, 2008 7:28:19
803.) When you come upon a person who wield his sword better than the Fighter, shoot better than the Ranger, is sneakier than the Rogue, is tougher than the Barbarian, and is smarter, more alert and more strong in personality than all your spellcasters combined, you can bet your ass that it isn't a commoner.
804.) When you are a commoner and you come upon a person who can do anything better than you, it's probably one of those pesky adventurers.
805.) Paladins are Good. Blackguards are Evil. Paladins usually don't wear black armour.
#355

Tovec

Jan 26, 2008 10:10:14
I am not worried about getting to 1001, it will happen eventually.

If anything this thread was to provide people with access to everyones experience of trying to Survive Dungeons and Dragons. People arguing on the Forums is not new unfortunately, but it happens.

There will be time for some mature critical evaluation of the advice given on this thread when we do get to 1001. Clearly not everything mentioned is practical so far, but collective discussion never is.

I must of missed something, whats up with the Paladin?

Prom

Well this was kind of what I was talking about. Not arguing so much as posts that don't contribute to the number count. Even if I have very little to say I make sure I add another tip to the list just for making a post about something else.
To answer your question; the paladin was a "LN" "paladin" of Wee Jas. His player was chaotic evil; taking pleasure in getting other party members killed (player for that one but all the rest were his character), breaking his word, fighting with justiciars, leaving party members behind, not sharing valuable resources he acquired when fighting said justiciars and more. He never lied but he certainly told mis-truths. He had a habbit of taking up evil swords (happened twice) and then fighting with them, not always fighting the enemy. And the "Paladin" bit? He fell from the service of Pelor, feeling the good deity turned his back on him. Then through a strange dream Wee Jas took him and made him basically a living lich. He had a phylactory and used it (as player) to get my character killed in a battle he KNEW we wouldn't win, he sent away the rest of the party.

807. Not all gnomes try and make things to kill the party, some genuinely want to help.
808. If you don't see the character sheet of the normally NE player, assume he is evil in some shape or form.
809. It is noble to go down fighting a fight you know you won't win to kill the NE Sorcerer. It is all the better when its your last fight of the campaign before moving away.
810. That gnome reading books while levitating doesn't want to hurt you, he is a cleric of Wee Jas, a wizard and trying to become a mythic theurge and IS LG!
#356

m-bark

Jan 26, 2008 10:21:48
810.) If you have a hyperactive Ranger in the party, run whenever you encounter his favourite enemy, because someone will get hurt. Badly.
811.) Make players state their positions clearly and often. You could accidentally wind up having an angry drunk halfling with ADD in the party who wasn't supposed to be drunk.
812.) If you're a winged elf, don't come near the building with the big letters saying KFC.
#357

Prom

Jan 26, 2008 13:58:43
Posted by Tovec,
Not arguing so much as posts that don't contribute to the number count. Even if I have very little to say I make sure I add another tip to the list just for making a post about something else.

Ok, I get it now. I better contribute. I have to say that coming up with advice now is rather hard without it being very basic or silly, might be part of the reason.

Posted by Tovec,
To answer your question; the paladin was a "LN" "paladin" of Wee Jas. His player was chaotic evil; taking pleasure in getting other party members killed (player for that one but all the rest were his character), breaking his word, fighting with justiciars, leaving party members behind, not sharing valuable resources he acquired when fighting said justiciars and more. He never lied but he certainly told mis-truths. He had a habbit of taking up evil swords (happened twice) and then fighting with them, not always fighting the enemy. And the "Paladin" bit? He fell from the service of Pelor, feeling the good deity turned his back on him. Then through a strange dream Wee Jas took him and made him basically a living lich. He had a phylactory and used it (as player) to get my character killed in a battle he KNEW we wouldn't win, he sent away the rest of the party.

Now I understand, personally I don't understand why people play CE in a game designed for co-operation.

(814) Learn what you can about the other classes in your party, so you know how they work. It is always easier for everyone if you know the limits and strengths of other characters.

Example, Tanks can't stand in the front-line forever will you shoot or cast spells. The Cleric and Wizard will run out of magic if you keep pushing the party on. The rogue can't sneak past every foe successfully or detect every trap the party encounters without getting hurt.

Lastly, sometimes as your fellow players get tired they will forget some ability they have that would help in a battle, so remind them gently (and roleplay it in character).

Prom
#358

m-bark

Jan 26, 2008 18:13:44
(814)

You know, I am wondering how come lot of people in this thread seem to skip a number a lot of times. :P I've put in a few fixes in my latest post to keep the numbers alright, but like this we'd get to 1001 twice as quickly! (Of course, in the process, we'd really only have 920 or so tips.)
#359

pukunui

Jan 26, 2008 20:26:15
So the next one should be:

814) When the party rogue talks about sneaking into the middle of a large army in order to assassinate its leader, it's time for you to start disassociating yourself with the loony (:looloo, no matter how good he is at hiding in plain sight ...
#360

tonil

Jan 26, 2008 22:14:14
815: Being able to kill the guards is not enough. You must kill all the guards before one runs off/calls out/sets off the alarm. That usually means taking them out in one surprise round.

816: Always look around for what you might need while to go to and fro: ammo, food, firewood, whatever. It is easier to find these things when you can then to try only when you run out and really need them.
#361

m-bark

Jan 27, 2008 6:43:36
817.) Always make sure you have a few unusual items in your backpack that don't weigh too much and of which you think won't be useful in general or only be useful in the long run. Trust me, you might need them much sooner, and they'll work great in "think outside the box" plans.
#362

larry_the_titan

Jan 27, 2008 9:40:27
818) If the DM says that when you throw something in a Dungeon causes lasers come out and destroy said object but don't shoot you for walking around, do not try to do a flying Jump Kick. My group nearly lost our Halfling rogue last night because of it.
#363

johnny_4_fingers

Jan 27, 2008 11:44:06
819. this is one we have learned a while ago, dont go out alone at night or anytime for that matter. people in my group still do it after knowing not to.


820. dont set buildings on fire in a city where buildings are close. it may seem good to set the bad guys on fire but when the city is ablaze you'll be feeling something.

821.dont drop a torch down to your friend it may not turn out how you would hope.

822.dont ever ever try to sneak up on a camp filled with orcs and worgs when your 2 friends both wear heavy armor and one is a dwarf the other a half-orc.

823.dont walk around strange fey circles against the advisement of your friends.

824.dont follow that guy who disappeared in the fey circle.

825.if things aren't wrong dont mess with them. (ex. my party walks into a cave where there is a bon fire we start hearing a voice saying to one preson to put out the fire while to another to keep it going. my party votes against me to so i have to put it out though i think its a bad idea. so i put it out and we let out a crazy evil god (a.k.a tharzidun) and all goes awry)


Hope these halp you good luck only 174 left
#364

takk_tealeaf

Jan 27, 2008 21:33:45
826. If unexplained...happenings begin to happen (strangulations of crewmembers, dead inn keepers, etc.) after someone disturbs the natural state of a strang object found ina dungeon (removes the ring from a mummified hand, doodles on the unmarked book, etc), it would be wise to return said object to its original state as soon as possible.

827. even things that aren't gold and silver, or obviously magical, may have value. i.e: paintings, silverware, even little old daggers. (this tip applies well when visiting old abandoned dungeons/towns or unexplored regions)

828. be sure to read up on your class and race prior to starting your character, as some DMs won't tell you every little feat or ability you have right off the bat (like our paladin who, instead of reading in the phb about paladins and looked right for when he could learn spells, overlooked the fact that he could detect evil, lay hands, etc. until after our adventure)

829. sometimes it helps to practice sewing, cooking, navigating by stars, fishing, and/or any other little skill that doesn't involve spells or swordplay
#365

james_gaines_dup

Jan 27, 2008 21:47:18
830. Purposefully stupid actions really start to annoy the DM in the long run.
830(b). *For the DM* If one of your PC's is trying to commit suicide this tells you one of two things: A) He never really liked the character/wanted to play in the first place or B) your campaign has gone terribly terribly wrong. (Found this out myself).

831. When you do said stupid thing and the DM just looks exasperated and says, "No you don't," it's not a good idea to push it.

832. While "at will" abilities are useful, using Detect Evil on every single commoner tends to make your DM hate your paladin.
#366

dracophoenix

Jan 28, 2008 16:53:03
832. While "at will" abilities are useful, using Detect Evil on every single commoner tends to make your DM hate your paladin.

833. Telling your DM to assume "I detect magic" from the party warlock as part of "We investigate the door" (And other standing instructions) might dent his hopes for a interesting surprise, but will ultimately result in smoother game play all round than:

Warlock: I detect magic
Rogue : I search for traps around the door
Rogue : Then I search the door itself.
*Guy with highest listen check* : I listen against the door to try and hear what's going on on the other side.
Rogue : I try the lock
(optional) I pick the lock

Seriously it's 4 words and a few dice rolls vs a small discussion at every door / wall / nook / cranny.
#367

shadowshimmer

Jan 29, 2008 11:56:40
834. When the Gnome Inventor says that he has invented a suit of armor that is fire proof. Do not, I repeat do not be the test subject.
#368

ivellius

Jan 29, 2008 12:10:35
These are a few that I wish I could get my group to learn after last session.

835.) When the party healer says, "We should rest for the day," and your hit points are in the single digits, it's a good idea to listen to her.

836.) The DM may not always be kind enough to throw weak monsters at you until you get the hint.

837.) When given the choice between camping in an island cave that is partly barricaded, safe, and dry and camping near a tree stand you just shot an enemy out of, it's best to pick the one not located in enemy territory.

837b.) Especially if the healer decided to stay in the cave.

838.) When digging a hole, make sure the guy left at ground level is the one you trust to throw you a rope.

839.) Don't lock the Dwarf Fighter in a creepy closed room with only one exit back the way he came.
#369

belljar

Jan 30, 2008 16:48:28
840. (Corollary to the 'always have fire' principle) Always have a non-magical light source as a backup. Everburning torches and the like might be convenient, but there just might be a time when you find yourself in a dark room with an anti-magic field (and if your DM is anything like me, also a fiendish Grey Render).
#370

pezz

Jan 30, 2008 19:22:26
840b) As an addendum to 840, always have a way to light said source. Don't be like me and pack a single torch as backup, and then forget the flint.
#371

twad

Jan 30, 2008 21:32:29
820. dont set buildings on fire in a city where buildings are close. it may seem good to set the bad guys on fire but when the city is ablaze you'll be feeling something.

*Raise hand proudly* Im guilty your honor! Twice! With incendiary grenades! Completely unnecessary large-scale destruction! And it was totally worth it!
#372

james_gaines_dup

Jan 30, 2008 21:39:58
841. Don't screw with things that your survival will depend on later.
#373

shadowshimmer

Jan 31, 2008 9:56:04
841. Don't tell the Drow Matron Mother that you wish her face was on fire so you could beat the fire out. She gets very mad.

842. When the Gnome Inventor says that they need a test subject for their latest invention, run as if you were being chased by a Red Dragon.
#374

Tovec

Feb 02, 2008 15:44:15
841. Don't tell the Drow Matron Mother that you wish her face was on fire so you could beat the fire out. She gets very mad.

842. When the Gnome Inventor says that they need a test subject for their latest invention, run as if you were being chased by a Red Dragon.

I think in general we could just condense the drow matron mother comments down to:
Never insult the Drow Matron Mother. Period.

I don't know what all your problems with Gnomes are. You people really have had some bad experiences.

843. Just because you can do something doesn't mean you always should.
(Paladins this really applies to you and your detect magic. Some evil creatures don't like constantly being pinged by skinny armour clad do-gooders.)
844. Constantly praying to the god of dice or luck or whatever usually pissess off the actual deities that exist in the realm.
845. Just because you can play outside the box doesn't mean it won't get you killed.
846. What the DM rules goes. Even if its a crap ruling. ESPECIALLY if its a crap ruling. (Unfortunately.)
#375

Prom

Feb 02, 2008 23:44:16
(847) No matter how powerful you think your character is or the party, there's no such thing as flanking an army. This includes sneaking up behind an army because you have a wicked move silently and hide modifier, then following up with a sneak attack, lol (cry). Between four to six PC's cannot handle thousands of troops built for there class level. Keep the tactics simple and stay out of reach. Take your horses with you don't try to run away from an army on foot.

Prom
#376

bradsmit

Feb 05, 2008 12:20:51
(848) Never trust small poor towns that mysteriously have a Bank. Said town will pick up and move once you leave all your gold you couldn't afford to carry on your character when you return to the dungeoun after resting up.
#377

shadowshimmer

Feb 05, 2008 16:53:19
849. When the Kender walks up to the Red Dragon and says "What's cooking Red." Have your character run as fast as they can.

850. When you hear the Kender say "Opps!" run away as fast as you can.

851. When the Gnome Inventor says that they have created Gauntlets that can catch any arrows shot at the wearer, do not be the one to try them out.
#378

Prom

Feb 07, 2008 1:01:38
(852) Take care selecting feats for your character, some feats seem like a good idea at first. If you are likely to use the feat every round or in every battle, it's possibly a good choice. Feats for fighters are much easier to figure out than the arcane caster classes. Take your time selecting a feat if you can.

Prom
#379

t_stalker

Feb 07, 2008 2:30:23
(853) Never, ever, under no circumstance meet a lonely drow and let them live. Especially if they're PC's.
#380

meshakhad

Feb 07, 2008 10:32:10
854. Unless it would be impractical, a cart is a really good investment. Not only can it carry your stuff, it provides cover for anyone inside. An ideal platform for spellcasters or ranged combatants.
855. If you use your cart in battle, make sure to invest in armor plating.
856. Spending skill points on Craft skills is a good idea and can come in handy.
857. When making deals with powerful NPCs, try and stick with up-front methods of payment.
858. If you end up owing an NPC anything, make paying said NPC back a priority.
859. Consider taking favors as payment in lieu of money for adventures that are likely to have lots of loot. This goes double if the person paying is a powerful spellcaster or has a high-ranked position in the government.
860. Even if you aren't a cleric or paladin, consider making your character a strong adherent of his or her religion. You can then get discount prices from your temple.
861. Nonevil deities can take souls as payment.
862. A don't-ask don't-tell policy on alignments can help keep parties together.
#381

rania

Feb 07, 2008 11:30:22
863. Deal with intra-party conflicts BEFORE the game starts.
#382

ithshunter

Feb 07, 2008 14:30:22
864. If you are a rogue, don't steal the wizard's spellbook.
865. Do not don heavy armor if you're a wizard, for this leads to fizzles, not fireballs.
#383

servantofdagon

Feb 09, 2008 13:51:25
(853) Never, ever, under no circumstance meet a lonely drow and let them live. Especially if they're PC's.

Big baby.
#384

nivlac_calvin

Feb 10, 2008 10:37:28
(854) Pie solves everything, it tastes good, it's food, it tastes good,it's a bribe, it tastes good, you can chuck it at your enemies, it tastes good....
#385

nivlac_calvin

Feb 10, 2008 11:30:30
(855) Revenge is not winning but it's a close second;)
#386

t_stalker

Feb 12, 2008 8:00:11
Big baby.

Search the forum for any party with drow pc.
Now refine search for good times, happy endings or non-intra party conflicts.

Don't thread stalk me.

(868) Don't give the gnome a ring of prestidigitation.
(869) Don't slap the big stupid fighter around from your comfortable wizards couch you just conjured up.
#387

shadowshimmer

Feb 12, 2008 10:33:16
870. When the Gnome Inventor says he has a suit of armor that can stop any crossbow bolt, do not be the one to first test it.

871. When challenging someone to a duel, do not underestimate your opponent. I thought the Gnome Monk would be easy. Boy was I wrong.
#388

nivlac_calvin

Feb 13, 2008 16:08:10
Search the forum for any party with drow pc.
Now refine search for good times, happy endings or non-intra party conflicts.

Don't thread stalk me.

I acctually DM a game with a drow fighter (Not Drizzit) and he and the other players and their characters get along ok. Incase you're wondering I have the aforementioned drow fighter (CN), a drow wizard(TN), an aasimar cleric(CG), and a human monk (LN).

Which leads me to #872

(872) If you can pick characters from the monster manual an aasimar cleric is very effective. +2 to WIZ and CHA help alot.

(873) If the cleric can get close enough to the undead remember the cure spells do the opposite to undead.
Here's an example of what once happened: My cleric was fighting a vampire that was near death but my cleric had run out of turn undead uses and one of the vampire's minions disarmed me so I traded one of my spells for cure critical wounds and I killed the vampire right there.
#389

pukunui

Feb 13, 2008 16:32:01
(872) If you can pick characters from the monster manual an aasimar cleric is very effective. +2 to WIZ and CHA help alot.

874) A lesser aasimar cleric (or paladin or anything that relies on either Wis or Cha) is even more effective because they get their stat bonuses without the LA +1 trade-off.
#390

nivlac_calvin

Feb 13, 2008 16:46:25
874) A lesser aasimar cleric (or paladin or anything that relies on either Wis or Cha) is even more effective because they get their stat bonuses without the LA +1 trade-off.

I don't have the book with a lesser aasimar in it, what is it and where is it?
#391

pukunui

Feb 13, 2008 16:57:59
I don't have the book with a lesser aasimar in it, what is it and where is it?

Player's Guide To Faerun. At the back.

The lesser planetouched have the "Humanoid (planetouched)" type instead of the "Outsider (native)" type. This means they're no longer immune to things like Charm Person and don't get free MWP. This is apparently enough to let them drop the LA +1.
#392

nivlac_calvin

Feb 13, 2008 17:31:32
What's MWP?
#393

pukunui

Feb 13, 2008 18:02:20
What's MWP?

Martial Weapon Proficiency.
#394

nivlac_calvin

Feb 13, 2008 18:10:13
Oh...:embarrass thanks
#395

josheva

Feb 14, 2008 17:16:23
#1 rule of adventuring: Never pick up a duck in a dungeon.
#396

pukunui

Feb 14, 2008 17:56:24
Oh...:embarrass thanks

No worries, mate.

876) If you're fighting some guys with a magic-user who stands very still and has a constipated look on his face and then the room is suddenly filled with the scent of fresh flowers, chances are he's not actually an arcanist ... ;)
#397

emissary666

Feb 14, 2008 17:58:37
877) Grues are your worst enemy, NEVER go without light into a dark area.

878) Try to ascertain the power of an enemy magic user and place him in the order of who to kill accordingly.
#398

nivlac_calvin

Feb 14, 2008 19:29:27
878) Try to ascertain the power of an enemy magic user and place him in the order of who to kill accordingly.

(878b) Needless to say the constapated looking guy who made the flowery spell comes last on the list.
#399

pukunui

Feb 15, 2008 7:06:38
(878b) Needless to say the constapated looking guy who made the flowery spell comes last on the list.

That was a veiled reference to the olfactory display of a psionic power being manifested. I'd rank the guy with the constipated face pretty high up on the list if you can figure out it was him who caused you to, say, shrink to half your normal size ...
#400

zombie_babies

Feb 15, 2008 9:23:02
Inspired by posts in other threads:

879. If your DM suggests Critical Failure rules veto the decision as a group. Don't believe me? Take a look at some of the "Most Embarrasing Ways to Die" and "Worst Character Death" type threads. You'll see...
#401

nivlac_calvin

Feb 15, 2008 15:07:49
Inspired by posts in other threads:

879. If your DM suggests Critical Failure rules veto the decision as a group. Don't believe me? Take a look at some of the "Most Embarrasing Ways to Die" and "Worst Character Death" type threads. You'll see...

I like those, I post on the most embarasing ways to die thread, which leads me to number 880.

880. If you make a fort out of any of the 'wall' spells, check to see if the walls have a time limit before adding a roof, here's what I posted on the other thread:

13. I and 2 other spell casters had made a sort of house/keep out of 3 walls of ice (triangle with open point) and all a wall of ice for a roof we made it with some scrolls, but we forgot that it had a time limit unlike wall of iron or stone, the side walls went first (we had 3 spell casters 2 mere multi), the roof was cast by me.
Walls go bye.
roof fall.
me flat.

#402

whisper_swiftblade

Feb 15, 2008 16:41:31
881) If you are going to plan your spells each day, hav a few spell list created in advance to speed things up.

882) The DM is there to have fun too, remember this.

883) In lue of 882, remember that just because he wants to have fun, does not mean he can lead the PC's by the nose, you have a big say in what you do.

884) Call shots are a bad idea, vote them down. Attacks to vonerable areas are already crits, and sneak attacks, and it is probaly safe to assume that the fighter with 3 BAB knows where to aim his sword.
#403

Prom

Feb 15, 2008 18:00:47
Posted by Whisper_Swiftblade,
881) If you are going to plan your spells each day, have a few spell lists created in advance to speed things up.

That's a really good idea, I'll remember that one.

(885) Advice for arcane caster players. If the battle is close to over and the risk is low, use zero level damage spells. You can then save the higher level spells for when you really need them. It also gives the rest of the party a chance to smash the enemy if you have been doing a lot of damage already. Arcane users that steal the limelight in the battle can get annoying for other players.

Prom
#404

Prom

Feb 23, 2008 1:24:18
(886) Large scale battles are tactically complex and use up large amounts of resources. Makes sure to take lots of; ammunition (arrows, bolts, and bullets), healing (potions, belts, scrolls and cleric's) and there is a major advantage to having more than one arcane caster in the party.

(887) If you are going to save another players character, make sure you can do it without getting your own character knocked-out or killed. You do the party no good if your character is face down in the dirt.

Prom
#405

changing-winds11

Feb 23, 2008 22:02:24
810.) If you have a hyperactive Ranger in the party, run whenever you encounter his favourite enemy, because someone will get hurt. Badly.
811.) Make players state their positions clearly and often. You could accidentally wind up having an angry drunk halfling with ADD in the party who wasn't supposed to be drunk.
812.) If you're a winged elf, don't come near the building with the big letters saying KFC.

Where is the winged elf? Out of curiosity?
#406

shadow_viper

Feb 24, 2008 0:58:03
877) Grues are your worst enemy, NEVER go without light into a dark area.

878) Try to ascertain the power of an enemy magic user and place him in the order of who to kill accordingly.

What's a Grue?

888) If you're a divine spell caster(or have cure light wounds in your spell-list, example: Bard) or can invest ranks into Use Magic Device: Buy a wand of cure light wounds rather than wasting coin on potions of cure light wounds.

889) Healing Belts are great :D
#407

pezz

Feb 24, 2008 1:12:36
http://en.wikipedia.org/wiki/Grue_(monster)


890)Never call the high level NPC druid a tree hugging hippy
#408

larry_the_titan

Feb 25, 2008 14:38:54
@Pezz your link failed. You missed the last ) and thus it did not work.

http://en.wikipedia.org/wiki/Grue_(monster)
#409

pezz

Feb 25, 2008 15:06:13
whoops, auto-link tag error there XD
#410

Tovec

Feb 25, 2008 20:01:08
891. Never assume things are as they appear. Especially in my games.
892. The (NPC) Cleric of Pelor is evil. Deal with it.
893. Just because you are evil doesn't mean you are sitting in the corner cackling.
894. Just because you are evil doesn't mean you are plotting to kill all your fellow PCs. Maybe just some of them.
895. CN is NOT as likely to jump off the bridge as cross it.
896. CN is NOT an excuse to kill friendly PCs or NPCs for no reason.
#411

groundzero0523

Feb 27, 2008 23:08:19
897. When in doubt, and all else fails, light something on fire...

To quoth everyone's favorite CE Halfling Ranger...
#412

death1942

Feb 27, 2008 23:59:51
676. Never stay in a different inn than the rest of the party... unless, of course, you want to face the inevitable Assassin attack alone...

unless of course you are the assassin and/or are in league with the assassins


898: dont steal from your party when they have agreed to pool the loot and/or the money

899: dont stand in the way of the party member who ONLY uses a bow.
(ex. said party member is using a bow in a 4ft high cramped cave and rolls 3 1's in a row whilst 2 of the party are in front on him...it ends in sadness)

900: dont underestimate oil flasks. if you dont have access to an Alchemist buy lots of flasks and get something that can catch alight easily.
#413

Tovec

Mar 02, 2008 21:18:27
There you go Prom we're at 900 already!

901. Always make sure you know what languages you speak.
902. Select bonus languages that make sense. Sure its cool to have Orc (as an Elf) but seriously, what self respecting Orc will talk to you.
903. If the is a language that makes sense for you to have, ask your DM and explain it.
904. Make sure you speak common.
905. In my games, make sure you speak elven.
#414

emissary666

Mar 02, 2008 21:43:48
There you go Prom we're at 900 already!

901. Always make sure you know what languages you speak.
902. Select bonus languages that make sense. Sure its cool to have Orc (as an Elf) but seriously, what self respecting Orc will talk to you.
903. If the is a language that makes sense for you to have, ask your DM and explain it.
904. Make sure you speak common.
905. In my games, make sure you speak elven.

902 exception: In a wartime setting, knowing your enemies an allies languages is extremely important. (Henceforth an elf should know Orc, an kobold should know Gnomish)

906: Kill every gnome you see, the legal problems are nothing compared to the problems a living gnome would cause.
#415

Prom

Mar 03, 2008 1:37:20
Posted by Tovec,
901. Always make sure you know what languages you speak.

LOL, that cracks me up.

(907) The "Eternal wand of cure light wounds", renews it's healing powers each day. It may not give you as much healing as a healing belt, but there are only so many healing belts you can wear at one time. Eternal wands can be a really good cheap way to keep your character alive, they pay themselves off in the long run (unless your a cleric or Druid).

Prom
#416

pezz

Mar 03, 2008 3:45:27
908) Get a custom item, command word of cure light wounds. 1st level spell, 1st level caster, sure it's only 1d8+1 hp but as a command word item it never runs out of uses, its cheap, and allows you to get back up to nearly full life after every fight.
#417

Tovec

Mar 06, 2008 19:38:49
909. Created, playable, races are always annoying. I've tried I don't know how many times to make good races but they always fail.
910. Things inspired or openly ripped off from other sources (books, movies, games, what-have-you) are cool when people get the joke, bad otherwise.
911. If using a copied idea from an outside source (see 910) make sure you aren't too literal in your interpretation/copy. Remember it has to fit into the world more then it has to follow the convention.
911b. I know Bruce Wayne is Batman. I know Bruce Wayne is a million/billion/trillion(soon)-aire. I don't care. In my game he is JUST Batman, though he is still kick ass.

;) I know the quality of my things has gone down but its my version of a 'bump' post. I refuse to make those piddly little posts.

912. As the Admiral says, "It's a trap!"
#418

shadowshimmer

Mar 07, 2008 9:14:46
When the Half-elf Bard grabs the cutest girl in the bar and kisses her, make sure she is not related to the King in anyway as there will be Bounty Hunters chasing you the whole adventure.
#419

solis_bjorn

Mar 08, 2008 0:33:28
-please forgive if already said, I did not read all 14 pages line for line.

(914) bring one extra small belt pouch filled with regular flour; when confronted by invisible badie and you have a rough idea where he is throw a handful of flour at him, that s*** gets everywhere and lets you see him!
#420

tharivol266_dup

Mar 08, 2008 9:52:31
915) avoid gazebos
916) avoid house cats particularly those with long hair
917) dont try to use the head of vecna
918) if there is an innocent looking little girl at the end of the dungeon it is either your dm messing with you OR the scariest thing you are likely to see in a dungeon. if she asks you to play run as fast as you can
919) dont die
920) you can never have enough rope, daggers or pitons
#421

Tovec

Mar 08, 2008 11:18:22
920) you can never have enough rope, daggers or pitons

We hardly ever use pitons in our game.
I agree with the rope thing but..

921. Make sure you can carry all the stuff you own. This is based off the 3' 0" Halfling with 300 feet of rope spooled around him.

Flour works but so do spells specifically designed to beat invisible baddies. (colour spray?)
#422

solis_bjorn

Mar 08, 2008 15:59:16
Flour works but so do spells specifically designed to beat invisible baddies. (colour spray?)

Yeah, the flour suggestion was a cheap alternative for either not wasting a spell, or for those of us that arent casters... not everyone has spells.
#423

saurus33

Mar 08, 2008 19:30:29
922. If you're undead, use it to your advantage.

Example: Instead of buying an extra horse, just get into the bag of holding.

923. Disguise is your friend.
#424

tharivol266_dup

Mar 08, 2008 20:09:27
We hardly ever use pitons in our game.
I agree with the rope thing but..

pitons are amazingly useful. my whispergnome and another guy's halfling each have rope and pitons and hammers and when we are in a dungeon we rig up hammocks for ourselves up off of the ground.

beyond that they can be used to wedge doors(and other things with similar mechanics) open or closed.
you can rig up a system of eyeholes and ropes going through to remotly pull that lever you know is trapped but cannot disable.
need to know the depth of a pit? tie a piton on to the end of a rope and lower it down until it goes slack.
need to pass a line across a gorge or something? attach a piton to the end of a rope and fling it across
#425

Prom

Mar 09, 2008 15:16:01
Posted by Tovec,
I know the quality of my things has gone down but its my version of a 'bump' post. I refuse to make those piddly little posts.

LOL, hasn't almost all our advice either become repeats, silly or obsure.

Posted by tharivol266,
915) avoid gazebos
916) avoid house cats particularly those with long hair
917) dont try to use the head of vecna

Some explanation would be nice as to why you avoid gazebos, I'm assuming that you have encountered a trap.

Now I've encountered very few cats in games, but it still seems to be the big ones that want to eat you not the house cats. What do you have against long haired cats?

What's the deal with Vecna heads?

I have to say tharivol266, your explanation as to why pitons are useful is very good. The application of advice is just as important as the advice, nice job.

Posted by Solis_Bjorn,

please forgive if already said, I did not read all 14 pages line for line.

(914) bring one extra small belt pouch filled with regular flour; when confronted by invisible badie and you have a rough idea where he is throw a handful of flour at him, that s*** gets everywhere and lets you see him!

As I've said not important to read all posts. Now the bag of flour is an interesting way to find invisible enemies.

Can anyone come up with a method of making the bag of flour explode so the flour gets thrown over a wide area?

(924) As a caster it is always a problem when they get engaged in melee combat. To help avoid this, purchase a "Gauntlet of Repelling". When a foe moves adjacent to you the gauntlets are an immediate action to push the enemy one square back. The enemy losses the rest of that action and can still move next to you if they still have another move action. But the pay off is they cannot hit you with the big sword etc. There is a chance of failure but it's very handy.

Prom
#426

pukunui

Mar 09, 2008 15:47:47
Some explanation would be nice as to why you avoid gazebos, I'm assuming that you have encountered a trap.

Eric and the Gazebo.

It also explains the "dread gazebo" from Munchkin.

What's the deal with Vecna heads?

There's the Hand and Eye of Vecna. You have to cut off your own hand and put out your own eye in order to put them on and get their magical powers. A year or so ago, WotC put out a joke adventure about the Head of Vecna ... the idea being that a gullible player would cut his own PC's head off and replace it with "Vecna's" head ... except that it either didn't work (meaning the PC had just killed himself) or something else bad happened.
#427

Tovec

Mar 09, 2008 15:59:10
pitons are amazingly useful. my whispergnome and another guy's halfling each have rope and pitons and hammers and when we are in a dungeon we rig up hammocks for ourselves up off of the ground.

beyond that they can be used to wedge doors(and other things with similar mechanics) open or closed.
you can rig up a system of eyeholes and ropes going through to remotly pull that lever you know is trapped but cannot disable.
need to know the depth of a pit? tie a piton on to the end of a rope and lower it down until it goes slack.
need to pass a line across a gorge or something? attach a piton to the end of a rope and fling it across

This reminds me..
925. A nifty little trap? Acid down a hole with darkness or obscuring mist covering it? They lower rope with heavy thing on bottom, the acid eats away at rope and whatnot, they think it goes down really really far. They start climbing down into the pit, get dissolved by acid.

LOL, hasn't almost all our advice either become repeats, silly or obsure.



Some explanation would be nice as to why you avoid gazebos, I'm assuming that you have encountered a trap.

Now I've encountered very few cats in games, but it still seems to be the big ones that want to eat you not the house cats. What do you have against long haired cats?

What's the deal with Vecna heads?

I have to say tharivol266, your explanation as to why pitons are useful is very good. The application of advice is just as important as the advice, nice job.



As I've said not important to read all posts. Now the bag of flour is an interesting way to find invisible enemies.

Can anyone come up with a method of making the bag of flour explode so the flour gets thrown over a wide area?

(924) As a caster it is always a problem when they get engaged in melee combat. To help avoid this, purchase a "Gauntlet of Repelling". When a foe moves adjacent to you the gauntlets are an immediate action to push the enemy one square back. The enemy losses the rest of that action and can still move next to you if they still have another move action. But the pay off is they cannot hit you with the big sword etc. There is a chance of failure but it's very handy.

Prom

Obscure as they may be they are still good things to keep an eye out for.
I just hate Bump.

Story of Gazebo..
DM: You walk down the street and see a Gazebo in your path.
Player1: Do we get a surprise round?
DM: Sure.
Player1: I attack it with magic missile.
Player2: I cast fireball.
Player3: I charge it.
Player4: I sneak attack it.
DM: *pauses*
Party: What happens?
DM: The Gazebo is utterly destroyed. Good for you.
Party: Yay! What's a Gazebo anyway?
DM: Look it up.

Commoner Vs. Cat.
Cat wins like 60% of the time. They tested it out. Sometimes more sometimes less but around 60% I'd say.

Head of Vecna..
You know how the hand and eye work right? Same theory. Works as a extended trap for players as they try to find the magic item that will allow them to survive without the head long enough to replace it. Look around for the full version, its got to be around on the site somewhere.
#428

takk_tealeaf

Mar 10, 2008 15:50:01
926. If a mission requires that you dress up as a merchant, and you're given a wagon full of goods, and you decide to stop by a small town and sell some of your wares, make sure you know the generally accepted prices for the things you have. Wisdom check's aren't failsafe.

927. Spools of thread can be very, very nifty. Sewing is an obviously useful occupation, but thread can also be used to create improvised trip-wires (connected to a bell or something similar will alert you of nightly visitors if you have to sleep in a dungeon or something similar), weave into small fishing/butterfly/whatever else nets, and pull other trip-wires or levers from a distance.

927a. As far as sewing goes, hostel-sheets, pouches, pockets for clothing, false-bottoms in back-packs, improvised sheats, and other ideas can be life-saving.

928. Always remember to carry oil for your lantern.
#429

dravda

Mar 11, 2008 0:17:40
929. Gods, why hasn't this been said yet? If you have two arcane casters, they need to coordinate their spells to avoid duplication, especially if one is more flexible than the other (i.e. you have a wizard and a sorcerer).

930. Two rogues means that they can branch out and cover more bases. One can handle traps, scouting, etc, while the other can handle social interactions, for example.

931. Player vs. Player fighting is rarely worth the time. Just go play a game of Super Smash Bros. or Halo, and then come back when you're ready to COOPERATE.

932. RAISE DEAD. Your "insurance". Bad guys can use it, too. Make a policy of burning corpses.

-Count Dravda

EDIT: Whoops, mis numbered. I'm sorry: my mistake entirely.
#430

scout1idf

Mar 11, 2008 1:58:26
931. When you and your friends go to the tavern at the beginning of an adventure, always make sure at least 1 of you stay sober. That way they can tell if it is a good idea to accept the quest or not.

Make sure you take turns to make it fair though. If the same person gets stuck everytime, he might accept out of spite and stay home where it's safe.

_
#431

scout1idf

Mar 11, 2008 2:12:26
932. If you are approached by an "old dirty begger" telling stories of treasure and where YOU can find it, listen to all he has to say then kill and rob him so he doesn't show up and rob you after you did all the work collecting the treasure.
:fight!:



_
#432

Prom

Mar 16, 2008 19:07:02
Posted by Andorxor,
2. Always do a backgroundcheck before you accept a quest.

Researching a quest or enemy has already been discussed, firstly by Andorxor; but it is worth mentioning a few more important details.

(933) Do as much research as you need to without slowing the game down to a crawl or people will get annoyed and skip the process. So, how do you research?

The first thing you want to do is find out what the party members already know by using your Knowledge skill checks. The party might already know a lot from the subjects they have studied.

Visit the following; Libraries, Great Halls of learning, Temples, Magic schools, Guild's, Tavern's , village elder's and anyone that the DM has indicated in someway might know what you need. Expect to have to use your social skills to get the information (Diplomacy, Bluff and Intimidate) and do some roleplaying. Don't forget you also have a gather information skill and add a few gold coins to make your odds improve.

If you make the process more of an opportunity to roleplay, then people are less likely to get bored (unless they are combat focused). You will likely get what information is available if you put the time into it.

Prom

P.S I have to say this is one of the hardest things I find to do well, and it really requires some discipline.
#433

mathboyzld

Mar 21, 2008 14:07:49
#934: Detect evil if you're a paladin:

At will, a paladin can use detect evil, as the spell.

(SRD).

Use it on any PC or NPC that wants to join your party. If they're not evil, can you make a DC 60 Sense Motive? If you can, use:

Discern Partial Alignment

This use of the skill lets a character discern one component of a target’s alignment. When making the check, the character states whether he or she is trying to discern the law-chaos or good-evil component. A character can’t retry the check, and he or she can’t use this to discern more than one component of the alignment (but see below). The target must be visible and within 30 feet of the character.

(Use it to see if they're good.)

If you make the check and they're good, then no problems here. If you make the check and they're neutral, then warn them that you will not tolerate any evil acts:
Code of Conduct

A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act.

Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Associates

While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.

Also, detect evil works against disguised or otherwise concealed people. This may be of use (especially if the BBEG disguises himself as a little girl, for example). Watch out: if the target can perform a DC 70 Bluff Check, they can hide their alignment from detect evil:
Display False Alignment

The character can fool alignment-sensing effects by displaying a false alignment of his or her choice. Once set, a false alignment remains as long as the character remains conscious and awake. Setting or changing a false alignment requires a full-round action.

Note: if you're playing a blackguard in an evil campaign, remove SRD quotes, change paladin to blackguard, good to evil, and evil to good.
#434

noon261

Mar 22, 2008 7:33:02
(935) never trust your allies.

My group has an incredible mortality rate mostly due to unfortunate circumstances and purposeful/accidental/involuntary betrayal.

(936) when they do screw you over have a decent excuse.

Once the players were fighting a underpowered vampire that dominated the rogue in a party of a human rogue, dwarf fighter and sun elf warmage. The warmage went upp a cliff via the gust of wind spell and the rogue used the opportunity to sneak attack the dwarf, who cut him to pieces, when the warmage addressed him about it he said "he fell on me axe", the dwarf lost his head in a orb of acid, instantly.
#435

beepaladin

Mar 23, 2008 13:48:44
937. The best way to investigate or gain access to a business is generally to be a paying customer. Staff will generally leave you to your own devices for the cost of a few silver. Do not use this theory at a bathhouse or any other business where patronage requires removal of weapons and armor.
[INDENT]Corrollary: A towel does not provide an improvised AC bonus. [/INDENT]

938. Yes, an elf only has to meditate for 4 hours while the party rests for 8. This is not super special fun bonus time (!!) for the elf to investigate outside on his or her own at night.
[INDENT]938b. Especially in Ravenloft.[/INDENT]

939. Because it seems no one (particularly DMs) remembers this line. Page 180 of the PHB states " A spell-like ability has no verbal, somatic, or material component, nor does it require a focus or have an XP cost. The user activates it mentally." This means, while it may provoke, it is not neccessarily detectable via spellcraft.
#436

entropy_judge

Mar 28, 2008 0:56:29
940) Keep some extra items if you think the DM might sic a thief monster on you. Two iron spikes ought to distract a rust monster long enough for you to get away or blast it.
#437

Demetri_Knighthawk

Mar 28, 2008 4:04:44
942) always when possable have dual type damage weapons. Scythes are slashing AND piercing, morning stars are piercing AND bludgeoning, some book somewhere has a weapon that is slashing AND bludgeoning.

945) the bard should always carry a whip. It is a reach weapon with trip attempts you can drop to avoid counterattacks if you fail.

946) spread out your bonuses. a +1 ring of prot, +1 amulet of natural armor, +1 buckler, +1 chain shirt, +1cloak of resistance. repeat cycle as needed till all are +2, then repeat till all are +3.

947) Keep your different AC's listed differently. Full AC, flat foot AC, touch AC all are different numbers. So are the bad guys.
Players: We cant beat the black guards full defensive AC to land a hit!
Bard: Hey, DM what is his touch AC?
DM: *checks notes* 15
Bard puts on gauntlet of rusting grasp.

948) use the right poison for the right enemies! yes the wisdom poison will drop the stupid barbarian with wisdom based survival, but how high do you think the wizard put a non essencial stat with no skills needing wisdom?
#438

Demetri_Knighthawk

Mar 29, 2008 3:10:44
290. Tanglefoot bags = win, especially at lower levels.

291. Tanglefoot bags + Alchemist's Fire = EPIC WIN OF TOASTY BAD GUYS!

What is the DC to combine two alchemic items? I like this idea since they are both air-reactant.
*sing song* Na-palm sticks to gnolls, napalm sticks to gnolls, ba-da ba-da

436. Beware, a Sphere of Annihilation can be placed in the most unlikely places.

Used this once as the GM, An ancient elven mage, a collector of artifacts and such, suddenly vanished in one of his speaches, the players investigating his tower found a bathroom with a decanter of endless water unscrewed and pouring into a bowl with a hole cut out in the bottom, a tube running downthe hole intot he darkness.
One of the players was smart and poked his great sword in the hole. "gongradulations, your greatsword is now a broad shortsword."

Actually I do think it is a survival tip. If you build a character back story, then you have invested a good deal of time creating it. Which I would like to think will motivate a player to keeping the character alive.
Prom

there is a part in the Oots comics where an NPC is dieing (he doesent have neg HP cause he is not a PC) when suddenly he tells another fighter his first name, suddenly he is a PC and gains HP as he goes from thug to fighter. The more you make of your character, the more reason you have to survive.

949) INT is needed for extra skillpoints, CON is needed for more hit points, remember that.
950) if you play a human or have more skill points than you know what to do with, its better to have 5 ranks in 20 subjects than 20 ranks in 5 subjects.
951) take some time from every level up to buy 1 rank in swimming, rope use, climb, tumble, and any other trained only skills, at best the wizard can counter tumble the rouge for a shocked face and a ray of frost.
952) a high AC, high save monk works wonderful to block a doorway, even better wth whirlwind attack.
come on, only 49 to go. And note just to make it easier: do not test anything the gnome makes.
#439

dravda

Mar 31, 2008 22:15:51
What is the DC to combine two alchemic items? I like this idea since they are both air-reactant.
*sing song* Na-palm sticks to gnolls, napalm sticks to gnolls, ba-da ba-da

I think they meant throwing the two separately. But maybe sticky napalm is the next thing a character with maxxed out Craft (Alchemy) should invent.

953) This is LITERALLY a survival tip. DON'T ACT OUT YOUR COMBAT SCENES IN REAL LIFE. ;)

Btw, I think number 950 is debatable.

-Count Dravda
#440

Prom

Apr 01, 2008 0:26:23
(954) Prepare before game night just like your DM would. This does not mean meta-gaming.

Read up on rules that you don't use often. If you plan to do something un-usual check out the implications it has for the application of rules and how the other players and DM will respond.

Make a few notes on what your character might say during a game, this is the roleplay aspect. It helps speed the game up and avoids using the same annoying statements. It also assists people who can't think on their feet.

Why is this a survival tip? What time you invest outside of game night adds durability to a character. Getting bored with a character is a sure way to delibaretely get killed in some silly manner.

Prom
#441

pukunui

Apr 01, 2008 2:20:01
(954) Prepare before game night just like your DM would. This does not mean meta-gaming.

Read up on rules that you don't use often. If you plan to do something un-usual check out the implications it has for the application of rules and how the other players and DM will respond.

Make a few notes on what your character might say during a game, this is the roleplay aspect. It helps speed the game up and avoids using the same annoying statements. It also assists people who can't think on their feet.

Why is this a survival tip? What time you invest outside of game night adds durability to a character. Getting bored with a character is a sure way to delibaretely get killed in some silly manner.

Prom



This is probably the best one yet! ;)
#442

saberus

Apr 01, 2008 3:37:58


This is probably the best one yet! ;)

Seconded!

955) Always keep a steel vial of Black Lotus Extract (maybe a few). Label them with a red swiss cross. "Accidentally" drop them when being chased by that big nasty that you beat up a bit, but had to retreat from (even rust monsters!). You might still win the fight! (Just don't let the paladin know!)

NOTE: the above may put a good character's alignment into jeopardy.
#443

jadedgeek

Apr 01, 2008 3:48:56
956) If you're being chased through grasslands by a group that is large, and sure to kill you if they catch you, unless you have another way to slow them greatly, try starting a brushfire. sure, you'll have to create your own counterfire to survive it yourself, and have to count on the area to be dry enough for the fire to catch, but you may just survive a confrontation that you would otherwise be fodder for, and you might kill the group thats chasing you with the fire as an added bonus (what's the cr on 100 goblins and 30 orcs vs low levels?)
#444

entropy_judge

Apr 01, 2008 5:20:46
955) Always keep a steel vial of Black Lotus Extract (maybe a few). Label them with a red swiss cross.

Assuming, of course, that A) there is an 'international' aid group and B) its symbol is a red Swiss cross. And, of course, assuming it's smart enough to know that there might be something good in side the vial and stupid enough to stop chasing you/not think it might be a trap.
#445

kallionastiryne

Apr 01, 2008 9:42:18
952: Always make sure the person with the most hitpoints is in front, and the person with the least hitpoints is in the back. A barbarian isn't very useful with the wizard is in front of him. Also, the other reason to do that is obvious.
#446

larry_the_titan

Apr 01, 2008 11:21:16
952: Always make sure the person with the most hitpoints is in front, and the person with the least hitpoints is in the back. A barbarian isn't very useful with the wizard is in front of him. Also, the other reason to do that is obvious.

And whenever someone sneaks up on the back end of the Party the battle ends in a near TPK with only the guy with the most HP not getting shived.

957: Put a scout at the front of the party and the healer at the back, the Meat sheild should be near the Mage until a fight begins. In larger groups of 5 or more it is best to set a second scout at the back of the party to keep an eye on the rare.
#447

grak182

Apr 01, 2008 15:06:32
958: If you've got the skill points to spare, a profession or craft may be useful to your character. It can provide some extra income, an alibi in some cases, and a smart character can figure out how to apply something like Scribing or Sewing to adventures and RP.
#448

grak182

Apr 01, 2008 15:16:22
959: Don't play with a Deck of Many Things. Nor should you let your party do so either. There's always a 50% chance with the deck that something will go terribly wrong that you may not be able to fix.
#449

tharivol266_dup

Apr 01, 2008 16:38:10
the comment i made about avoiding house cats was a reference to the house cat fluffy who managed to kill 3 5th level adventurers without getting harmed because that group was using the 3x20=dead rule and the players were very unlucky. the fourth party member decided to get revenge by setting the house on fire instead of attacking the cat.
#450

pukunui

Apr 01, 2008 18:34:14
959: Don't play with a Deck of Many Things. Nor should you let your party do so either. There's always a 50% chance with the deck that something will go terribly wrong that you may not be able to fix.

I've been wanting to try out the new Deck of Many Things (the PHB2's web enhancement). It's less lethal. More geared towards changing your character rather than screwing you over.
#451

grak182

Apr 01, 2008 20:19:47
I've been wanting to try out the new Deck of Many Things (the PHB2's web enhancement). It's less lethal. More geared towards changing your character rather than screwing you over.

Hadn't heard about it. Sounds neat, I could dig a less deadly/less reward oriented deck. Something that wasn't campaign breaking perhaps?
#452

pukunui

Apr 02, 2008 3:32:56
Hadn't heard about it. Sounds neat, I could dig a less deadly/less reward oriented deck. Something that wasn't campaign breaking perhaps?

PHBII Web Enhancement: Variant Deck of Many Things

It's all about rebuilding/retraining a character. It could be fun to mix the two together. There are some really interesting effects in the original Deck. You could take out the more horrible ones and replace them with some of the rebuilding/retraining ones from the new Deck.
#453

callista

Apr 02, 2008 12:21:46
I like the new deck. It does tend to weaken characters, but if used during the first two or three levels, you could end up with some interesting combinations. You'd want to houserule out the multiclassing penalty though.
#454

larry_the_titan

Apr 02, 2008 13:03:21
I like the new deck. It does tend to weaken characters, but if used during the first two or three levels, you could end up with some interesting combinations. You'd want to houserule out the multiclassing penalty though.

You might want to add that the redesign also completely Nerfs any and all Character progressions.
#455

Prom

Apr 11, 2008 22:53:27
(960) When faced with a superior enemy do not try and stand toe-to-toe with them. Find the high ground and use it to your advantage, or some sort of natural barrier to slow the enemy.

This is likely to be the last entry from me for a while, as I take on the DM job for a while in a starwars game.

Prom
#456

velcroman226

Apr 13, 2008 17:12:29
961: Alot of BBEG will give monalouges. Use this time productivly, like preparing a powerful spell.
#457

dravda

Apr 14, 2008 18:42:23
962)On the subject of villainous monologues...

http://forums.gleemax.com/showthread.php?p=15347762#post15347762

Do anything in there during a villain's monologue.

-Count Dravda
#458

pezz

Apr 15, 2008 0:23:06
963) Medium and Heavy armors come with gauntlets (and occasionally helms)
Sell the gauntlets/helms if you need money as they don't really do anything. If you are replacing them, don't forget to subtract their weight when putting on the new equipment.
#459

Prom

Apr 20, 2008 20:23:13
(964) If a creature your group encounters will drain a level everytime it hits your character, withdraw and avoid the beast totally.

I just had a party TPK'ed by something that sucked levels each time it bit or clawed.

Prom
#460

moxmonger1337

Apr 21, 2008 13:24:48
965 : After you take a nasty hit because the mistake of one of your friend, make sure they fell guilty, this could help you later.
966 : After being reduce to 0 or less hit point, make sure the cleric fell guilty about not having healed you.
967 : Fireball colateral damage can act as a warning to PC or NPC that are bugging you :D
#461

sunic_flames

Apr 21, 2008 17:02:54
Here's a good one.

Ring of Prestidigitation on a shapeshifter. Similar to the gnome, you will find very nasty things happen to any hapless Silver Flame priests for no explainable reason. Unlike the gnome, this is likely to entertain the other players instead of get them killed.
#462

xantos000

Apr 22, 2008 16:55:33
969. A druid without Natural Spell is a warrior without his armor.
970. Wizards become gods at level 16.
971. Sorcerers become gods at level 17
972. Wizard > Sorcerer
973. At Level 13, a druid is fun when you: wild shape into a Dire Bear, have a Dire Bear Companion, and Summon an Augumented Dire Bear. Your own private army!
974. Never trust a munchkin.
975. Never trust a person who wants you to give a magic item to X someone, and then tells you it is cursed for everyone except X person.
976. If you don't follow 975, you just tried to assasinate the High Cleric of a city.
977. Charm is your friend. Use it to interrogate prisoners, get into the BBEG's castle, and most importantly, skip to the front of the line.
978. Silent Image is a spell full of win. Make an illusionary fog and tell your allies its fake. Make a fake pit between you and the Orc barbarians with great-axes.
979. Never trust a DM who celebrates when he gets a crit.
980. Never try to shoot a person when your friend is in between you and him. You will roll a one and shoot your friend in the back.
#463

fridesgerte

Apr 22, 2008 21:36:18
981. Never charge to 5ft from an enemy when you're wielding a weapon with reach. Especially if he's also got a reach weapon.
#464

GalaGalaxia

Apr 23, 2008 0:56:06
41) Don't put the pouch of holding in the bag of holding.

Why not? It's only portable holes and bags of holding that have problems interacting. So, unless there's a houserule in your campaign stating that all extradimensional spaces have problems interacting, you're safe.

And, that brings me to ...

#something) Make sure everyone has agreed upon and knows about possible houserules. They can mean a difference between life and death.
#465

narris

Apr 23, 2008 1:26:08
983) If the DM is going to kill your character, start looking up the ghost template.

984)If you're trapped on a prison plane, get killed, become a ghost and then materialize on the material plane and get a cleric to ressurect your character.
#466

Thief_of_Hope

Apr 23, 2008 1:40:22
To supplement the advice of all those who suggested having a spare knife/dagger:

985) Keep at least one hidden spare dagger on your person. The more you have, the better the odds that they'll miss one when they frisk you.

986) If you are a caster, #985 applies to spell components and focuses.

987) If you can pick locks, #985 applies to your thieve's tools. Keep spares.

988) Have SOMEone in the party who is able to get out of bindings.
#467

shadowshimmer

Apr 23, 2008 7:23:19
989) Always and I mean always have more then one person in the party on watch because that person can fall asleep, run off, get killed and the party could just keep on sleeping.

990) Magical gauntlets or gloves on a Monk, used by a player who knows how to use a Monk can be the greatest thing you have ever seen in D & D.

991) The Underdark is not for the timid.
#468

xantos000

Apr 23, 2008 8:09:09
992) The Underdark may be dark. Bring an extra torch or light source for those pesky humans with normal vision.
993) The halfling is not food!
994) Seriously, bring an 11 foot pole rather than a 10 foot one.
995) No man is Superman (except Chuck Norris)
996) When you ask for an optimized character, make sure that you can play it from lvl 1 (or whatever level you're starting at). Generally they'll give you a character that's terrible until the upper levels.
997) Always (even mages) bring a GOOD ranged weapon, a melee weapon, and a light slashing weapon. You never know when you'll be eaten by a T-Rex.
998) Do not try to entangle in a dungeon.
999) Walking into town polymorphed into a 1) Dragon 2) Hydra 3) Dire Bear 4) Anything big scary and monstrous, is not a bright idea.
1000) Pun-Pun is not a "balanced character"
1001) Pun-Pun may result in a ****** off DM and a slightly unbalanced campaign.


1001!
#469

moxmonger1337

Apr 23, 2008 10:34:13
992) The Underdark may be dark. Bring an extra torch or light source for those pesky humans with normal vision.
993) The halfling is not food!
994) Seriously, bring an 11 foot pole rather than a 10 foot one.
995) No man is Superman (except Chuck Norris)
996) When you ask for an optimized character, make sure that you can play it from lvl 1 (or whatever level you're starting at). Generally they'll give you a character that's terrible until the upper levels.
997) Always (even mages) bring a GOOD ranged weapon, a melee weapon, and a light slashing weapon. You never know when you'll be eaten by a T-Rex.
998) Do not try to entangle in a dungeon.
999) Walking into town polymorphed into a 1) Dragon 2) Hydra 3) Dire Bear 4) Anything big scary and monstrous, is not a bright idea.
1000) Pun-Pun is not a "balanced character"
1001) Pun-Pun may result in a ****** off DM and a slightly unbalanced campaign.


1001!

The last two are not realy tips so i propose that we remove them from the list :P

1000) Polymorphing into a naked Nymph can be usefull
1001) Polymorphing into a Dragon/Hydra/Dire Bear can produce the opposite effect but the same result that polymorphing into a naked Nymph

NOW that make 1001 :P
#470

ravenshrike

Apr 23, 2008 23:56:47
981. Never charge to 5ft from an enemy when you're wielding a weapon with reach. Especially if he's also got a reach weapon.

Technically, given that you have to attack from the closest square to your starting position, you can't do this.
#471

Tovec

Apr 24, 2008 23:08:31
1002?/1004? If you have a spell prepared make sure you have the components handy and can cast them when needed.
#a. Especially if you are a ranger or other non-straight spellcaster.
#b. Especially if you have a tendency of being captured.
#c. Especially if you don't know what those components are.
#d. Especially if your DM is a ..inflammatory.. and never bothers you for your components until you REALLY need something.
#472

Prom

Apr 25, 2008 20:29:04
Hi All,

Well 1001 has been reached, if you want to keep posting do. I will post here from time to time, when I have something constructive to add. Feel free to keep numbering if you like.

Prom
#473

kimokeo

Apr 25, 2008 21:25:31
955. If you are in an all-male group of players, ask a girl to join. She can play if she wants.
954. Always have the numbers on your dice properly painted for visibility. Nothing annoys players and DM's more than not being able to see the roll.
953. Never, ever have a Rogue in the party if it is low level campaign. Almost all the magic items found are usually for the Rogue.
952. Do not try to play with the Wizard's familiar.
951. Feed your pet - for anyone with a companion or familiar.
950. Make sure your pockets and scabbards hold their contents securely. Nothing is worse than hanging by your feet, upside-down, thanks to the giant that is shaking you until everything falls out.
#474

kimokeo

Apr 25, 2008 21:29:53
When posting, realize the 'reply to topic' page is showing the posts in reverse order. The number sequence did not start going backwards...
#475

sunic_flames

Apr 26, 2008 8:17:38
When posting, realize the 'reply to topic' page is showing the posts in reverse order. The number sequence did not start going backwards...

#476

dravda

Apr 26, 2008 18:35:51
1009) Make sure you've got your bases covered as far as skills go. It sucks to have a "face man" who can convince anyone of anything, but not have anyone with enough Sense Motive to protect yourselves from the same.

-Count Dravda
#477

pukunui

Apr 26, 2008 21:54:48
1010) Don't adventure with the 3.5 rules. Use the 4th Edition rules instead. Your character is more likely to survive and you're more likely to have a good time as a result ... ;)
#478

turalisj

Apr 26, 2008 23:44:36
1011- Until 4e actualy comes out, and there is enough material to actualy play the game, use 3.5e :P
#479

pukunui

Apr 27, 2008 0:13:42
1011- Until 4e actualy comes out, and there is enough material to actualy play the game, use 3.5e :P

1012) If you want to play 4e but can't wait for the full rules, visit www.enworld.org, where there's more than enough material to get you playing (although you won't be able to advance past 1st level).
#480

dravda

Apr 30, 2008 1:12:18
1013) The enemy has a plan. Finding out what it is enables you to stop it, in addition to identifying key targets and appropriate strategies.

1014) Don’t open fire with AoE spells in a town. There are usually civilian casualties.

1015) If you insist on breaking rule 1014, at least don’t shoot the spells into buildings. Unless, of course, you're not worried about the death toll.

1016) Blackguards can wear white and preach about honor, valor, and righteousness. Just because he’s evil doesn’t mean he THINKS he’s evil.

1017) Paladins can wear black. There IS a gritty, badass side to LG.

-Count Dravda
#481

shadowshimmer

Apr 30, 2008 13:48:57
1018) There is a reason why everyone always says "The Butler did it." in a mystery murder. Chances are they did do the murder or know who did. So when playing a module that is a noble murder mystery, start blaming the Butler right away.

1019) If you are fighting or coming across monsters that have a blank stare in their eyes, they might be thralls with a Mind Flayer or two controlling them. Look around and watch your back.

1020) If the moon hits your eye like a big pizza pie then how do you think a boulder thrown by a Cloud Giant feels? Seriously, do not misjudge the distance these guys can throw and get behind some cover.
#482

emissary666

Apr 30, 2008 16:10:44
1021) Always has a blind character in your party. It helps when your in the dark, blinded, or blindfolded.
#483

Man_in_the_Funny_Hat

Apr 30, 2008 17:52:05
1022) NEVER run out of ammo.
#484

entropy_judge

Apr 30, 2008 18:34:22
1022) NEVER run out of ammo.

In the event that the above happens:
1023) *Always* have at least two planned, memorized, and accessible escape routes available. Very little sucks more than being out of ammo and surrounded.
#485

herald%40large

Apr 30, 2008 19:42:49
1024) Chalk and candles are dirt cheap and don't weigh anything. Bring plenty of both.
1025) Keep your tindertwigs in a waterproof container.
1026) NEVER NEVER NEVER play Chaotic Stupid.
1027) Make sure the party has all the Knowledges covered.
1028) Make sure at least one person in the party has points in Handle Animal.
1029) Never trust a chortling DM. :P
1030) The party works best when it works as a team. Don't steal from fellow party members, or threaten to harm the wizard's familiar, or hit on the sole female party member.
#486

ninto

May 01, 2008 12:51:11
This is great. I read all 17 pages and i have learned alot. For a new commer to the game not knowing a whole bunch but basic rules this thread has given me alot of ideas for my current char and my next one in the game we will start in 4.0. I want to thank you all for the great tips. Now for one of my own.

1031) Never let the person who when playing a PC and only cares about loot and magic items actually DM a one night game. To many strong items were handed out and the night was like playing a game of Dynasty Warriors.
#487

beepaladin

May 04, 2008 14:24:42
1032) Charm is not a good way of getting the party together.

...oops
#488

emissary666

May 04, 2008 16:08:58
1032) Charm is not a good way of getting the party together.

...oops

On the contrary,

1033) Geas(sp?) is a great way to get the party together.
#489

caleb_101

May 04, 2008 18:43:57
1034) Thunderstones and the The Vials of Alchemists Fire you keep in your backpack don't mix. Keep them separate.

1035) Wish is not the solution to every problem. Only the ones your DM can't 'mis-interpret'.

1036) If the Dm is getting out blank character sheets he prepared, take the other door.
#490

Prom

May 04, 2008 19:48:39
(1037) Just because you have taken a NPC down and they are bleeding to death, does not mean they are not a threat. Finish off dangerous enemies, kill them, chop off arms, legs and head and seperate them.

Coup De Grace is not a good idea unless there is no other living NPC's around that can distract you by hitting you with spells or weapons, just hit them normally and cause damage.

Prom
#491

Prom

May 11, 2008 20:04:29
(1038) If the party meets an enemy it cannot manage in a room, everyone needs to fall back with a withdraw action and use the tunnels to funnel the enemy into a small space so that they can get a chance to heal up.

Tanks will not last long in the front line if healers are not right behind them, keeping them from dropping.

Remember if the tank went down with one ot two rounds of combat it's time to bug out.

Prom
#492

dravda

May 11, 2008 23:45:18
1039) If you are attempting to guard something (your phylactery or spellbook, for example), TELL your DM what you have done. NPCs cannot be foiled by things the DM doesn't know about. And if you tell him, "No, they couldn't have scryed on it, because I cast nondetection on it!" then he'll just pull some reason out of thin air for it to work, like "Um...they made their caster level check. Yeah, that's it."

Also, if you're going to do this, you might have to ask the DM not to metagame, so that NPCs won't suddenly appear who are all spec'd to destroy your abjurations.

-Count Dravda
#493

entropy_judge

May 12, 2008 0:51:48
1040) Don't argue with the DM over what you did (or didn't) do. Whether you actually cast Mordenkainen's Faithful Watchdog or not is irrelevant, the fact of the matter is that there are ogres now, and the guy with the Ogre-Slaying Knife is at the bar getting drunk.

Moral: If you're surrounded by ogres, you've obviously screwed up somewhere. Plan better.
#494

sunic_flames

May 12, 2008 8:28:39
1040) Don't argue with the DM over what you did (or didn't) do. Whether you actually cast Mordenkainen's Faithful Watchdog or not is irrelevant, the fact of the matter is that there are ogres now, and the guy with the Ogre-Slaying Knife is at the bar getting drunk.

Moral: If you're surrounded by ogres, you've obviously screwed up somewhere. Plan better.

#495

ghost_image

May 26, 2008 21:29:37
(1041) Just stay home
#496

candin

May 26, 2008 23:45:12
1042.
Don't drop your weapons or valuables in combat. Especially around kobolds.

It's happened in our group where an archer would drop his bow because he wanted to attack that turn with his short sword. Nothing is more frustrating than a kobold grabbing your artifact weaponry and running away with it. Never to be seen. Again.
#497

tharivol266_dup

May 27, 2008 18:26:45
1042.
Don't drop your weapons or valuables in combat. Especially around kobolds.

It's happened in our group where an archer would drop his bow because he wanted to attack that turn with his short sword. Nothing is more frustrating than a kobold grabbing your artifact weaponry and running away with it. Never to be seen. Again.

actually this should be more along the lines of : Don't hold onto severly overpowered/broken/wonky/rp critical items because your dm will be tempted to take it away when the opritunity strikes(the dm may even make the opritunity him/herself)
#498

Prom

Jun 02, 2008 23:16:32
I can't remember if I've mentioned this or if someone else has, but after the long week-end, I watched the group scout make this mistake most of the night. I'll say it.

(1043) If you are going to search for Traps, listen or spot trouble, then always take "20".

Note: If you are the scout, then the Search skill should be maxed-out. And clearly Listen and Spot are also important.

Prom
#499

Prom

Jun 02, 2008 23:24:34
Almost forgot this.

(1044) Rust monsters can't do much damage to your metal gear if they are in combat with summoned monsters or players have wooden weapons (staff, club). A rust monster can only attack the stuff in your hand or what you wear, so have something in your bag. This is also a good time to let arcane users do their job.

Prom
#500

emissary666

Jun 03, 2008 6:58:47
1045) Carry metal scraps to feed rust monsters, a creature like that is to valuable to kill. Use it to help destroy enemy gear.
#501

dravda

Jun 04, 2008 16:46:41
1046) If you're a necromancer, NEVER pass up the opportunity to animate a dragon/hydra. It's an investment you won't regret!

-Count Dravda
#502

Prom

Jun 11, 2008 0:34:18
(1047) If you have a creature to deal with, there can be more options than just trying to kill it. Some creatures or animals will just run away if you let them and you as the player do not have to risk your characters live.

Prom
#503

dravda

Jun 14, 2008 16:14:12
1048) Do everything Dungeonscape suggests. Except their feat recommendations.

-Count Dravda
#504

oakes

Jun 14, 2008 18:04:27
1049) Only you can prevent wildfires.
#505

turalisj

Jun 14, 2008 18:15:08
Unless you are a dragonfire adept kobold with pyromaniac streak.
#506

talon__dup

Jun 17, 2008 18:22:51
You'd think this would be common sense, but the number of times I've seen players not what their own characters can and can't do, and as a result slow the game down or make mistakes or whatever, is ... well, a lot.

Last campaign, our rogue forgot to put ranks in his trapfinding skills, forgot he could sneak attack, and used a greataxe. And forgot to mention he was a rogue. I thought he was just a really bad fighter until 4th level, when there was an unbypassable trap and he was like "Hey. Don'y I have disable device as a class skill?" and I'm like "No, fighters don't". Then when he said he was a rogue I almost killed him out of game and DID kill him in game.
#507

talon__dup

Jun 17, 2008 18:54:35
1050. A level of fighter benefits EVERYONE. A bonus fighter feat, +1 base attk bonus, and if im inferring the multiclassing rules right, then a bonus general feat. And free MWP.

1051. As a Bard, stack ranks in Perform (sing), or Perform (oratory). You can't play a lute or a flute underwater.

1052. As a spellcaster, pick a spell, then use all your slots to prepare it. May not be useful, but can be a whole lot of fun. [only do this once in a while]

1053. If it wieghs nothing, and is not expensive, buy 50. Candles, needles, chalk, ANYTHING. BUY A HUNDRED!

1054. Playing a combatant, here is what weapons you should have.
-main melee or ranged weapon [+5 longsword, +3 flaming longbow and such]
-backup melee or ranged weapon [mwk longwsword, mwk long bow etc.]
-one of wichever you didn't have in the first place [short bow, longsword]
-a light melee weapon [light mace, showt sword
-no less than 6 daggers. Always

1055. As a druid, stick to 1st lvl animal companions, instead of getting a t-rex. A 1st lvl t-rex is as good as a 16th lvl wolf or horse.
#508

pukunui

Jun 18, 2008 2:05:14
1050. A level of fighter benefits EVERYONE. A bonus fighter feat, +1 base attk bonus, and if im inferring the multiclassing rules right, then a bonus general feat. And free MWP.

Where'd you get that from? You never get bonus feats just for multiclassing. You'd only get a general feat if your fighter level happened to be at a level where you'd normally get a feat (1st, 3rd, 6th, 9th, etc).
#509

dravda

Jun 18, 2008 20:57:14
Where'd you get that from? You never get bonus feats just for multiclassing. You'd only get a general feat if your fighter level happened to be at a level where you'd normally get a feat (1st, 3rd, 6th, 9th, etc).

Correct. Unless he's talking about 4th ed...I dunno.

-Count Dravda
#510

turalisj

Jun 18, 2008 21:24:25
1050. A level of fighter benefits EVERYONE. A bonus fighter feat, +1 base attk bonus, and if im inferring the multiclassing rules right, then a bonus general feat. And free MWP.

Wrong, wrong, and WRONG. A level of fighter means you lose a level in whatever other class you had. That means one less level of manifestor/caster/initiator, a loss in hitpoints if you had better hp than d10 *cough*barbarian/knight/warblade*cough*, a loss of skillpoints for ANY class (worst skill allotment in the game)

Let's not turn this into a debate thread though.


1056) Always kick the min-maxer down the long flight of stairs when possible. Chances are, he'll have missed out on buffing his spot and listen checks. :P
#511

johnthedm7000

Jun 18, 2008 23:41:05
1057. When traveling in a foreign land where you don't know the terrain, the weather, the locals, or the monsters HIRE A GUIDE!!! Pay him well, and he'll save your ass, forget to tip....well you don't mind drinking from a crocodile/black dragon infested lake now do you? :D

and on a related note:

1058. If a goblin, orc, or other savage humanoid doesn't try to hurt you and it's not a scout, talk to it. Handing it a +1 sword your not using can mean a world of differance later when your captured by that same tribe, and it turns out that thanks to that weapon, said goblin or orc is ruling said tribe.

1059. Having friends in high places is nice, having friends it low places is undeniably useful, but have them both and you become a god.
#512

kaius_markades

Jun 19, 2008 3:01:18
1060) When being cirlced by wyvern-riders, the intelligent thing to do is not shout "What the **** are you doing up there", but in fact, run away.

1061) It is also intelligent to gag a fellow party member before he utters those words in the aforementioned situation.
#513

talon__dup

Jun 20, 2008 0:51:36
Where'd you get that from? You never get bonus feats just for multiclassing. You'd only get a general feat if your fighter level happened to be at a level where you'd normally get a feat (1st, 3rd, 6th, 9th, etc).

I play 3.5, and in the section on multiclassing in the player's handbook, it says this is a list of benefits you DO NOT get for starting a new class level:

-4 times skill points
-max hit die
-starting gold
-starting equiptment

So, seeing they mentioned nothing about feats, I suppose you could twist it to make you get an extra feat. :D But seriously, a level of fighter has its uses, but not for everyone, sorry if I PO'd anyone. ;)


1062. Too much food at game = too much food consumed = full players = lazy players = no fun game. Only have light snacks, or provide ONE full meal if it's a long one. Plus it runs down carpet stains.

1063. Power metal or classical music in the background makes for a nice atmosphere.

1064. You can never have too many die. It's 100% guarenteed that someone doesn't have enough or needs to borrow some.
#514

gullas

Jun 24, 2008 17:00:16
1065. Always have a "crowbar" and at least "5 foot chain" in your possesion section. Almost all characters I've made have had these items, but few have actually used it but I personally think its necisary(sp?) to have both of these if you go adventuring:D
#515

turalisj

Jun 24, 2008 18:23:31
1066) Never underestimate a magic/psionic user with minor and major creation, lest though dungeon dost explodeth.
#516

Prom

Jul 04, 2008 20:33:35
(1067) Anything that will drag a character underwater is a major problem. If the whole party doesn't all act quickly, you can kiss good-bye to your buddies character as it drowns or slowly gets chumped.

Prom
#517

tharivol266_dup

Jul 05, 2008 8:49:09
1067.b) when entering or going within 5 feet of the water impliment the buddy system unless you are better in the water than out of it
#518

Shmeff

Jul 06, 2008 15:37:48
1068; Check all bags of holding/portable holes/magical containers for any left over contents. There could be undead or traps, or you could net yourself some extra loot.
#519

Prom

Jul 17, 2008 23:17:30
(1069) Having your character sit at the back of a battle and do nothing because they are a melee fighter will keep your character alive in the short term, not the long term. Team-work should be the name of the game. If you are too concerned with keeping the character out of harms way, it will still happen.

Prom
#520

exit

Jul 22, 2008 13:10:38
1070) Create Water can be a lifesaver in combat situations if used with some imagination. It's saved my party's butts more than once.
#521

kaldair

Jul 22, 2008 13:36:33
1071.) Invest in some hidden blades from Complete Scoundrel. They are lightweight, hidden and hard to disarm. Can save you from: Jailing, Execution, Embarassing Social Moments, Disarming, and Overly-Prepared-Villains-Who-For-Some-Reason-Never-See-The-Kick-in-the-Crotch-Coming. Side-effects may include but are not limited to : Tripping, Itchy Elbows, Bleeding Hands, Conspicuous Holes in Clothing, Twitching, Jailing, Execution, and Embarassing Social Moments.
#522

dravda

Jul 28, 2008 18:57:51
1071.) Invest in some hidden blades from Complete Scoundrel.

Amen! Hidden blades are really cool. While we're at it...

1072) Buy a crossbow bayonet/elvencraft bow. Saves you some trouble of switching weapons if the enemy gets to melee distance.

-Count Dravda
#523

black_kitten

Jul 29, 2008 2:31:07
1073) Avoiding fights might not net you XP all the time, but it does prevent you enter the fight with the BBEG with 1 HP.

1074) Not all your opponents are whimsical dumbasses: Be prepared for opposing tactics. That wizard you left 200ft. back might regret it when you need to trod over in your fullplate to save his butt.

1075) Dealing the most damage/round doesn't net you a thing if you can't reach your enemy: Versatility > Raw power.
#524

the_ubbergeek

Aug 01, 2008 1:08:19
1076) "FRAG THE MAGE FIRST" - Shadowrun classic hint
#525

rhyldin

Aug 01, 2008 15:21:40
Remember : you have a bedroll. It would be foolish to take a penalty if you have lost HP.
#526

pokol

Aug 02, 2008 15:01:36
1077) Charisma and Wisdom may seem like dump stats, until you end up taking a -8 penalty to your Will save against a vampire's domination.

1078) Improvise!
Take our playtest of City of the Spider Queen, ably DMed by the adventure's designer, James Wyatt. We'd fought our way through the main part of Castle Maerimydra and reached the bridge to the Undying Temple… only to find it guarded by a 54-HD iron golem. Gulp. This was back in the latter days of 3.0, when a golem's magic immunity was almost total and our many +1 weapons of multiple spectacular carrier effects weren't going to do much good against 50 points of damage reduction.
So Rich Baker's character, an elemental savant named Uhlwe, Spawn of Talos, employed some nonlinear thinking. He disintegrated the bridge at the golem's feet, sending it hurtling through the hole and down almost 300 feet to the cavern floor. Problem solved. On to the Undying Temple.

1079) Riding a dragon with no ranks in Ride and low Dex is a very good way to get back-spiked in the manzone.
#527

rhyldin

Aug 03, 2008 14:47:54
(633) Do not create or play a character that annoys the other players, or they might just find a way to get your character killed.

Prom

hehe...
#528

rhyldin

Aug 03, 2008 16:13:13
Here's a good one.

Ring of Prestidigitation on a shapeshifter. Similar to the gnome, you will find very nasty things happen to any hapless Silver Flame priests for no explainable reason. Unlike the gnome, this is likely to entertain the other players instead of get them killed.

explain what the effect on the shapeshifter is please
#529

daemian

Aug 10, 2008 0:16:05
if you can ready an action like i ready a magic missile

dont forget run

be cautious when the DM smiles

rouges arent tanks so get out of the way

Daggers ropes and oil as well as tindertwigs are useful

watch your line of fire nothing like blowing the meat shields head off with a fireball

when the goblin offers to be your slave dont give him ten GP and tell him to go home
he'll take it spend it on booze and tell all the other goblins were you are
#530

dravda

Aug 23, 2008 5:38:06
...I can only imagine where that last one came up...

1087) If it's big and is obviously can make multiple attacks, don't let it get a full attack on you. Especially if you're the rogue.

One would think this would be obvious, but we just had a fatality last game where that rule was broken...

-Count Dravda
#531

Prom

Nov 08, 2008 22:28:22
(1088) Use that action point in the first round, don't wait till the battle has gone badly for you.

It's been a while, but I'm back now that my account seems to be working.

Prom
#532

psychicrogue

Nov 13, 2008 4:17:25
1089-If you're going to be stuck in a town or city for a while, sit in pub or tavern making friends with the locals during your spare time, trust me, its worth it.
1090- If your going to have a lover and you become attached to him/her, make sure he/she can fight. Trust me, dragging around a fragile elven damsel is tiresome and sometimes costly, unless she can fight.
1091-Prisoners are useful, and if the enemy you are fighting has an easily broken will (a weak charisma is great and a weak wisdom will help) don't hesitate.
#533

Prom

Nov 14, 2008 21:08:41
(1092) If all the players tell you that an action is not wise, pay attention. They may or may not be right, but you will look very silly later on if they are right.

That's not to say that the party of players is always right.

Prom
#534

entropy_judge

Nov 15, 2008 0:22:07
(May already have been done, but I'm not going to read 500 posts to find out ...)
1093: When the DM asks "Are you SURE you want to do that?" consider carefully before responding. Remember, the DM may just be trying to Jedi Mind-Trick you; if you can come up with no reason why you shouldn't do a particular action, carry on with your intention.
#535

wraithstrike

Nov 15, 2008 13:28:29
1094: This one may have been mentioned but---> Don't split the party. It may seem like a really good idea, and that no other options are available, but most likely, as in every time I have seen it happen, there is another solution.

PS: Once again, do not split the party.
#536

Tovec

Nov 15, 2008 14:20:57
1094: This one may have been mentioned but---> Don't split the party. It may seem like a really good idea, and that no other options are available, but most likely, as in every time I have seen it happen, there is another solution.

PS: Once again, do not split the party.

1094b. Actually this is usually the case when the party doesn't know the score. Like when they come to a fork in the road or when they want to try and hurry to and end result, or to find a elusive prey.

c. It is acceptable when they have multiple goals they need to accomplish. For example; when they need to find an artifact that will defeat the BBEG, while holding his army at bay, while protecting their home or loved ones from a different enemy.

Edit: I'm back!
#537

wraithstrike

Nov 15, 2008 15:55:48
c. It is acceptable when they have multiple goals they need to accomplish. For example; when they need to find an artifact that will defeat the BBEG, while holding his army at bay, while protecting their home or loved ones from a different enemy.

Off-topic: I have never thrown more than one villain at a party before

Thanks
#538

Tovec

Nov 16, 2008 14:14:19
No problem, my players say its one the of the things I do best :D
#539

oynaz

Nov 16, 2008 17:03:48
1095. Bags of flour can be used to detect invisible foes.
#540

Prom

Nov 16, 2008 22:56:37
Posted by oynaz,
1095. Bags of flour can be used to detect invisible foes.

Ok, I've tryed this before and others have mentioned it. The problem is, how many bags of flour do you need to cover the entire battle map (a lot) and how long will it take to break the bags open and scatter the flour (a while). I have not had much success with this tactic, although it still sounds alright in theory.

P.S. I'm not trying to give you a hard time Oynaz, just my experience so far.

Prom
#541

oynaz

Nov 17, 2008 7:53:34
Spock the Spoonman, my 2nd edition halfing cleric of the food-god, could summon basic ingredients as will. Unlimited flour for detection of invisible foes :D

And invisible detection means something along the lines of
"AAARGH! Something stabbed me! I can't see it! But if it breathes it can sneeze! Rip open a bag of flour and hurl it!"
#542

reverenddark

Nov 17, 2008 14:19:26
Ok, I've tryed this before and others have mentioned it. The problem is, how many bags of flour do you need to cover the entire battle map (a lot) and how long will it take to break the bags open and scatter the flour (a while). I have not had much success with this tactic, although it still sounds alright in theory.

P.S. I'm not trying to give you a hard time Oynaz, just my experience so far.

Prom

According to the pre-made lvl 1 adventure, The Burning Plage ( http://www.wizards.com/default.asp?x=dnd/oa/20000801a ), a bag of flour can work as an improvised trap.

Two bags of flour, hung above a doorway and ripped open can create a 20x20 cloud that affects combat like a spell of darkness for 2 rounds (50% miss chance), and decreases that the next two rounds (10-20% miss chance) before settling.

I'd assume that if you took the time to make several small pouches with small slits in it (using crude stitching or some such to hold them shut) and then threw the pouch at the floor/wall/ceiling, you could basically use this as a improvised "smoke" bomb and when the flour settles, you'd see scuff marks/footprints etc, and if the invisible person is inside the cloud of flour, they'd be covered by it. (This can be especially evil, if you have someone cast some random sickness spell on the flour)

Alternatively, you could just throw a handful of flour in the appropriate direction.

Now, after having read the entire thread. . .

#Whatever: Always remember your bar of soap!

As others have said about chalk and candles, a bar of soap is a wonderfully versatile item to have. You can make indents of keys to copy, you can use it to lubricate things (don't think dirty), and if you have a jerk DM, you'd better remember to bathe before walking up to the King and his daughter (especially if you just finished climbing out of a dragon's stomach!).
#543

saberus

Nov 17, 2008 19:29:24
I'd also say that a handful of flour can be flung from a belt pouch as a standard action, and would fill a five foot square. It would, of course provoke an attack of opportunity!


That being said, #1097(?) a few vials of Universal Solvent are cheap lifesavers.
#544

abel_knightlord

Nov 18, 2008 8:51:54
Another one worth knowing:

1096) If playing in modern Earth, remember most countries have strict gun control laws. Especialy England and France. (I've seen quite a few players learn the hard way that Waterloo train station has metal detectors).

1097) Unless the player group knows each other very well and can plan things very quickly as a group, allways have a list of standard procedures according to situations. (correct retreat, attack plans, who gets to talk...) Otherwise, you end up in a clusterf**k faster than the munchkin can yell "Leeroy Jenkin !!!!"
#545

crazedbanana

Nov 18, 2008 19:09:01
1098) Take prisoners in dungeons. They can be used as bait, pushed forward to trigger traps, used for trade offs, ransomed, and in some cases, used as food.
1099) Never be afraid to hire the rogue/ranger to take a hit out on someone, especially if its the paladin.
1100) Almost anything can be used as a trap or weapon. E.G., A rope hooked up to a goblin hung on top of a door is great for wounding foes, especcialy if the goblin is substituted for a bunch of scavenged maces/swords.
#546

entropy_judge

Nov 18, 2008 19:33:01
1101) Just because a trap is there doesn't mean you have to disarm it. If you can figure out how to trigger it, you can also learn how to *not* trigger it, and can therefore use it against the dungeon dwellers. While they would probably not fall for the trap normally (assuming they're intelligent), since you came through the area previously and should have set it off, they may not suspect it.
#547

Prom

Nov 18, 2008 23:53:46
Posted by oynaz,
Spock the Spoonman, my 2nd edition halfing cleric of the food-god, could summon basic ingredients as will. Unlimited flour for detection of invisible foes

Well in this case summoning flour in the form of rain from your food-god would most likely work in all situations. Can't disagree with that.

Posted by ReverendDark,
According to the pre-made lvl 1 adventure, The Burning Plage ( http://www.wizards.com/default.asp?x=dnd/oa/20000801a ), a bag of flour can work as an improvised trap.

Two bags of flour, hung above a doorway and ripped open can create a 20x20 cloud that affects combat like a spell of darkness for 2 rounds (50% miss chance), and decreases that the next two rounds (10-20% miss chance) before settling.

I'd assume that if you took the time to make several small pouches with small slits in it (using crude stitching or some such to hold them shut) and then threw the pouch at the floor/wall/ceiling, you could basically use this as a improvised "smoke" bomb and when the flour settles, you'd see scuff marks/footprints etc, and if the invisible person is inside the cloud of flour, they'd be covered by it. (This can be especially evil, if you have someone cast some random sickness spell on the flour)

Alternatively, you could just throw a handful of flour in the appropriate direction.

Yes, I have come across most of this. I personally have not had it work in a confined space like tunnels or hallways, but that is where I also think it would work best in detecting invisible NPC's.

Most of the invisible NPC's I have faced have been arcane users who throw ranged area spells in large open areas where there is a lot of ground to cover. I think the flour bag to detect invisible NPC's in this case does not work very well. That's all I'm saying.

(1102) 4th Ed rules now give players a second wind. As soon as your character loses enough hit points for it to be worth using it, do it. That extra +2 to defenses for the rest of the encounter makes a difference. Plus you get your character some hit points without using up the Paladin or Clerics powers.

Prom
#548

prator_the_golden

Nov 20, 2008 18:47:35
1103. Don't headbutt the mindflayer.

1104. You can NOT deal more damage to the dragon/behir/dinosaur/other large animal "from the inside."

1105. 1104 goes double for the Taresque.

1106. Don't grapple the assassin vine.

1107. Remember that most flying creatures that are Large or smaller can NOT support the weight of a medium-sized human while flying for any length of time.

1108. Don't wrestle a Titan.

1109. All oozes that rely on engulfing you to deal damage are most easily dealth with using a barrage of ranged attacks. The same can also be applied to creatures that trample.

1110. On the "Barrage" note, keep in mind that a party of four dudes with crossbows will deal a lot more damage than one dude with a crossbow.

1111. If you can devise a means of getting everyone in the party a usable Wand of Magic Missile or similar, do it. Magical barrages are even better than crossbows.

1112. Don't be afraid to innovate. If the rules do not explicitly say that you CAN'T sneak attack with a siege weapon...

1113. Do not try to kill skeletons with your dagger. You'll look silly, and the skeleton will feel bad because it can't even laugh at you without lungs.

1114. Use your environment to your advantage. Are there chairs and tables around? Improvised cover! Is there a chandelier you could knock down? Falling object damage! Is there a big, ominously glowing magic altar? Knock an enemy into it and see what happens!

1115. When you're in an environment that features a lot of cliffs, remember that many foes are easily defeated with a good bull-rush. Just make sure you're never standing between the enemy and the edge of a long drop...

1116. Don't try to kill the Devils with fire.

1117. Don't try to kill the golem with conventional magic.

1118. Returning again to the ranged barrage approach to combat... Ever think about what would happen if every party member took a full round action to throw as many vials of acid or alchemist's fire as possible?

1119. Artillery will trump melee combat almost every time. So make sure you're ready to deal with the artillery before drawing your sword.

1120. Improved Evasion or its equivalent will trump Artillery almost every time. Make sure you're not fighting an enemy who has that before slinging out your explosives.

1121. Character classes with Improved Evasion generally lose against melee specialists.

1122. No matter what edition you're playing, look for patterns. The rock-paper-scissors approach to combat I described in 1119-1121 is just one of many exploitable mechanics built into most tabletop games.

1123. Don't go around actively angering the Gods themselves unless you're sure you can handle it. Even then, think three times.

1124. If brute force isn't working, you're not using enough of it. And if you can't generate any more force, then it's probably time to change tactics.

1125. Don't eat the Black Pudding. It's really not what it sounds like.

1126. Think about how spells alter terrain BEYOND what's listed in the spell description. Grease is flammable, right? What do you suppose happens if you cast a Grease spell and then throw a torch into the square you greased?
#549

ramzca

Nov 20, 2008 19:35:31
Well, I am not really an adventurer (I'm a DM :/ ); but here are some tips my group would gladly share!

1127) If you are a halfling, don't try to grapple an Adult Dragon. Unless your some sort of half-god halfing of infinite strength, then, go right ahead. Punt some of them gnomes too!

1128) Don't attempt to strike a truce with people with "traitor", "trickster", or "lying" in their name. Trust me, I once trusted a man called "Traitor Bob McKinsely the Lying Trickster"... He turned out to be a dragon in disguise... I thought he was a trader...

1129) Remember, sticks and stone may break your bones but a psion's words will hurt you.

1130) Always send your cleric in first!

1131) When #1130 fails, cast magic missile into the darkness and run!

1132) When in doubt, spam fireball.

1133) When in doubt, teamkill.

1134) When in doubt, grapple a dragon!

1135) Always correct your DM. He will reward you greatly!

1136) During Roleplaying Encounters, always start by charging in and attacking.

More to come later!

~Ramzca n' Group~
#550

sorcerer

Nov 20, 2008 19:37:08
1128) Always split up the party. You can take more damage that way.
#551

prator_the_golden

Nov 22, 2008 11:38:47
1132) When in doubt, spam fireball.

1133) When in doubt, teamkill.

1134) When in doubt, grapple a dragon!

1135) Always correct your DM. He will reward you greatly!

1136) During Roleplaying Encounters, always start by charging in and attacking.

1128) Always split up the party. You can take more damage that way

...Those don't sound very survival-oriented...

1138) Be wary of advice that other adventurers or players give to you. It may not be applicable to your situation.

1139) Remember that every monster, animal, and NPC you encounter has some kind of bias. Maybe their first interest is in getting food for themselves, or maybe they're fixated on the plight of the homeless, or maybe they really want to rule the world; in any case, understanding the enemy's personality will give you a good start on figuring out how to fight it.

1140) Don't EVER attack ANYTHING with divine ranks unless you yourself have divine ranks or you have no choice in the matter. Even if, by some miracle, they are NOT epic-level characters who you will be able to kill, chance are that they are very, very plot important.
#552

ramzca

Nov 22, 2008 21:17:29
...Those don't sound very survival-oriented...

Ya, they do, you just don't know good survival tips when you see one. Just because they are given by an evil DM, doesn't mean they won't help you survive!

1141) When a bounty is on your head, slay more villagers. That'll teach them to attempt to have you assassinated.

1142) If your local chapel is under attack, assist them. That way you get rewarded with some sort of holy item of some kind. That is, unless its just a bunch of beggars. If it is, just let them die and move on to a richer chapel.

1143) When you think an NPC who is helping you is suspicious; murder them when they are asleep. This way, you stopped them before they have a chance to betray you. Better them than you, I say.

~Ramzca~
#553

entropy_judge

Nov 23, 2008 0:14:17
Okay, seriously - this is supposed to be a help thread, more-or-less. Not a "How many stupid things can we come up with?" thread.
#554

ramzca

Nov 23, 2008 1:31:04
Okay, seriously - this is supposed to be a help thread, more-or-less. Not a "How many stupid things can we come up with?" thread.

Actually, my last two are somewhat helpful, depending on the allignment of the PC(s).

~Ramzca~
#555

prator_the_golden

Nov 24, 2008 11:54:17
Actually, my last two are somewhat helpful, depending on the allignment of the PC(s).

Yeah... About that....

1144. Don't let your alignment run away from you. A chaotic evil person isn't going to live long if he or she engages in behavior that is mindlessly destructive and self-defeating in the long run; even if you think it's "in character" for a chaotic evil person to stab a shopkeeper to death and burn his kiosk in the middle of the street while everyone watches, chances are that the DM, other players, and the city guard will not be as amused.

1145. Only act destructive when you know you can get away with it. Remember, the rule of "Might Makes Right" really only applies in uncivilized areas or when the "might" of local societies are not great enough to threaten you. Everyone will take note of the dead shopkeeper from 1144, but no one will notice if you execute a villager out in the woods, far away from any possible witnesses, and then burn the body.
#556

entropy_judge

Nov 24, 2008 12:16:24
Notes regarding 1144: Chaotic Neutral does not give you leave to do anything because you're "Chaotic;" Lawful Good does not give you leave to be a jerk to other players; "Good" in general does not mean "nice," nor does "Evil" necessarily mean "mean." Talk to your DM about alignment specifics in his/her campaign.

More specifically regarding 1145: Evil governments don't kill off everything in their territory - use them as your guide. No, they're not nice people, but they don't go around blowing up everything just because they are Evil and *can.* It's not profitable.

1146: When confronted with stereotyped characters, alignment detection and information-gathering can be your friends ... yes, that man dressed in black and raising the dead is probably a Necromancer, but he might not be Evil in your world ... and he might just be the only thing keeping the army of orcs, giants, and other associated nasties from coming down the mountains and slaughtering your puny band and all your friends.
#557

ramzca

Nov 24, 2008 14:22:48
1144. Don't let your alignment run away from you. A chaotic evil person isn't going to live long if he or she engages in behavior that is mindlessly destructive and self-defeating in the long run; even if you think it's "in character" for a chaotic evil person to stab a shopkeeper to death and burn his kiosk in the middle of the street while everyone watches, chances are that the DM, other players, and the city guard will not be as amused.

I believe that would be Chaotic Stupid; not Chaotic Evil :P

1147) During an adventure, if you ever clear out a cavern or house of some kind, be sure to come back and build it up. You could always use it for a home base of some sort; maybe store your extra supplies/armor/weapons there. Just be sure to hire some guards, or hire the local (mage) to conjure some minions for you! (Mage is used to refer to the general group of spellcasters).

1148) As 1145, but, if you are "evil" enough, you could execute the "shop keeper"; but plant the body and the dagger on another person. This way, it will draw attention away from you and give you a chance of framing one of your enemies; like a power-hungry captain of the guard.

1149) Bursting down someones door to kill someone is not always the answer. You could always pick the lock on the door, open it silently, and slit that someone's throat. Quicker, easier, and less mess to clean up. It will also give you time to run before someone notices it!

~Ramzca~
#558

darkflamex

Nov 24, 2008 16:58:34
I havent read all these yet so i hope im not repeating!

1150) When you come across a fork in the road..Pick it up and continue along the path! now theres only one way to go and you have a new fork.

1151) Get your sleeping bag enchanted with Endure Elements. Its saved my life a few times. Try finding uses for enchanted every day items.
#559

anodai

Nov 24, 2008 17:27:17
1152) During the campaign, try to pick up on what the DM would think is an awesome character, something he would like to play, and play it in the next campaign.
#560

Prom

Nov 29, 2008 20:59:22
(1153) Find the right ritual to bless or improve the luck of your dice. I know of many people who have bags of dice, so they can get rid of the unlucky ones. Rolling well during a game is just a must.

Hay, you all know it is true, gamers are superstitious. It might not have a real effect, but it makes you feel better that you tryed.

P.S. Weighting and shaving corners on dice is not acceptable conduct, ever.

Prom
#561

rambaldi

Nov 30, 2008 2:18:48
(1153) Find the right ritual to bless or improve the luck of your dice. I know of many people who have bags of dice, so they can get rid of the unlucky ones. Rolling well during a game is just a must.

Hay, you all know it is true, gamers are superstitious. It might not have a real effect, but it makes you feel better that you tryed.

P.S. Weighting and shaving corners on dice is not acceptable conduct, ever.

Prom

get some good quality dice, at least according to the vids at http://www.gamescience.com/ although take note he is trying to sell his own dice
#562

entropy_judge

Nov 30, 2008 2:29:06
(1153)
P.S. Weighting and shaving corners on dice is not acceptable conduct, ever.

Prom

But if you're a Magic-User with a lot of Fire spells, sacrificing a goat to the Fire Gods is. :P

1154: If you're dealing with a caster that you need to keep alive (say, for transport to stand trial, or somesuch), make sure you keep him unable to cast spells. The simplest - keeping him unconcious - is not very effective, unless you have several people devoted to keeping him in that state every moment of the day, regardless of what else is going on. Your next safest bet is to disable him: blindfold him, gag him, and tie his fingers together. If you're evil and sadistic (and have access to high-level healing magic), you can advance to the next step: break his fingers, slit his tongue, and gouge his eyes.

(Note: I hate escort missions ...)
#563

jimprofit

Nov 30, 2008 4:03:30
P.S. Weighting and shaving corners on dice is not acceptable conduct, ever.

It's only unacceptable if you get caught.

Or a player you don't like..:P


1155: Name your character Mary Sue. Laugh.

1156: Don't shoot at an item in a crowd of people.


I made that that mistake. It was some kindof special magic item, that the douchebag villain put near a big gapping tremor, he announced it so the town would go into a panic trying to get the item. The other PCs were worried ofcourse about controlling this mob, I too, wanted the item. But knew I could never reach it. So I did what any rational human being would do.

I shot at it to "tip it" into the chasm thereby making it unaccessible to everyone. As a side-effect, everyone would have to get over it, and control themselves.

Well, I ended up missing and shooting some old guy and he died right infront of his grandkid.

And we were adventuring with a paladin...


Needless to say, I had to deal with her bullcrap for a while. The fun part though was sense her paladiny council told her to just keep an eye on me for awhile, we were always close, and people thought we were married or atleast a couple.

And I'd play on that assumption.
#564

nukeme

Nov 30, 2008 6:28:28
1157. Not all DM's are awesome action flick loving people, and as such, it is possible that you won't get granted a +4 circumstance bonus for doing something awesome, like swinging from a chandelier and shooting off ray of frost spells with your spare hand.

1158. If you're fighting someone and they suddenly turn invisible, DO NOT wait for them to strike and as such reveal their position, instead, RUN!

1159. (for 3.5) unarmed civilians are not necesarily helpless, there is such a thing as a monk class.
#565

graynephilum

Nov 30, 2008 8:25:25
1160) When fighting creatures (a giant crab in this case, Do not steal a city guard's polearm, run under the creature and stab upwards, especially if you are a two weapon wielding ranger with no polearm proficiency.

1161) If you find yourself doing the pre-mentioned action do not then make a very bad pun about eating crabs.

1162) If you do find yourself performing the previous two actions, do not argue with the DM that the underside of said creature (Still a Giant Crab ...Over 3 tons large right?....) is the weakest point on the creature.

1163) When said creature takes a Minor action (Back then it was a free action) to drop prone, crushing you under it's weight (Over 3 tons still...) don't argue with the DM that you can make Fortitude Save to prevent being crushed, then change your argument to save Reflex to dodge, even if you are 3 spaces (15 feet) away from a safe non crushing point.

1164) Try not to annoy the DM (Seriously.) They are supposed to be un-biased.... However, annoying one is a sure fire way to be targeted..

1165) After the party gets you life'd, and fully healed, Do not use the argument that it was self defense, when explaining to the guards why you stole one of their weapons and are being fined for minor theft.

1166) Do not raise your fists to guards, when they charge you with a petty crime. Minor/petty crimes become High/serious crimes when you threaten royal guardsmen.

1167) While being arrested, do not flee or fight if you are innocent. This does not look good ever.

1168) Remember your character generally is its own arsenal. The simplest answer is ALWAYS the best.
#566

entropy_judge

Nov 30, 2008 11:23:05
1161) If you find yourself doing the pre-mentioned action do not then make a very bad pun about eating crabs.

A giant enemy crab? Did you try attacking its weak point for massive damage?
#567

turalisj

Dec 01, 2008 1:47:49
Do not mock the BBEG who just decimated a small army SINGLE HANDEDLY while AT LEVEL 1.
#568

Tovec

Dec 01, 2008 22:52:48
1144. Don't let your alignment run away from you. A chaotic evil person isn't going to live long if he or she engages in behavior that is mindlessly destructive and self-defeating in the long run; even if you think it's "in character" for a chaotic evil person to stab a shopkeeper to death and burn his kiosk in the middle of the street while everyone watches, chances are that the DM, other players, and the city guard will not be as amused.

Actually,...

I don't know about CE but I had a very good NE assassin who went into the shop, purchased very good poison, then snuck back in later and kills the same shop keeper, stealing more poison and taking the gold.

No matter your alignment (when evil) make sure you cover your .. behind.
#569

graynephilum

Dec 02, 2008 21:50:33
A giant enemy crab? Did you try attacking its weak point for massive damage?

LOL that actually happened within 10 minute time period in one of our game sessions. The rest of the party ended up fireball-ing and Lightning bolt-ing down.... lol

1171) Carry Rope. Lots of Rope. And a Grappling hook.

1171) Carry Soap. If nothing else, Shove it in their eyes. Lye Hurts

1172) When Running from a Humanoid/Humanoid Mob, Drop shiny Coins... Particularly Silver, which is easier to see then gold...

1173) When out of Weapons remember that the metal in your Armor is just that... Metal... Swing hard with it.

1174) My favorite all time thing I have seen in a game...

Lich begins to cast maximized fireball
Fighter Smiles and calls for his AoO...
DM But you are 5 feet away across a...oh crap... sure go for it...
Fighter Succesfully hits
Lich's spell interrupted because the fighter took his AoO to Slam the table He was leaning on into the Lich...

The Lich was later dropped by the very same table.

Morale: Never underestimate your environment.
#570

Prom

Dec 06, 2008 23:32:50
(1175) Check your resources at the end of a a combat encounter and re-stock those arrows and bolts before you run-out.

Prom
#571

rathon

Dec 08, 2008 21:45:44
1176) when traveling with a group of elves always have them wlk around the room to find the secret door
1177) if the dm hands you a wand of wonder and there is an air lock in from of you remeber you do have a chance of casting fireball or etheral andmaking the air lock a moot point..... always use from a distance... trust me it hurts
1178)poking the giant sentient rytal with a wonad ofwonder is not the best way to make friends with the things that controls the dungeons traps....
1179) fireball in a tiny room is great when you have the cleric cast mass fire sheild on the party
1180) lastly (got this one from a friend) never put the corpse of your friend into the bag of holding who was just slain by a bodak.... day later you have a very nasty suprise waiting for you...
#572

Nyronus

Dec 08, 2008 22:00:20
1181) Do not let the idiot players metagame. Strad will make them his mind slaves. Always.

1182) Do not let said metagaming moron dance with gypsies. Ever. It never ends well.
#573

Prom

Dec 21, 2008 23:28:56
(1183) If one of the characters go down by a single surprise attack round from the enemy and the DM rewinds. Do not substitute your own character and take the lead, when you restart the game (even if you are the tank).

I did this on the week-end, sign.

Prom
#574

Prom

Feb 19, 2009 22:57:50
(1184) Repeating the same mistake, does not help you play the game. If the tactic used in an encounter does not work the first-time around don't repeat the same strategy.

This happened to me when the group had run away from a few big bears in a cave. I saved their butt that time, by falling back away from the difficult terrain and fog. We returned to the cave and players tryed to repeat the same silly tactics. As the tank character, I ignored the rest of them when they did this. Two characters died by not following my lead. The rest tryed a new plan only after seeing just how tough and dangerous the bears where.

Prom
#575

entropy_judge

Feb 22, 2009 15:13:04
If the tactic used in an encounter does not work the first-time around don't repeat the same strategy.

Corollary: This does, of course, apply only to stupid tactics; if a tactic fails due to poor/exceptional dice rolls (player/DM), it will probably work. Also, do not underestimate the power of stupid tactics - sometimes, when nothing looks good, a stupid tactic may be able to pull off the win.

... Usually, though, it just provides an opportunity to laugh at whoever suggested the tactic, so I don't recommend it.
#576

Prom

Mar 17, 2009 0:20:25
(1185) If your character is wearing heavy armour do not go near deep or shallow water, even if the other players insist as the tank you should go first. Bad things live in shallow and deep water just waiting for a full-plate warriors to come along.

I made this mistake not so long ago and knew it was a bad idea when I did it. All I remember was people saying "the tank should go first" over and over till I cracked. Darn it.

Prom
#577

prator_the_golden

Mar 17, 2009 12:20:36
1186. When you're at a relatively low level, be wary of old people.

I'm being serious, here. Even if it's just a commoner, any person who has lived for a sufficiently long time probably has accumulated more experience and levels than you. Who's to say that the elderly farmer tilling the land isn't a retired level 20 fighter?

1187. When you encounter an old person IN A DUNGEON, particularly as a dungeon boss, #1186 gets magnified. Old wizards who own their own towers are often the most powerful. Grizzled warriors who have seen hundreds of battles and command their own personal platoons tend to be pretty tough. Rogues who have stolen enough money or killed enough people to become the heads of Thieves' Guilds are sneaky people indeed. And let's not forget the bald wrinkly smiling man who hangs out in the dojo, schooling youngsters.
#578

entropy_judge

Mar 17, 2009 13:08:38
And let's not forget the bald wrinkly smiling man who hangs out in the dojo, schooling youngsters.

I would never normally toot his horn for him, and I'd be awfully embarassed if anyone I know saw me do this, but ...
http://www.defenselink.mil/dodcmsshare/newsstoryPhoto/1998-10/scr_9810307b.jpg
#579

Kerrus

Mar 17, 2009 18:54:38
1188: Just because the rest of the party insists they don't need to dungeon delve does not necesarrily mean that they're correct. Sometimes it's better to bring them along on a little, self contained, minimal fluff dungeon delve to prepare them for the climactic events of the future fluff story, so that when they can have their moment to shine, rather then constantly fail with indelibly stupid plans.

1189: If the experienced player in your group insists on doing a dungeon delve, be sure that you bring him aside so he can explain to you his reasoning behind it, rather then blithely following along, while making comments about it being 'a piece of cake, compared to what we've faced so far'
#580

prator_the_golden

Mar 20, 2009 11:26:26
1190. Know your laws! Wherever you go in the world, there will be different rules for behavior, and sometimes the consequences of violating them will be most severe. When you enter a new land with a different culture from the one you're familiar with, one of the first things you should do is inquire about how to act like an upstanding citizen. Even if you have absolutely no intention of being an upstanding citizen, it will probably help you to learn how to fake it.

1191. Know your lawlessness! Sometimes you'll enter parts of the world where there is no law except Might Makes Right. When that happens, you may want to consider abandoning or stretching your own moral code in order to accomodate your new circumstances; animals do not care about matters of honor, and anarchist rebels will probably get mad if you start lecturing them about respecting authority.
#581

Kerrus

Mar 20, 2009 12:24:21
1192: Lawful Good does not necessarily mean Lawful Boring- just because a character prefers a structure to their interpretation of the universe does not mean that they cannot be passionate about something, nor that they can't have fun.

1193: Diplomacy is always an option. Even when you're imprisoned. Especially when you're imprisoned.
#582

turalisj

Mar 21, 2009 5:36:20
I like my lawfull good characters acting like a jedi.... Uphold the laws of the land, but sometimes you need too kick down some doors and beat the out of some people. :D
#583

zesty_chicken

Mar 21, 2009 10:19:15
1194)-This has probably been mentioned before, but cantrips are ridiculously useful in the right situation. If you haven't already, take a look in [thread=1053228]this[/thread] thread for all the cantrip goodness you can eat. One time our party wizard used prestidigitation to spin some gold coins in mid-air to impress the trolls that had captured the party. The trolls had an INT of like, 2 or 3, and the party escaped while the trolls had their eyes on the "shinies."
#584

turalisj

Mar 21, 2009 16:57:44
2 intelligence would make them non-sentient. Trolls actualy don't have that bad of an intelligence... 6int isn't bad.

I prefer War Trolls myself. Rename them the Urak-hai and you can run a LotR game. :D
#585

pietoast

Mar 25, 2009 22:00:36
I like my lawfull good characters acting like a jedi.... Uphold the laws of the land, but sometimes you need too kick down some doors and beat the out of some people. :D

weren't jedi rebels?
#586

Kerrus

Mar 25, 2009 22:22:20
1195: Just because you have some antitoxin packed doesn't mean the rest of the party even knows it exists. Moreover, if your DM is set on teaching the party about it (presumably through poisoning them all to near death) take yours the moment someone mentions the word poison, metagaming be damned.
#587

turalisj

Mar 25, 2009 23:01:24
weren't jedi rebels?

Mm, pre/post empire (both empires). During the Imperial Reign, the jedi were outcast. Before the empire, they were essentialy a mix of the National Guard, CIA, and FBI. After the empire, they resumed their role more or less. Then there's the second empire, but we wont talk about that here as it's in the EU.

;)
#588

prator_the_golden

May 14, 2009 20:59:16
1196. Try to avoid racism. Yes, I do realize that there's a ton of advice in this thread already about how to handle dwarves, gnomes, dragons, undead, and so forth, but you need to know when to abandon your cultural stereotypes. If you encounter someone who is apparently a tiefling paladin, do not automatically assume that he's really a blackguard. Sometimes, even demons can be good, and angels can be bad.
#589

turalisj

May 14, 2009 21:12:02
And sometimes, a kobold can reduce an army to mince-meat. :P
#590

Kerrus

May 14, 2009 22:17:41
1196: Powerful entities like having names with lots of vowels. If a local magistrate has three of any vowel in his name, he's definitely not what he appears to be. Unless he's a god powered avatar of justice.
#591

pluisjen

May 15, 2009 8:50:39
Here's a few I hadn't seen yet.

1197: Magically enhancing common materials makes them really tough ( I believe +50HP and +X hardness but I can't find the section )
That means a plate of magically enhanced glass can block arrows, fireballs, and everything that requires line of effect for a few rounds, but allows all spells that only need line of sight to work perfectly.

1198: Also, magically enhanced razor wire or fishing wire stretched at head height could decapitate an enemy running around the corner; or if weaved into a web could probably contain an Ogre long enough to either pepper it or run away from it.

1199: Torches and sunrods can be thrown. This allows you to (at least for a round) illuminate your enemy, while shrouding yourself in the dark again. Also, people on fire also shed light; and a direct hit from a torch should be able to at least spark clothing.

1200: Dropping a Thunderstone down an abandoned mine-shaft might bring down the whole mine; it's sure safer then following those Kobolds down. If the mine doesn't come down; at least the echo's probably deafened everyone in the complex.

This one I 'borrowed' from somewhere.
1201: If you cast Continual Flame on some small stones, then cover them with clay and cook them, you can scatter them on the ground and if someone steps on them, the clay shell breaks and they will start giving off light. This works in dark caves as a sort of proximity effect.

1201b: If you fight blind enemies, they won't even notice that they're setting these things off (guys like Grimlocks).

1201c: Depending on the DM, because the bad guys are standing in the light again; they can't use Darkvision, meaning that they cannot see the party anymore (as they are outside the light range) but are still seen themselves.

1202: If you want to put up a magic trap to destroy enemies with darkvision, use the lighting pebbles and rig the entire room with ultra-flashy, light-sensitive traps.
One pebble cracks; minor light. Fireball goes off; room covered in light. Chain-effect; every trap in the room detonates.
#592

wraithstrike

May 15, 2009 11:53:12
1203: Don't be selfish. If another party member needs an item that will help the party survive hand over the gold. A cleric that wants a wand of healing is a good example. If you die because he ran out of healing spells you have nobody to blame, but yourself.
#593

w00f

May 16, 2009 15:40:25
I took the OP's avice and didn't read through every post in the thread, so apologies if these are repeats or common themes X3

1204) Never play with a Deck of Many Things.
1205) Never trust the rogue
1206) Always be nice to the cleric
1207) Never try to screw over a wizard (at least not in any edition before 4th)
1208) Never insult the DM
1209) Be wary of deals or bargains made with extraplanar beings. Not just demons and devils, anything not of the prime material plane. This includes gods.
1210) Be wary of NPCs. Even the nicest ones could be secretly working for the enemy
1211) If you see a single rotten body part begin to move towards you, RUN! Run as fast as you can and pray to whatever god you worship!
1212) Don't accept the items the Evil Villain gives you while you're in his dungeon!!! Accepting any gifts from the BBEG is generally a bad idea.
1213) Learn about your character's abilities. Just because you have a rules lawyer doesn't mean that a. he will always be there, b. he will always know the rule off of the top of his head or c. he'll always be on your side. If you're not using your abilities to their fullest potential because you don't know everything that they do, there's a good chance that you or a party member will die
1214) Looting is an adventurer's best friend. This doesn't mean that you should start stealing everything in the town, but you should generally check the enemy's corpses for any cool items at the very least.
#594

xavorin

May 17, 2009 9:51:41
1205.) Never run into a room two powerful enemies just entered, even if it's in a heroic effort to save townspeople. You WILL fail, and you WILL get your little sorcerer utterly destroyed by the SIX wraiths that subsequently trap you in the doorway, flank you, and drop you in three rounds despite receiving healing.

Not that that happened to me, or anything...

>.>
#595

angelic_demon

May 22, 2009 0:20:56
1206) Never, never underestimate the low-level enemies, such as kobolds. Sure, they aren't much of a threat in combat (Unless there are a lot of them, and your party is at-level), but just wait until you're in their dungeon making saving throws against their poison traps.

1207) In the words of Dominic Deegan, "Do not kick the leviathan." In other words, if there's something with god-like power and ability to kill you and your entire continent with a stray thought, do not flip him/it the bird if things don't go your way. Same goes with the DM; unless he's really tolerant, don't do stupid stuff that will get the DM angry. When DMs get angry, rocks tend to fall.
#596

entropy_judge

May 22, 2009 0:44:52
1206) Never, never underestimate the low-level enemies, such as kobolds. Sure, they aren't much of a threat in combat (Unless there are a lot of them, and your party is at-level), but just wait until you're in their dungeon making saving throws against their poison traps.

Especially if there's anyone in the area named "Tucker." :D

1208) Sometimes, if you're not Good, you may have to feed the trolls. Just make sure no one knows it was you. In a related vein, if you're expecting rust monsters, anything from a few iron spikes to a Wall of Iron can keep it/them occupied.

1209) If you're going to be a Leader (as in, Leader of Men), make sure you have a place to put them - a caravan a half-mile long is awful tempting for passing dragons, whereas a dozen or so guys backpacking is more likely to be passed up. If you have a habit of letting the guys under your command die, word'll get around.
#597

Prom

May 22, 2009 1:55:27
I thought this thread would have died by now. I've read every post in this thread and still get a chuckle from the things stated. Always something new.

(1210) If you make a skill check always take 20 if you can, otherwise take 10. And if you can't do either, get someone else to make the check if your PC might get retired.

Prom
#598

slicklizard

May 26, 2009 11:36:14
1211) If your DM gives you Gnomish Goggles of Detect Magic that see everything magical as various forms of cheese, take the time to discover what cheese is evil and what cheese good.

Who would have thought a 10 foot tall mound of limburger cheese would be the magical equivalent to an ancient black dragon trapped in a crystal ball.
#599

copperwyrmling

May 27, 2009 0:02:56
1211) If your DM gives you Gnomish Goggles of Detect Magic that see everything magical as various forms of cheese, take the time to discover what cheese is evil and what cheese good.

My wild mage is so very, very jealous...

I think the numbering system has branched a few times, so I'll just continue from the previous post.

1212) Avoid rescue loops. If the dragon has just knocked the fighter into negative hit points, running in to feed him a healing potion and getting knocked unconscious on the AoO is probably not the best course of action.

1213) In 3.5, if you're having trouble at low levels, buy riding dogs and train them for war. They're like L2 rangers with Improved Trip, only cheaper.

1214) If you're a low-mid-level spellcaster in 3.5, learn the mounted combat rules. With an easy Concentration check, you can ride into range, cast your spell and ride back behind cover (or to your tactical position of choice). Mundane mounts work fine for this at low levels; at high levels, Phantom Steed is awesome.

1215) In 3.5, spell turrets (or other self-resetting visual-targeting traps with True Seeing) are dangerous, but very dumb. If you can't disable them, just shut the door on them, throw a cloak over them, or use Wall of Stone to block them in.

1216) Do not Dimension Door into the air and only then remember the restriction on taking other actions (like, say, Feather Fall) after D-Dooring (Teleport straight up + Feather Fall, on the other hand, can be a good way to get out of trouble and give yourself some time to heal and buff.)

1217) Do not give an enemy weapons that you yourself are weak against. Just to pick an example out of thin air, telekinetically throwing fifteen +5 weapons at fiends who also have Telekinesis, when four of the six PCs have lousy AC and HP? BAD plan. BAD.
#600

kirjotusvihe

May 28, 2009 13:40:04
1218) The NPCs Dm really likes usually start to have increasingly high will saves after you used Suggestion on his favorite NPC few times.
#601

prator_the_golden

Aug 14, 2009 23:56:05
1219. Take this guide and read it well.

1220. Sometimes, places you go will have unusual geometry (Far Realms), unusual physics laws (Limbo, the Plane of Air), or other interesting environmental characteristics. Be sure that you know what you're getting into before stepping through a gate, because knowing your environment when traveling outside of your own world/dimension is even more important than knowing the environment of your own world. Why? Because, no matter how clumsy you are on the Prime Material, you'll still be a lifeform adapted for life on the Prime Material (probably). That home-field advantage won't apply in Hell.

1221. Bear in mind that most of the strongest monsters in Dungeons and Dragons come from the outer planes.
#602

pajaul

Aug 15, 2009 8:47:44
1222) Can't believe it wasn't said before. Never underestimate a simple act of kindness. That beggar? That lost kid? That shivering kobold? Any one of these very well be a Dragon in disguise or some other powerful entity. Even if they aren't, that beggar could give you information, that child could have parents that do the same, and that kobold may grow to love you and all things good becoming the first of a new line of kobolds that wish to fight for good.

1223) Treat those you capture well. If you are good, show them what that means. Yeah it may be cliche, but it can work for you. A baddie may decide you aren't such a bad person and it would be better for him on THIS side, and therefore, okay to help you.

1224) Give peace a chance. That BBEG? Yeah. He may NOT be evil. He could have a dang good reason, just a bad way of carrying out his goal. Talking to things, whether you use diplomacy or not, is never a bad choice. Heck, try it on magical beasts too. You never know when you may run across one who understand you. Also, speak with animals (especially on scrolls) can help loads.

1225) When all else fails. Never. Ever. EVER forget who you are. Adventurer, hero, survivor, you are a thing to be feared. Don't sell the power of a party short.
#603

entropy_judge

Aug 15, 2009 11:42:35
1226) It's probably been said before, but it bears repeating. You aren't an army, you're a SWAT team. Your advantages over your enemies are speed, planning, and power out of proportion to your size. Once you start to lose those advantages, it's time to back off and rethink your tactics.

1227) Sometimes, a healthy dose of paranoia is a useful thing ... and never forget that an enemy in one campaign may have friends in another. Nothing like finding out that the partner of the crazy-awesome Fighter/Monk you fought at the climax of the last campaign is an even better Fighter and the starting point for an army of clone Fighters, and he's really ticked off at you.

1228) Have several plans ready: At least two battle plans, and at least two for retreat. Little hurts more than finding out you've been outmaneuvered on the battlefield, then finding out that when you try to run, you've gotten yourself lost.
#604

turalisj

Aug 15, 2009 12:59:19
1227) Sometimes, a healthy dose of paranoia is a useful thing ... and never forget that an enemy in one campaign may have friends in another. Nothing like finding out that the partner of the crazy-awesome Fighter/Monk you fought at the climax of the last campaign is an even better Fighter and the starting point for an army of clone Fighters, and he's really ticked off at you.

Sounds like someone's been reading Darth's and Droids.... Fighter/Monk = Darth Maul. Fighter = Jango Fett....
#605

warcolonel

Aug 15, 2009 15:12:00
1228) Never teleport into an animal's mouth.
#606

pajaul

Aug 15, 2009 17:41:54
Speaking of...

1229)Make sure you have a contingency (and I don't just mean the spell) for unexpected things so that at least one may survive to return and pick up fingers for resurrection. If you are in a dungeon and there is a possibility of cave in, make sure a spellecaster has Dimension Door, Ethereal Jaunt, Teleport etc- if you are a melee type, make sure you have a bag of holding or some such with some means of producing air inside. Like plants. Just make sure you breath into it every now and then because the plants need carbon dioxide etc. If there is a cave in, Caster gets out of dodge, everyone else jump into their safety sack. Spell caster can return later to collect them all, or better yet, use a summon spell to bring the bags to him. Just make sure your DM okays the Safety Sack first and that you are aware of the time it take to hop in one.

1230) Speaking of Safety Sacks... There are a myriad of uses for them. Party too heavy to cross a bridge or climb a cliff? get the lightest characters/best climb mod to hold everyone in their bags and carry em. Tryying to sneak into a highly secure building? Everyone in their SS's let the rogue do all the sneaking in, run into trouble? Instant party. Just add air. Speaking of air, remember those plants in the bag needing carbon dioxide? Well they produce oxygen, so if you're ever in a room filling with gas, stuff the bag over your mouth and breathe deeply. Yes party may make fun of you for hyperventilating/pepper bag etc, but hey you'll live... if the DM allows that sort of thing of course. also a handy way to live through a fall, unless the beg gets torn on the way down. Really there are 101 uses for it.
#607

entropy_judge

Aug 15, 2009 20:15:53
Sounds like someone's been reading Darth's and Droids.... Fighter/Monk = Darth Maul. Fighter = Jango Fett....

Yes. :P Found it just recently, and also decided to read DM of the Rings (on XV or so ... don't like it as much, though).
#608

Prom

Sep 09, 2009 1:39:53

This thread seems to have a life of it's own, it's a shame I can't change the title to 'Survival Guide' as 1001 was reached a long time ago.


(1231) Don't assume the damsel is in distress, she could well be the threat you will have to deal with.


Prom

#609

forgelord

Sep 10, 2009 10:45:27

1232. Never eat the food they give you. Even at an inn. Unless you're extremely good at poison checking. (True story. My friend and I were suspicious and we ate or own food, and we were the only ones not poisoned Laughing)

#610

alexander_draven

Sep 17, 2009 4:51:52

1233) Always remember that a successful First aid check will activate your second wind.


1234) You CAN use healing potions to bring back a dying Party Member even without any healing surges left, he will still wake up with one HP


1235) Hit it. No matter what the Trap/enemy/obstacle might be, there is nothing in a pre written 4th Edition adventure that won't resist raw Strength. Not the magic barrier, not the stone door, not the gas spewing candleholders. Hit it often enough and it will break down.


1236) Read your class description. If you are a striker you strike. You do not run into the middle of a group, it gets you killed.


1237) Do not trust NPCs you meet in the middle of some Demon Temple, Trans planar Prison. there is a reason why they are there and it definitely was not being nice to others.


1238) A horde of humanoids with drwan swords that runs toward you, is very unlikely to "just want to talk." And drawing your weapons in respons is common sense, not evil.


1239) Strange signs on the floor that buff and heal your enemies _might_ heal you, usually they do nothing though or hinder you in some way.


1240) Running away in the oposit direction you come from, through a tunnel and into the next room, usually ends with you triggering two encounters.


1241) (this one is very Dm depending) Monsters live in only one room and are perfectly bred to fight in said room. Meaning, they will not leave their "encounter Area" even if you pull back.


1242) Do not beg for uber weapons. Chances are, you meet somebody who actually can use them and won't like to part with them.


1243) Listen to your DM. If he tells you about a room, full of Statues and some blinded enemies, there is a big chance that there is a reason for it. And always remember fighting Blind means -5 on your attack role, except for blasts and bursts.


1244) Do not let the guy with the lowest INT score be your treasure master. Turns out he sold your loot for some beans and a magic stick of stupidity.


1245) Train Athlethics. It is one of the most used skills in the pre written Adventures. Basically allows you to do most thinks you ever wanted to do in Combat. Mounting a table, jumping on a ledge, get out of grapple.


1246) If the good looking, well equipped, charismatic female NPC likes you right from the beginning and wants to be best friends for ever with the whole part, even the grumpy old dwarf Warrior with the charisma of a barrel full of dead fish, watch your backs.


1247) Causing collateral damage on your Tank is acceptable.


1248) Allowing collateral damage to surpass enemy damage is not.


1249) Read your powers well, especially the things it targets. 'Enemies' is fine, 'Creatures' might cause problems.


1250) (for 4th E) Sleeping in your armour does not bring your penalties any more, so stop removing it before going to bed.

#611

dark_cerebralmancer

Sep 17, 2009 22:51:30

1251) dont sleep with a female drow: odds are her family will not be pleased their daughter was with you.


 


1252) helping a halfing kingdom does not give you the right to slaughter their people.......under ANY reason...


 


1253). dont get drunk in a tavern....you may never know what you wake up next to......


1554) if it bleeds it can be killed...if it dont then it may be able to explode...

#612

montezuma

Sep 20, 2009 22:39:09

#1255 Always close the door behind you


#1256 Orphans are not available for purchase


#1257 Contrary to Oliver Twist, orphans do not make for a good band of lovable thieves.


#1258 When playing as a red dragon and impregnating a human, the offspring may try to kill you later on.

#613

Prom

Sep 25, 2009 16:36:18

(1259) When fighting a large winged demon with an aura of fire damage, don't get up in it's face. Let the back row do some work.


Figured that out last night.


Prom

#614

pyro_azer

Sep 25, 2009 18:10:28
1260: Do not be first in marching order.

1261: Or last.
#615

Prom

Apr 17, 2010 18:45:45
(1262) If your wizard or arcane-user can wear armour, do it. It's so much easier to survive the DM's surprises if you are harder to hit.

I've been using armour with a wizard recently and it worked well. Spell failure, what's that? 

Prom
#616

plotinus

Apr 23, 2010 22:33:30
(1263): Roleplaying encounters and spending time wandering the town usually count as a nonstop short rest.

This is handy to know when considering...

(1264): Your encounter powers recharge after five minutes of non-strenuous activity. Use your dragonborn's ice breath to put out a fire, you'll get it back soon enough.

Furthermore

(1265): Pay attention to the fluff text for your powers, they can have a lot of uses outside of combat. Executioner's Noose can make a handy lasso or a garotte or be used to swing from the cieling like Indiana Jones or Spiderman. If you're worried you might accidentally kill somebody using one of your powers on them, just let the DM know that you're dealing non-lethal damage. You can even wait until they drop to 0 hp and declare them unconscious instead of dead. Rules says so.
#617

kenlar

Apr 26, 2010 8:10:10
1266: Remember that many fights seem (especially boss-fights) are like those in Zelda or Metroid: You don't need half the stuff you're carrying, as long as you have your basic attack and the last item you obtained. The rest just tends to make it easier to kill stuff.

1267: In 4.0, Memory to Mist is the easiest way to get away with murder. Just hope the guard isn't immune to magic.

1268: Memory to Mist is the easiest way to hire someone for free. Hire them, don't pay their initial fee. When they come after you, wipe their memory and tell them they told you to keep the money or that they would pay you if you would let them join you.

1269: Never underestimate the power of a well placed Magic Missile.

1270: Always think of others as enemies. That way you can't be surprised when they attack you.

1271: If it moves, you can blast it.

1272: If it talks, you can blast it.
 
1273: If it Shines or flashes, you can blast it.

1274: If it does none of the above, you can still blast it.

1275: If it doesn't exist on the same plane as you, you can always try blasting it anyway (Planar Portal helps)

1276: If it comes rushing at you with swords, spears, axes, maces or other dangerous weapons, don't hesitate. Blast it!

1277: If your group has a tendency of arguing over stuff that one character can use better than another, and the one who can't use it as good ends up with it, have the DM ask the players what items they each want. If anyone gets crap, they asked for the wrong stuff.

1278: Minions may only have 1 HP, but if they hit you, they still deal damage. Try to hit them before they hit you.

1279: Sleep does wonders for blocking a narrow tunnel. Just block the tunnel with a group of unconcious minions/lesser creatures.

1280: Whenever the DM describes a room/area/arena/city square, remember to ask about every single detail in the vicinity. He may have "forgotten" to mention that the giant rat carries diseases (the plague, rabies, anything more or less deadly) or the gargantuan Ancient Red Dragon that is trying to sneak up on you.

1281: If the DM say there is an army, assume it's an actual army, as in 500 or more elite soldiers and thousands of minions and lesser soldiers. Also assume they're coming towards you.

1282: Ever heard of this nice skill called Insight? It's something atleast one of you (preferably all of you) should invest a bit in. It has helped me figure out when people were putting us in potential danger.

1283: If you can scare the enemy away, you will gain EXP for scaring the crap out of them. This can be done until they kill themselves for you.

1284: With high enough Bluff, you can fool the BBEG into attacking his minions.

1285: With poor enough Bluff, you can make the BBEG laugh at your pathetic attempt at doing the above for 6 seconds, after which he will most likely kill you (or die trying).

1286: If you encounter something that shouldn't be in a medieval setting, you can expect more stuff to show up.

1287: Natural 20s tend to happen when you need them the least. Minions only increase the chance.
#618

kenlar

Apr 29, 2010 10:11:39
Some more I just learned:

1288: If you're standing at the top of a tower, and you need to hurry down, the fastest way is never jumping off the edge. It takes the cleric six hours to revive you, while it would only take a minute to run down the stairs.

1289: You know it's a good time to have your PC retire, when you beat Orcus and the DM says "that was just the BBEG's servant."

1290: Every time the DM smiles, one or more PCs are extremely close to getting killed off.

1291: If the DM smiles when you suggest something, don't do it.

1292: d20s tend to (in my experience) be affected by the surroundings. When they land near our birds, they are usually a natural 20. When we roll the dice in the opposite end of the table, they only show natural 20s when its against minions or on a pointless skill check that has nothing to do with the campaign at all.

1293: The Warlord is supposed to be a strategist. Don't let a moron play a Warlord.

1294: Try not to overpower your character, if others don't do it. The DM will just make encounters tougher to counteract this overpowered character, much to the weaker ones' dismay.

1295: If you're a Deva Wizard, you can get up to 4 Daily Spells and 3 Daily Utility Spells (if you choose the right feats) every time the others only get 1. Take advantage of this.

1296: Bring some bandages. They may not heal you, but they can keep you from bleeding to death.

1297: The commoners are not meant as target practice for your Infernal Curse, just so you can get a bit of Temp HP.

1298: Don't correct the DM. Don't ignore him either.

1290: Have you ever tried being imprisoned in a cold, wet, dark dungeon with water slowly coming through the walls? If not, don't aim for it.

1291: Just because you're a Paladin, it doesn't mean that you have to be a do-goodie-goodie Paladin. You can still beat the living crap out of everything that attacks you, even if by mistake.

1292: Lawful Good Paladins that are in the same party as a Chaotic Bloodthirsty Infernal Warlock either become morally corrupt or die. Dying removes all chances for role-playing the character. Becoming morally corrupt doesn't.

1293: Never blame the guy who wants to drain your blood to use it in a ritual.

1294: "Who wants to learn about dragon-poop?" is NOT a proper way to introduce your dragon-expert.

1295: If the druid has a boar as his/her companion, do not refer to it as "Bacon".

1296: If the druid's boar companion is killed by fire damage, don't ask what's for lunch/dinner. The timing may seem a little inappropriate.

1297: Treat your allies with respect and they may try to refrain from killing you off during the first battle.
#619

hiddenfromeyes

Apr 29, 2010 12:44:33
1298. A Pint of oil servers many purposes. Crowd control, cover an escape, warmth, keeps dragon from breathing fire on you (Good story about that, had a dragon born threaten to breath fire on me, I took a pint of oil and threw it on him, and told him to go ahead.)

1299. A good back story to a character not only add something to your character, but can help you out in game. (I like doing the son of a traveling merchant, allows him to have seen the world a bit allowing him to know things that others many not of know/seen)

1300. Remember others players back story, and use it to get them to do what you want.

1301. If you got a magic item way to easy, make sure its not cursed or a tracking device.

 1302. When sleeping in an Inn, block the door, and have a rope ready at the window.

1303. If the DM says a name more than once, write it down.

1303. Don't keep all your gold in one bag/pocket.

1304. When playing a small character (IE Gnome or Halfling)  the Dragon born/Gathloith can use you as a throwing spear, so keep this in mind if you start getting made when your called small. (And the DM thought one was going to get away to tell the king we killed his men, well my +2 throwing Gnome said otherwise)

1305. Keep in mind the hight of members in your party, especially if your attacks are ranged or your a small character. (My swordmage Gnome, and the Dragonborn Paladin blocked a narrow hall  extremely well, hard to push a dragon born, much less do it when you are missing your legs :P) (Also our ranger tried to shoot over out Dragonborn, needless to say he didn't like the arrow in the back of his head)
#620

kenlar

May 04, 2010 6:52:18
correction for 1303: If the DM says a name, write it down (only important people have names anyway).

Some more:

1306: Always make sure to have different weapons. If you're a character with high STR, carry a sword, an axe, a hammer and a spear. If you're the Striker go with a sword, some javellins and a crossbow or longbow (never the shortbow. It's not worth it). Controllers should stick with a staff (no pun intended) and a dagger (which can be tied together and be used as a make-shift spear). You don't know when you encounter something that your sword can't cut through, so keep an extra weapon or five in your inventory.

1307: Always - ALWAYS - do what you're supposed to do. Blocking the path for those enemies may seem like a heroic deed, unless your class is "Squishy", while staying in the rear may seem better unless you're the guy with a +6 Godplate Armor and a +6 Vorpal Fullblade/Bastard Sword.

1308: Don't hit the DM.

1309: Don't trust the DM.

1310: Don't show him you don't trust him either.

1311: If the DM asks for something, hand it over.

1312: When a stranger wearing a dark coat approaches you and asks you to do something for him, either run away or chop down the stranger and then run away. The guards are never harder to deal with than any annoying sidequest that involves feeding a dragon. (We experienced this last session. We were told to get an item, which sounded harmless enough, and went out to get it, only to be met by a Blue Dragon when we left the manor. We were a little annoyed with the quest client afterwards.)

1313: Never get sidetracked. Sidetracks are the perfect opportunity for the DM to send something deadly after you. Something deadly like, say, a Templated Dragon (a dragon with a template) or a Templated Devil with his army of minions.

1314: There is no such thing as "A dull moment". Get used to it.

1315: Got a Spellscar? Make sure to either take the feats to use your Spellscar or have someone remove it. If you have it with the right feats, it can be quite beneficial. Otherwise it's just annoying.
#621

josol

May 07, 2010 3:26:48
* In town
1316: This was mentioned before: make contacts from all walks of life. Merchant, inn keeper, guard, black market fence, priest, library, bum. Everyone can have a use, whether the nature of that use is monetary or information.

1317: Use your reputation. It doesn't matter whether that rep is a "kind hearted, giving to the orphanage" type or a "ruthless thieves' guild enforcer" type, make the absolute most of it.

* In dungeons
1318: Carry sacks to put your non-essential stuff in. That way you can keep the important stuff with you at all times and ditch the other stuff in 10 to 20 lb. increments. These non-essential bags could potentially distract or trip up pursuers. (BTW, always keep the bag of holding hidden and with you. Just dump the normal sacks.)

1319: Make sure your party discusses who is responsible for carrying what "important" items before implementing the above tip.

1320: Spread around your resources so that everyone is potentially self-sufficient. You never know when you'll get separated.


#622

kenlar

May 18, 2010 2:43:22
1321: Don't use Fool's Gold on a Dragon's Hoard. They don't like it when their gold disappears later on.

1322: Learn how far you allies are willing to go in order to save you, before taking a curse/poison/anything for the team.

1323: If you're in a labyrinth, it's not always a good idea to stick to one wall. You're only more likely to walk into a trap.

1324: Don't use torches in ancient, wooden buildings, where the air and walls are completely dry. You just set yourself and your allies on fire.

1325: In battle, you have four options: Fight, run, negotiate or intimidate. Remember that some enemies may be hard to hit but if you're lucky, you might scare the living hell out of them.

1326: If your HP is low, heal. If your HP is depleted, get someone to heal you.

1327: Whenever an NPC smiles, add them to your death note.

1328: With high enough Stealth, you can sneak around anywhere. With high enough Attack Bonus and Damage Bonus, you can kill the guards.

1329: Need to enter the BBEG's fortress? Just wipe out the guards instead of climbing over the wall. It's faster and probably also easier.
#623

ravel8

Jun 03, 2010 22:31:42
(52) Getting ambushed at night while sleeping is troublesome, and happens often. If you wear heavy armour, get a spare set of light armour to wear while sleeping. This is because sleeping in medium or heavy armour fatigues your character. You don't want to be fighting the enemy with a low AC because you took the armour off. If you have medium armour you can take the "Endurance" feat to negate the fatiguing effect of sleeping in medium armour, it is helpful. Fantastic advice, I hope people don't run out of tips. Prom

or you could just use a restfull crystal 100 gold from the expanded pscionics
#624

kenlar

Jun 07, 2010 17:50:36
1330: Fire is only awesome until it consumes you.

1331: If your Quest client is a dragon, don't pet it.

1332: Try not to hit your allies with Sleep.

1333: Especially during a boss battle.

1334: Killing random NPCs may seem like a good idea, if they are evil.

1335: Except when there's a necromancer in town.
#625

ingestiblebulk

Jun 08, 2010 0:57:23

1336: if you see a shiny red button, you've already lost.  if you press it, it will rain down death and mind flayers upon your head.  if you don't, it would have provided you with mind flayer repellant for all the mind flayers that happened into the room while you were debating.


1337: look up


1338: if trying to hide something from the rest of the party, the character who likes you least will be the only one to succeed on his perception check.


1339: dreams ALWAYS mean something


1340: unless your DM is a dick.


1341: keep the healer in back


1342: as soon as you start doing 1341 habitually, the monsters will start ambushing you from behind.


1343: never try your "clever idea using a bag of holding."  it won't work, and you'll probably blip out of existence.


1344: keep on your person at all times: a portable hole, an immovable rod, a bag of holding, something to write on/with, a knife hidden up your bum(they always check the boot).

#626

kenlar

Jun 08, 2010 14:16:05
1345: Remember that the only things more valuable than your allies are whatever items you're carrying. Don't be afraid to ditch an ally to save your own hide.

1346: Allies are like power-ups. You can never have too many.

1347: If they have an army and you have four characters, run.

1348: If you have an army and they have four characters, run. They can probably still kick your butts.

1349: When you consider killing someone random, assume they're stronger than you.

1350: Running is always a better option than fighting a war you can't win.

1351: Line of Sight and Line of Effect both pass through allies. The Ranger's Line of Fire doesn't always.

1352: When you're having the best battle in a while, run. It just means you're going to die.

1353: Never let the wizard play with cantrips in the presence of the king.

1354: If your allies ask where you're going in the middle of a battle, tell them you're going to need to recharge your spells (usually only works if you're a spellcaster).
#627

ravel8

Jun 08, 2010 18:53:43
1355) Pillage then burn.

1356) Always hire/ be  a jewel smith ;  pricious art items x3-5  in gold

1357) Always haggle  never pay book price

1358 ) Rember when you owe someone money  it's now more your partys issue than yours .

1359 ) Always have plausible  deniability  in everything .

1360 ) rember that creatures that have hyper active sences are vulnerable, via those sences . A dog wistle hurts a gnole, blink dog , dire wolf , golbin riding wolf , archon, were-wolf  ears , just as much as a dogs .  ( warning DMs HATE  this fact and will steal your dog wistles )

1361) Most  monsters don't were shoes . This means contact poisions works on their feet . 



#628

kenlar

Jun 09, 2010 15:29:16
1362: When you want to go shopping, a Wizard who knows the Fool's Gold ritual is quite useful. Just make sure you're friends with that Wizard.

1363: Never question physics in DnD.

1364: Buildings can vary in height, depending on how many PCs are standing on it and how many can be blown off the roof in one attack. The more, the taller.

1365: Don't criticize the DM.

1366: If all else fails, cast Sleep on yourself. Monsters usually ignore unconcious enemies.

1367: You can always come back after your dead allies. Unless they're eaten by the time you return, that is.
#629

ravel8

Jun 10, 2010 0:39:34
This one is from Kodt

1368 . Have your chars use  S.O.P  actions ( Standard. Operating. Procedures )  Ie holding one breath when that char enters a room .  dip your unicorns horn ring in every glass you drink from  drink   
#630

kenlar

Jun 12, 2010 16:57:47
1369: Always make sure to ask the DM for ALL the details in the room. If he doesn't say enough, ask for more details.

1370: Never expect your allies to watch your back.

1371: Look behind you every now and then. You don't know when the rogue will try to pickpocket you or if there's a hungry dragon behind you.

1372: If you can use the surroundings to your advantage, consider them your allies. If not, blast them with a Fireball spell.

1373: Using a fire-based spell in Wood Elf town in an attempt to impress the townsfolk may not be the best idea.

1374: Especially when that Wood Elf town is built in the trees.

1375: And when they're suffering from a drought.
#631

kenlar

Jun 13, 2010 17:12:46
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?
#632

ravel8

Jun 14, 2010 0:09:12
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 .
#633

kenlar

Jun 14, 2010 13:54:01
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.
#634

elim_varr

Jun 15, 2010 2:49:13
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.
#635

Prom

Jun 23, 2010 2:03:19
(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.
#636

kenlar

Jun 23, 2010 10:30:35
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?
#637

Prom

Jul 10, 2010 0:20:48
(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.

#638

sabyr400

Jul 13, 2010 17:57:26

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.

#639

ravel8

Jul 14, 2010 0:13:43
1449. Get All the Non core books , because your bond to find really overpowered stuff in them
#640

incarnatos

Jul 14, 2010 4:04:07


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."

#641

kenlar

Jul 18, 2010 5:10:36


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."




That's kinda where I got that one from...

1451: A Vorpal Falchion is ALWAYS deadlier than a Vorpal Fullblade. 2d4 gives you a greater chance of rolling max damage than 1d12.

1452: If there's an injured dragon, heal it instead of killing it. If you're lucky, it will be endebted to you. If not, you might consider running or killing it.

1453: Don't go into depth with descriptions for your attacks that indicate that they are possible to carry out in the real world. Nobody cares if an attack is physically possible, as long as it works.

1454: 2 words: FOCUS FIRE!

1455: When acting as an intermediary between your group and some hostile creatures, make sure to know what to translate, and what not to translate, so you don't tell the enemy what your group is planning.

1456: Being drunk in-game is no excuse for hitting the guards.

1457: Nor hitting on them.

1458: Being drunk in real life is no excuse for hitting the guards either.

1459: Nor hitting on them.

1460: Don't let the DM have any kind of liquid behind his screen. If he spills on his notes, he will just have to make up something.

1461: If you have to make a Character over-powered, make sure your Will is the highest defense you have. 'Cause it really sucks for your allies to be killed off by you, just because you didn't know the enemy can dominate you.
#642

little_puppy

Jul 23, 2010 23:23:05
1451 Correction. Actually the D12 weapon has the best chance to score max damgage.  A 2d4 weapon has 16 possible outcome 1 of which is max damage. (4,4) While the D12 has 12 outcomes 1 of which is max Damage. (12)
#643

ravel8

Jul 24, 2010 22:56:11
1451 Correction. Actually the D12 weapon has the best chance to score max damgage.  A 2d4 weapon has 16 possible outcome 1 of which is max damage. (4,4) While the D12 has 12 outcomes 1 of which is max Damage. (12)



correction on the correction accutally 1d4 gives the best chance of max damage 25%

#644

kenlar

Aug 06, 2010 9:53:07
1462: Don't stuff random plants in your mouth.

1463: Not even when making a Perception check.

1464: If there's a wounded Dragon, always heal him. This way, there's a chance he'll be in your debt. Otherwise, you can always just promise to work for him in order for him to let you live.

1465: Don't piss off the royal guards.

1466: Don't try to set another plane on fire.
#645

kenlar

Sep 14, 2010 2:26:20
Addition to 1465: Don't piss on the guards either.

1467: Don't let your allies get away with burning the bridge between you and the exit.

1468: Always take advantage of your allies.

1469: If you take ongoing damage and the enemy uses another attack that deals ongoing damage, hope for the damage to be the same type.

1470: Always negotiate with the DM.

1471: (As of Essentials) Magic Missile is your deadliest at-will spell. It deals fixed damage, and you don't have to roll an attack roll. Use it (You also start with it no matter what). If used against minions, it's instant death with a 0% failure rate.

1472: Always use whatever is at hand. Every round you spend looking for a weapon to replace the one the rust monster just destroyed, is another round it can try to destroy your armor as well. Even if it means using a weapon you're not proficient with.

1473: When a player is acting like a jerk towards the entire party, you do not want to call him a jerk.

1474: Don't laugh at the DM when he rolls a natural 1. His next attack roll against you will be a critical.

1475: There's usually a reason why switches are in their default off-position. Flipping them will be your last mistake.

1476: If there's a wizard who wants you to get him some dragon scales, kill him. We had this happen in our first campaign. We met a wizard who wanted us to get him some dragon scales, which we saw nothing wrong with, seeing as how a single wizard can't beat a dragon alone. Especially not if the wizard is a decrepit old man too. So we got him the scales over the next many levels. Then in level 21, when we had just reached Epic Tier, the wizard turned against us and wiped the floor with our toasted corpses. I'm starting to have second thoughts when old men ask for some scales.

1477: If at first you don't succeed, give up. Nothing worth trying once is worth trying twice.

1478: Always have a few accomplices in every town. You don't know when they'll come in handy.

1479: Always keep track of how much damage every single enemy has taken. This way, you might be able to know how much HP the BBEG's minions have.

1480: As soon as you buy a sunrod, ask the blacksmith to make a holder on the top of your helm to hold the sunrod. You may look stupid, having a sunrod protruding from your head, but at least you can see the enemy.

1481: Always remember that there's always a bigger fish. Even in the BBEG's case.

1482: There can be traps everywhere. Even in the middle of the town square.

1483: Sunrods are not always better than torches. You can't F-ing cook food over a sunrod.

1484: Always know the NPCs' true wishes and desires. Quest clients want to get you killed so they don't have to pay you, blacksmiths hope your equipment gets busted up and/or destroyed, barkeepers want you to get so drunk you don't remember how much you drank and merchants have a thief hired to pickpocket you the moment you step into his store.

1485: Burning down houses doesn't always alarm the guards of your precense. One of the others in our group did this once, and the guards didn't come at all. Even when I told them that the house had been set on fire by our Psychotic Bloodthirsty Infernal Warlock (apparently the only kind of warlocks our group knows of. They're not really Evil. Just Psychotic Bloodthirsty).
#646

Prom

Oct 20, 2010 23:54:23
(1486) Spend some time learn the rules. That way when you take a silly action you are not stuck with it when the DM says, "sorry you have already stated your action".

Happened to me a few times.
#647

kenlar

Oct 21, 2010 17:07:32
Just some I learned during our last session:

1487: Don't mock the DM.

1488: Don't try to cheat. The DM will find out and make the enemies harder for you to hit. It also ruins your own fun.

1489: Don't believe in your allies. They won't come and save you before you're lying on the ground bearing close resemblence to a vat of beef stroganof that has just exploded.

1490: Don't drop your cell phone on your way home. We have had this happen recently with one of  our players, who had dropped his phone on his way from school, only to have it found and picked up by a person who was headed to Sri Lanka, where he forgot the phone. We were unable to come in contact with said player for a while, but assumed he was just knocked out after a slightly too intense bar-trip.

1491: When starting a campaign, it is always a very good idea to make a SWOT-analysis on the party and the group. This way, you will know what Strengths and Weaknesses the group and party has, as well as any potential Opportunities and Threats (Hence, SWOT-analysis: Strengths, Weaknesses, Opportunities and Threats analysis).

1492: Never walk around with anything you cannot afford to replace.
#648

Chrome-Gnome

Oct 21, 2010 20:53:38
1493: Don't try to wake up an unconcious character with your axe
1494: Don't cut off a dwarf's beard while they are unconcious
1495: Tipping commoners makes the DM happy, because you realize they are more than NPC's
1496: Remember, 1sp is alot of money for a commoner
1497: Introducing new characters is an amusing situation, remember that you may have no reason to trust them
1498: DMs have no fear
1499: After saying 1498, remember, its almost the player's duty to find the line, and erase it
1500: DnD is fun, and forums are for posting the 1500th tip
1501: AoO are awesome
1502: Screw optimization, I have character!
1503: Characters with accents are awesome
1504: Dms will always have the guards confiscate your weapons, monks are weapons
1505: If the DM pulls out a calculator, run and hide
  
#649

kenlar

Oct 22, 2010 17:48:56
1506: Do not let the DM know if your character has a problem with another PC. In 100% of the situations, the DM will kill your character to solve the problem for you.

1507: Despite what you may have learnt from watching anime (if you're into anime, that is), it takes more than just spirit to instantly kill an enemy.

1508: Somehow, bringing cake to a session is a sure-fire way to make sure your character makes it through the session alive and in one piece.

1509: If your character decided to make up new versions of Magic Missile, make sure you don't call it Magic F.O.F. Missile. There's a reason that F.O.F. (Friend Or Foe) Missiles are also known as F.A.P. (Fire And Pray) Missiles.

1510: Always ask the quest clients what kind of environment you will be fighting in. 'Cause it really sucks to be headed off to a series of naval battles and not bringing a ship, or to be in a mine and not have picks or drills to make a way out when (not if) the mine collapses.

1511: No matter how old a cave or mine may be, they will only collapse when the party is in the section furthest from any exit.

1512: Sometimes, it may be a good idea to select an ass-kicking theme when creating your character. Playing said ass-kicking theme when you crit will not only make it look more awesome, but also increase the chance of you scoring another crit next round.

1513: Never underestimate the power of a well-placed at-will power.

1514: There's always a reason why the DM sends increasingly deadly monsters after you. He never tells you the real reason.
#650

kenlar

Oct 30, 2010 15:42:47
1515: Just because the demon doesn't look armed, it doesn't mean that it can't fry you in seconds.

1516: Having a higher resistance to a certain damage type than the damage taken, doesn't mean you regain HP. It just means the DM will say you're cheating and change the damage type.

1517: Always make sure your Perception is higher than your Stealth. Because it really sucks to lose track of yourself (some DMs are mean enough to say "So you use Stealth? Fine. Make a Perception Check. If you fail, you can't find yourself anymore. Then make up a new character."). It happened to me once.

1518: NEVER ACCUSE THE DM OF CHEATING! The DM never cheats, he just momentarily bends the rules to his own advantage.
#651

thespaceinvader

Nov 01, 2010 16:22:22
1519: The stealth-tweaked Rogue/Assassin hybrid may very well be able to become effectively invisible if he moves 3 squares per turn.  This does not mean he should be permitted to use this skill to remain behind and spy on anyone.  Natural 1s do happen, and people close doors.

(To elaborate (it was my first game, the party were a mix of level 1 and 2), we had just been talking with a high-level noble knight who was recently assassinated and raised again.  The Rogue/Assassin hybrid decided it would be a good idea to stay behind for... some reason...  He made a stealth check as we left, snuck back in, and spent the next 10 or so turns whilst the rest of the party got the heck out of the grounds, after the knight had locked the door, making stealth checks and walking round the perimeter of the room.  Inevitably, the rogue failed a stealth check, guards were called for.  He attempted to Bluff his way out, and rolled a natural 1 on that check too.  Fortunately, the DM was forgiving, and he only got a 10GP fine and an hour in jail (clearly the DM has had experience of some of the items on this list, since he was put in jail naked) - the knight and his guards could easily have killed him, and the whole group would easily have been liable.  He didn't even learn (or steal) anything useful...)

1520: A closed door is an invisible character's worst enemy.  Well, that and listen checks.

Regarding the flour discussions earlier: people often forget that powdered organic substances, when puffed into the air in appropriate volume can explode.  Tossing the bag of flour to reveal invisible enemies, then blowing the resulting cloud up with a tossed candle, match, or Prestidigitation, will result (assuming your DM is forgiving, I somehow doubt there's a rule for this) in not only a detected invisible enemy, but a mildly charred one, too.
#652

kenlar

Nov 02, 2010 2:51:33


1520: A closed door is an invisible character's worst enemy.



Why is a closed door an invisible character's worst enemy? Unless he stands behind the door and opens it, without any allies being nearby, I don't see how a door can be dangerous.

On a completely unrelated note:

1521: Do not accidentally push another player's character into a lavapool. The  player will get his revenge. And not the way you expect it.

1522: If there's a chance that whatever you're doing might succeed, it will fail.

1523: If you find an ancient tome inside a ruin, do not touch it.
#653

thespaceinvader

Nov 02, 2010 4:17:15
Clarifying: a closed door is a LONE invisible character's worst enemy.  It traps you with your foes - if you open it, they know where you are.  Most invisible characters are pretty squishy.  The enemy knowing where you are allows them to attack/throw things/shoot/loose spells at you.  OK, it's a lot more RP than RAW, but meh.
#654

jon214thab

Nov 02, 2010 15:52:55
Has anyone compiled and sorted these tips into something like a PDF? If not I would certainly begin work on that right away!
#655

BRJN

Nov 24, 2010 22:04:59
1525.  During character creation, make sure you won't be AC-incompetent.  No matter how sneaky you (think you) are, something or other WILL show up at close range with a plain old weapon and use it on you.  Or an archer will get the drop on you.  These new high-damage-expression monsters HURT !
#656

kenlar

Nov 25, 2010 1:35:44
1525.  During character creation, make sure you won't be AC-incompetent.  No matter how sneaky you (think you) are, something or other WILL show up at close range with a plain old weapon and use it on you.  Or an archer will get the drop on you.  These new high-damage-expression monsters HURT !


1525 supplemental: If you make a warlock, remember that they can use any armor up to chainmail. Not just the plain old cloth armor. This means you generally have a better chance surviving.
1526: Even if you are, in fact, the party's Defender, it is never a good idea to draw the attention from every single enemy. The more enemies attacking you, the greater the chance that each one crits.
1527: During the BBEG's extensive monologue, always look around in his lair. Who knows, he might actually be keeping his only weakness inside his lair, just waiting for you to use it against him.

#657

daystorm

Nov 29, 2010 10:29:13
1528. If the DM says,

"At this point, I will politely remind you that you can always camp out  . . . for an extended rest, if you so choose; you do not have to rush on to the next encounter if you do not wish to do so."

it may be a good idea to listen to him.
#658

kenlar

Nov 30, 2010 2:50:21
1528. If the DM says,

"At this point, I will politely remind you that you can always camp out  . . . for an extended rest, if you so choose; you do not have to rush on to the next encounter if you do not wish to do so."

it may be a good idea to listen to him.


It's always a good idea to listen to the DM when he points out what should be obvious.

1529: Always read your powers thoroughly before the session. You don't want to end up spending 5 minutes choosing which power to use, just to hear the DM say 'Okay, so you wait. Next up is..."

1530: Never let the BBEG try to trick you with reverse psychology. You'll just end up being their slave/dinner.

1531: If, inside the BBEG's lair, you find a sphere that the BBEG hasn't ever seen before, do not incinerate the sphere. It'll just prove to be an orb that keeps the BBEG from going crazy and try to kill you as slowly as possible.
#659

kenlar

Dec 07, 2010 17:24:35
A few more entries. Might as well keep this thread alive for as long as possible.

1532: No matter how angry you get at the DM, do not take it out on the NPCs.

1533: The Redshirt Army Rule: The strength of NPCs depends on their numbers. There will always be one master, but all other NPCs will be easily outmatched by a 3-year old boy with a stick, even if they are an army.

(based on advice given in Portal)
1534: Do not touch the operational end of any device.

1535: Just because you can do it, doesn't mean you must.

1536: Anything worth doing is worth rethinking.

1537: Murphy's Law: Anything that can go wrong, will go wrong.
1537 supplemental: Same goes for anything that can't go wrong.
#660

kenlar

Jan 02, 2011 15:26:12
Some lessons we learned during our latest session:
1538: If the DM says something, play along.

1539: If a single enemy is trying to escape, immediately focus-fire on him. He'll just alert the enemies in the next room and make the battle harder.

1540: Killing the BBEG's most loyal servant before the BBEG is never a good idea.

1540 Supplemental: Especially not when doing it before (as in "in front of") the BBEG.

1541: When the King says that he doesn't want to speak with you before you've done something, it doesn't mean that he is willing to speak to you once you've done it either.

1542: Always double-check the names of NPCs, 'cause you don't want to be walking into the temple of Bahamut and kill the High Priest, when you are sent out to kill the BBEG whose name just happens to be very similar. You may need to do excuse for you mistake when the capitol is burnt to a crisp because you killed the wrong NPC.
#661

theseventhstooge

Jan 03, 2011 18:43:27

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...

#662

BuddhaKai

Jan 25, 2011 18:17:51
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.
#663

kenlar

Feb 14, 2011 15:37:12
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.
#664

Prom

Feb 15, 2011 20:56:42
(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.
#665

kenlar

Feb 18, 2011 3:33:47
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.
#666

DontEatRawHagis

Feb 19, 2011 22:18:23
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.
#667

kenlar

Feb 21, 2011 16:00:52
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.
#668

theapokalypseshovel

Feb 21, 2011 23:49:22
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. 
#669

kenlar

Apr 07, 2011 3:02:24
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.
#670

DougTheSlug

Apr 08, 2011 10:59:31
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
#671

Prom

Jun 04, 2011 18:13:40
1580: Make sure someone in the party can detect invisible enemies.
#672

BRJN

Jun 10, 2011 22:39:42
1581.  Make sure someone in the party can deal with flying foes.
Don't look at the Fighter or Avenger for this one!  Rangers and Wizards should be good at it; Warlocks and Bards can make do in a pinch.  Psions ought to be able to do this with style.  Bring a reach weapon, even if you don't normally use it.  (Greatspear =?= sharpened 10-ft pole)  There's doubtless more that I can't think of off the top of my head.
#673

micaman

Jun 21, 2011 21:28:46
1582
always have some secret power that no one knows about,
suprise the bad guys, take advantage of allies.
 
#674

micaman

Jun 21, 2011 21:33:00
oohh!
1583
dont know what versions have Rod of ropes besides 3.5 but that has gotten be out of many bad situations.
 
#675

Akoo

Jul 17, 2011 14:52:45
1584) oil flasks
1585) a character that can meditate for 4 hrs is extremely useful for setting up watches, especially if you have 2 of them that can just switch off
1586) more oil flasks
#676

xarteros

Jul 18, 2011 8:37:43
1587) Create the All Purpose Alchemists Cannon (APAC) as soon as possible. These rules are set for 3.5, but could possibly be made in other rule sets. All up, with all the awesome features, it costs around 30,000-50,000gp, so is a major setback. however, you can use this as a utility gun for the entire party, and you can add so many possible ideas or items to make it better. MAKE SURE YOU GET THE OK WITH YOUR DM. if you invest time and effort getting the parts, they ought to be lenient and allow it

base model is about 20,000gp.
It consists of a large ring with Gust of Wind enchanted with a Permenancy spell, placed in a steel tube. Get a crossbow stock (or custom stock) for the tubing, and have a small knob to turn the Gust of Wind ring. At the back of the tube, have a small bag of holding, or other extradimensional storage unit. you need an aperture, or at least a cap for the end. An aperture is just a hole that can be opened or closed gradually. When the ring is facing foreward, the Gust of Wind shoots out of the tube, essentially creating a small wind cannon. Focusing the aperture can decrease the radius of effect, but increase the range.

Some of the special additions can include: (names may vary)
Endless bottle of water
Bottle of endless mud/sand
Assassin's bag of caltrops
Bag of Holding, filled with Alchemists fire, Acid, Bullets, Arrows etc
Ring with Permanent Cold fire spell cast (for the end of the tube, to freeze your projectiles)
Ring with Permanent Fire spell cast (for the end of the tube, to heat your projectiles)
Spool of Endless rope (with grappling hook)

Attach the bottles to the tube with twist-open apertures, so you can seal off the containers. When you want to open one of the containers, you turn it, and the gust of wind then sucks some of the contents out and through the aperture. All of a sudden you have a gust of wind propelling an acid spray, or a spray of mud. then you activate the permenant flame ring, and that mud sets on contact, like cement. Or, Have the endless bottle of water open, activate the permenant cold fire ring and the water shoots out as shards of ice, propelled by wind. Or use water and the Fire ring, and you have an obscuring mist generator. Keep your spool of endless rope tied at the end in the vaccuum bag, and fire it out as a grappling gun, then reverse the airflow and pull yourself up. Spray caltrops and arrows, or alchemists fire or bullets or javelins. whatever you can think of. this gun is made of imagination. Get your DM to set limits, like needing a strength check to aim it properly (it IS shooting stuff out with massive gusts of air) keep in mind any material projectiles will need to be replaced, but can be done so via the vaccuum function.
#677

jzadek

Aug 04, 2011 18:52:04
1588:

Nothing is what you think it is.
#678

Prom

Oct 20, 2011 23:48:26
1589) Get a bag of holding, there are so many things you can put in it that will help you later.
#679

Piperjade

Nov 17, 2011 15:15:39
Not sure if these have been mentioned (only read through pg14)

1590) Regardless of the initiative roll, if you don't let the wizard (read 'arcane caster') let loose the AoE Nuke BEFORE charging into battle, accept the fact that the AoE Nuke will still happen, and you will be taking damage along with the baddies. Your damage is entirely your own fault. (casters wanna have fun too, and they can make your jobs SO much easier)

1591) Don't complain that the opposition dropped you like a bad habit if you denied the arcane caster his/her opportunity to drop the AoE Nuke before you went rushing into combat. (Nukes are great for softening up the baddies. The pressure from blasty spells is sufficient for triggering pressure-sensative traps and removing chaff/furnaturte/obstructions from your battleground. All-in-all, nukes do alot to ensure that you'll be more likely to survive the encounter.)

1592) (for arcane casters) Unless it is obviously within your best interest to keep your front line up and swinging, don't hesitate to drop the AoE Nuke on their heads if they insist on rushing into melee. (Definately give some kind of previous warning, but if it goes unheeded (repeatedly), by all means blast away. They'll get the point.)
#680

Piperjade

Nov 24, 2011 2:47:41
1593) Make your Explosive Runes easily decypherable. Stick with something which could be argued to easily transcend language barriers (The runes detonate when read...). Perhaps something like a large X or a Ø, which are fairly universal for "NO" or "Bad!". Doing so will nearly guarantee a delicious explosion with no save @ ground zero.

1594) Remember, Amanuensis is your best friend when coupled with Explosive Runes and Mage hand (for delivering your trapped writings). It has a range of Close, a duration of 10 MINUTES per level and is a cantrip. (If the target contains normal and magical writing (such as a letter with explosive runes), only the normal text is copied... The spell triggers (but does not copy) writing-based magic traps in the material being copied.) Deliver a trapped paper or two a'la Mage hand (or by paper airplane, whatever floats your boat), thus keeping you well out of harm's way, and let loose with your Amanuensis. Repeat as desired.

1595)  Generate Explosive Runes prolifically. It is rarely a bad idea to have a few extra copies on hand. Their uses are many, though not greatly varied. Door swollen shut? Explosive Runes! Timmy stuck in the well? Explosive Runes! Need to send a 'proposal of treaty' or 'articles of surrender'? Explosive Runes! 

1596)  Keep your party's Rogue on their toes. Be sure to let him/her know that not everyone has the 'safety words' for all your copies of Explosive Runes, just in case they ever decide it may be in their best interest to go poking their nose into your possessions.

1597) Store your copies of Explosive Runes  in a safe place. No need to get yourself blown up by forgetting to deny your adversaries Line of Effect. Keep them in a sealed and bagged scroll case, folded inside your bedroll within your backpack, inside a non- (or extra-) dimensional space, anywhere out of sight! If they do not have Line of Sight, they do not have Line of Effect. Suffice it to say, you'll be having a very bad day when your opponent(s) get off that lucky dispel and you turn into pink mist amidst a thunderclap of detonating Explosive Runes.
#681

koradzi

Dec 11, 2011 17:25:10
1598) Always carry a bottle of something strong.  Few guards will accept a bribe; fewer will turn down a drink.
#682

kenlar

Jan 15, 2012 16:40:59
1599: Never proof-read any document if you have drawn explosive runes into it. It will hurt and you will regret it immediately.
#683

Buzzhorn1

Jan 15, 2012 21:23:07
1600: Don't flirt with 17th level female dragons if you're level 1. Just don't.
#684

kenlar

Jan 16, 2012 6:25:53
1601: Any plan that depends entirely on the enemy guards being incompetent, blind or dead is not the Plan A.

1602: Always check a magic weapon before equipping it. If you found it in the Big Bad's lair, there's always a 90% chance it's cursed, and a 9% chance it's completely useless. The last 1% covers the possibility that the item is important to the plot/dungeon, that it's useful and that it's not cursed.

1603: Even if the rules allow it, you shouldn't cast Invisibility on the bridge if you're the only one who knows where it is.

1604: Even if the rules allow it, casting Light on the Assassin to let him see better is going to ruin his chances of sneaking into the palace.

1605: No matter how high you roll on your knowledge Skill Checks, you're not going to be handed the Monster Manual so you can see the enemies' stat blocks, so don't waste your turns that way.

1606: Regardless of what the rules say, using Prestidigitation to create illusory fire all over a peasant warrants an alignment penalty for scaring the peasant.

1607: If you're playing a Wizard, and you don't know what to use your last action on, cast a Magic Missile at a minion. In 4.0E they don't require a roll and they are only Minor Actions making them a waste not to use.
#685

kenlar

Jan 18, 2012 6:20:54
Just a few additions:

1608: Don't cast fire-spells while standing on a wooden bridge. Especially if the wood is soaked. It will turn out to be covered in a highly flammable oil, and you will regret it for the rest of your character's life.

1609: Make sure to either be an excellent combatant or just a likeable person. This way, there's a slightly higher chance of your allies paying (with your gold) for you to be revived in case you die.

1610: Always make sure to be on your party's healer's good side.
#686

nimforestbreath

Feb 11, 2012 17:13:24
1611: Always make sure you are not near the party's maximized character during an encounter. The Dungeon Master will try to kill him and everyone around him.
(unfortunately my character was riding on his shoulders.)

1612: Stay away from the party's thief. He will try to steal something from a party member, and that member will have a grudge on the thief for the entire campaign, no matter how small and cheap the item.

1613: Nothing is immune to the barbarian throwing the gnome at or over it; wether it is a hallway of traps or a fleeing enemy.

1614: Always have a personal weapon mentioned in your background. The Dungeon Master usually won't let a rust monster eat your character's grandmother's greatsword.
( When the party Assasin/Sorcerer tried to steal my character's totem from me, I just told my Dungeon Master about how it had the feathers of my character's dead ostrich pet/ spirit companion. Since we were in the treasure room my character immediately found a toe-ring of protection from thievery.)

1615: No matter how cool it may be never tell your Dungeon Master an extremely good strategy before you do it. It only gives him time to prepare.

1616: Avoid playing the op races. It makes the party hate you along with the Dungeon Master.
#687

neonrainbowchaser

Feb 13, 2012 14:16:45
Guys, i am currently in the process of copying and pasteing the constents of this thread into word and soon (hopefully) i will edit it for order and find some way to destribute it for easy download by the community, if you want to encourage me just post a humerous compliment or something.
#688

neonrainbowchaser

Feb 27, 2012 14:27:01
Just finished copying and pasting into word, will start editing for from and grammer, please dont let my efforts be in vain. BUMP!
#689

Brail

Feb 27, 2012 23:14:39
I look forward to the finished product neo. Anything I can do to help?
#690

neonrainbowchaser

Feb 28, 2012 6:39:49
I look forward to the finished product neo. Anything I can do to help?



Would you happen to know how i can put this on the internet or forums so that others can down load it? I thinking ill just copy and past the whole thing with s[blocks] then a person could copy and past into there own word proscesser. btw, it 112 pages, 1616 survival tips.
#691

Brail

Feb 28, 2012 6:42:44
pastebin.com/   or just the spoiler blocks. I dunno what to use now that megaupload is gone 
#692

neonrainbowchaser

Feb 28, 2012 7:53:08
well,  i suppose ill just use sblocks, if some one could specifically show me the coding for spoiler blocks that would be cool.
#693

Brail

Feb 28, 2012 8:50:03
well,  i suppose ill just use sblocks, if some one could specifically show me the coding for spoiler blocks that would be cool.



[ spoiler] [ /spoiler] Without leaveing a space between [ & the S.

Show
Test test spoiler rawr
#694

asayre

Mar 07, 2012 17:14:27
1617: Never ever, under any circumstances, put on a ring you just found on the ground.

1618: Shoot first, ask questions later.

1618 (b): Unless there are witnesses. 
#695

Piperjade

Jun 19, 2012 12:35:41
1619: A bag of flour is rediculously inexpensive, inconspicuous, and makes for a fantastic improvised incindiary cloud... just add open flame for the boom.

1620:  Never underestimate the value of a well placed handful of marbles.
#696

Tharc

Jun 28, 2012 13:27:05
1621: If you are a mage, Operation Human Shield is imparative. Paladins have armor, make them use it.

1622: Sometimes throwing a scorching burst into a room and closing the door is the answer, depsite what LG people might say....

1623: When you suspect you are walking into a trap, send the LG Paladin in first...a) he can't refuse if you bluff him into thinking there is evil b) generally his defenses are good enough that he shouldn't die...but if he does, at least it was him, not you.

1624: The King in Braveheart knew tactics, copy him...if your tank is surrounded by lots of mobs, and they are all bunched together, targetting him with a fireball (while it may kill him) will kill most of those mobs...
#697

thomastwobit

Aug 19, 2012 3:01:48
1625: don't waste booze. Become a bottlemaster like me and score critical hits with winebottles.
1626: if dm decides to protect a character, these characters are great trap trippers
#698

CorranHornIsAwesome

Sep 02, 2012 18:46:28
1627. Loaded crossbows save lives.
#699

beelzeboss

Sep 08, 2012 18:35:13
1628. If you ever find yourself without a tank, never ever put the cleric in front to tank just cause he has the most hp. You'll only end up losing your rogue(Based on a true story. Needless to say the rogue's next pc became a fighter XD)

1629. If you happen to pick up a duck in a dungeon, PUT IT DOWN! Doesn't matter if it's worth 1000gp and dissapears when put on the ground or a shelf/counter, if it draws every ranged attack made to your party to you, unless you a tank or have hitpoints to spare, just put it down.
Story behind it: my players found a golden duck worth 1000gp. The warlock greedy as he is picked it up. Now every form of ranged attack made by enemies is automaticly drawn towards him. And since he's greedy, he doesn't want to drop it. So far any attempt to talk him into dropping it by the party has failed.

163. If you have something in your head, think real hard about wether it will make life harder for you and the party or not. If the awnser is yes: just for the love of Bahamuth keep your mouth shut. Your DM will hear you and (s)he will implement it.
Cause of this my players are their worst enemy. Nearly every encounter someone runs their mouth and gives me more deadly ideas. It's like they want to die.

1525.  During character creation, make sure you won't be AC-incompetent.  No matter how sneaky you (think you) are, something or other WILL show up at close range with a plain old weapon and use it on you.  Or an archer will get the drop on you.  These new high-damage-expression monsters HURT !

 
1525 supplemental: If you make a warlock, remember that they can use any armor up to chainmail. Not just the plain old cloth armor. This means you generally have a better chance surviving.
1526: Even if you are, in fact, the party's Defender, it is never a good idea to draw the attention from every single enemy. The more enemies attacking you, the greater the chance that each one crits.
1527: During the BBEG's extensive monologue, always look around in his lair. Who knows, he might actually be keeping his only weakness inside his lair, just waiting for you to use it against him.



call me crazy. but in 4thE, aren't the only armour types warlocks can use cloth and leather and not chainmail?


1476: If there's a wizard who wants you to get him some dragon scales, kill him. We had this happen in our first campaign. We met a wizard who wanted us to get him some dragon scales, which we saw nothing wrong with, seeing as how a single wizard can't beat a dragon alone. Especially not if the wizard is a decrepit old man too. So we got him the scales over the next many levels. Then in level 21, when we had just reached Epic Tier, the wizard turned against us and wiped the floor with our toasted corpses. I'm starting to have second thoughts when old men ask for some scales.


But what if not only the wizard of your party but also the cleric of your party want's dragon scales? 
#700

dangervanpelt

Sep 11, 2012 19:48:53
1631. Take Superior Will, and take it early.
1632. Nolzur's Marvelous Pigments
#701

CorranHornIsAwesome

Sep 13, 2012 17:00:26
1633. Never trust a woman named Saffron.

(Yes, this came up).
#702

Jario

Sep 27, 2012 16:21:39
1634 - Constitution is not a dumpstat. Ever.

1635 - Even if you are the tank, are proficient with heavy armour and have a big strength, it is wise to use a lighter armour most of the time. You can always run away from a fight, but surprise environmental dangers are far more deadly.

1636 - Enemy hit points don't matter if they cannot effectively fight you. Work together to improve your chances of disabling opponents

1637 - Be friendly to people around you. Being an **** does not help you at all, while friends might come by and help out if they remember you fondly. 
#703

lunattic

Oct 01, 2012 0:45:15
1638: (4e) It's never a bad idea to take along 5 potions of invulnerability along with a feat or item that lets you use it as a minor. Just ask my 96 hp sorceror who took 329 damage pre-resist all in the first 3.5 rounds of a certain LFR adventure.
#704

YagamiFire

Oct 06, 2012 20:45:08
1639: If it seems suspicious, treat it with suspicion.
#705

mageofmyth

Oct 11, 2012 17:30:38

1640:  Try to never get on a ship. [they all sink]


1641:  If you must get on a ship buy barrels.  The fighters, and clerics, should each buy a large barrel and place their armor inside, particularly plate.  The mage should buy a small barrel to keep their spell book whenever they are not using it.  Then take rope and make a handle on the barrel.  When the ship goes down your spell book is kept dry and you have a handy barrel to cling to.  The fighters don’t drown because their plate floats inside the barrel.  You might even be able rope the barrels together with debris and make a raft. 

#706

beelzeboss

Oct 13, 2012 21:04:17
1642: If your a mage, never specialize in one type of damage. The second an enemi has resistance to it you're screwed and useless except for meatshield.

1643: If you fired magic missile at the darkness and a magic missile is shot back at you, don't fire a burst or blast spell at it. It will reflect back at you and hit both you and your teammates most likely bloodying the cleric who dumpstatted his dex. 
#707

Piperjade

Jan 02, 2013 23:51:31
1644: It is NEVER a bad idea to do an occasional favor for an NPC, particularly ones in high places. Garnering favors is how you get big things accomplished. Don't be afraid to call in the favors when you need to do something truly badass.
#708

Hengeyokai

Jan 04, 2013 3:18:34
1645: If at first you don't succeed, get a feat or item that allows re-rolling or gives you an extra save vs death.

1646: Never play a lecherous character. The ONLY way to make it work is if the lechery is a joke at that character's expense and everyone else at the table shares your sense of humour. And it still only works sometimes.

1647: There is no actual reason for the Lawful Good character to be a righteous pain in the ass. Just because your alignment says 'Lawful' doesn't mean you have to obey every single damn law and sign to the damn letter, do you know ANYONE like that? Unless you are specifically playing a stickler to the rules for laughs it will only annoy people.
#709

Hengeyokai

Jan 05, 2013 15:50:56
1648: Just because you have found a feat that gives you something you really want doesn't mean it is the best or only feat that gives you it. Many come with other perks attached, the trick is simply finding them (This is basically true of any game that has a similarly sprawling system of rewards and upgrades). Why get X when you can get X plus a skill bonus? Or better yet, X plus something way better than X.

1649: Same goes for character class and race.

1650a: Doesn't matter how nice they are in person, doesn't matter how much loot they give you, any DM worth having is always Chaotic Neutral. You will find out exactly how true this is at exactly the wrong time. Chaotic Evil DMs aren't worth keeping unless that is the theme of the game, in which case they are just Chaotic Neutral in disguise.

1650b: You may not be visible from the highly-traveled area but if the Bard cracks open the sing-along routine as a quick morale raiser before bed you'll be audible for a distance exactly equal to how evil your DM is.

1651a: Sometimes the best way to get all the loot out of the dungeon in one go is to just not to remind the DM that gold weighs a lot. If your DM doesn't notice that the wizard is carrying more than Crusher the ork neither will the wizard. Try to put the thought of weight out of your mind so as to better feign surprise when he realises.

1651b: As a second option, check your wizard doesn't have a spell that can carry it for you. That includes some summoning spells.
 
1651c: Failing a and b: give someone a strength potion. If you are worried about wasting said potion remember why it is that you are giving them said potion, i.e., because you have more gold than you can physically carry.

1651d: Don't carry the light stuff out in chests.

1651e: Don't carry the heavy stuff out in sacks

1651f: Carrying capasity is diferent from lifting capasity, carry stuff between you.

1651g: It really doesn't matter how empty that dungeon is, the more trips you make to the treasure the more chance you have of finding out it isn't. But don't get caught with your arms full, keep scouting.

1651h: You may be able to teleport most of it.
#710

Hengeyokai

Jan 07, 2013 3:24:04
1672: And because nobody else seems to have said it, make sure EVERY member of the party has the following items specifically kept in a place they can get to IMMEDIATELY at all times:


  • 3-5 potions of antivenom or cure poison. Yes, at least that many.

  • At least 5 health potions

  • At least one health potion of the best kind you can afford.

  • At least one scroll or item that can undo petrification. Don't just give this to one person! They will get petrified!

  • A wand they know how to use.

  • A health potion that is specifically there for the other members to force-feed you

  • A dagger or three, preferably mundane. They are there to be disposable.

  • Potion of heroism. Sometimes people need a hero. ;)

  • Something really freaking dangerous such as a potion of fireball. If possible, save every single scroll\wand\potion of fireball\other big nasty effect that you can and hand out for use as a last resort when the party is being overwhelmed. Never underestimate the stopping power of six fireballs at once! Note: if you do launch that many and kill dozens or even hundreds and the next wave just rolls over their charred corpses, casually make a joke about their persistence to the other players, the DM may change their mind.

  • Using a wand of grease or jar of oil first is a good idea too (yes, I know it has been mentioned)

  • At least two vials of holy water

  • Lockbust chalk or knock spell to open doors in a hurry. Yes, everyone. The fastest guy may be the furthest from the door.

  • Pitons, hammer, for nailing shut doors in a hurry when something is trying to get through (at least two people need to have this)

  • At least two scrolls of hold person that you know will work on all of the other party members. Domination happens and it isn't pretty when your own fighter spins round and goes for the wizard.

  • They may be nerfed in 4e, but carry some alchemical items. Tanglefoot bag is a good choice.

  • Spare weapon dealing at least one different type of damage to your main weapon

  • Compromising photos of your DM


1673: If you can hand out fireballs like cupcakes your DM will suddenly produce monsters who eat said flaming cupcakes for breakfast. Deal at least two types of damage, six if possible. Try to find things that let you change the type of damage something deals.


1674: Gluing a door shut is a lot quieter than nailing it shut.


1675: If you run out of glue, solvent is highly flammable. Just saying. ;)


1676: Don't use ALL of your solvent for setting things on fire. The next monster may start throwing jars of glue instead of tanglefoot bags just because the DM is mean.


1677: Aqua Regis exists in D&D, it looks a lot like clear water and you can fill things with it. Just saying.


1678: Just because there is gold or other metal in a pool of water or fountain doesn't mean that you should stick your hand in it.


1679: Just because you can stick your arm in it doesn't mean it's safe to drink. Never eat or drink stuff lying around unless you KNOW it is safe. Detect magic, detect poison.


1680: Just because everyone else in the party can drink from that lovley little decorative fountain doesn't mean it won't burn the vampire's whole arm off.


1681: All of the above goes double if you can hear faint giggling or laughter. Random mirth = you are being enchanted, doped, or poisoned. Especially if it looks in any way whimsical.


1682: Faeries are sick b*stards.


1683: Throwing suspicious liquids over monsters is a good way to test them, but a stick, leaf, or bit of paper is easier.


1684: Some of these suspicious liquids are actually there to help you, some may even restore health or cure sickness. Pay attention to what the DM says when you drink it. If you feel weak or woozy, stop, if you feel stronger, keep going.


1685: Never trust ANY of the following things:



  • Small people who float on little lacy wings

  • Floors made of mirror

  • Walls made of mirror

  • Mirrors in general

  • Archways that lead nowhere

  • Piles of gold that are just lying around

  • Normal harmless-looking people randomly hanging around where they shouldn't be able

  • Rooms that look like they are from someone's house

  • Sudden generosity on the part of anyone

  • Lines of pots with necks that are just wide enough to get your arm in and feel around

  • Anything that you can only explore by putting your arm in. Anything.

  • Big expanses of tiled flooring

  • Statues or stuffed monsters\animals of any kind

  • Anything with a gemstone set in it. Espeically if it is the eyes.

  • Clocks, yes clocks.

  • Murals

  • Sudden botanical gardens

  • Anyone who wants you to eat or drink anything.


1685: If you see a painting, get the thief to check it for traps then look behind it. Take the painting with you (bring a tube) but not the frame.


1686: It is entirly possible for absolutly everything in a given room to be some kind of mimic. Yes, even the walls, floors, chairs, table, and ceiling.


1687: If anyone invites you anywhere for a 'good time' or 'a bit of fun', they don't mean for you. The only option where you might live is to say no then and there or fob them off and then go find the party and tell them. Do you really expect your DM to set you up on a D&D date? Or discribe what the 'bit of fun' is in lurid detail in front of five other people? Hell no. Your sexuality in D&D stops where casual flirting ends. Period.

#711

Piperjade

Jan 25, 2013 23:39:00
1688) For the love of all things good, have a standard operating procedure. Talk with the rest of the players and set it up in advance. If you start out sweeping through rooms from left to right, keep that pattern. Make a hard and fast marching order.

1689)And WRITE OUT THE LOCATIONS OF YOUR GEAR ON YOUR CHARACTER SHEET! This last one may only ever be impoirtant once, but it will make a life-or-death difference that one time, when your DM decides that if you didn't write the item's location, then whatever you need is on your mount and too far away to use.

1690) Look before you leap. Pay attention and ask the DM for descriptions of terrain or spells in effect that could hamper movement. It is a B1+c# to charge into an area covered with grease only to land on your face at the mob's feet. Coup de grace? 
#712

wildside316

Feb 01, 2013 15:50:37
When there is a door to be opened after a fight, don't roll till EVERYONE says what they want to do with that door.

One friend was rolling to poen it, while I rolled to kick it in. The DM said as the door was opened slightly, I kicked it open all the way. Didn't have a fight till the half-orc barbarian went in and opened an empty chest. A quartet of shades appeared.
#713

Piperjade

Jun 01, 2013 17:27:01
#1692     Remember... if you WILLINGLY take possession of a magical item, and the DM has (unknown to you) made it a CURSED item, you're gonna have a bad day. Always sweep magical items for potential curses BEFORE laying claim to them. And, if you DO happen to fall victim to this little trick, make that item the most tantalizing item for the party rogue to... "acquire".

#1693     If you're the party rogue,  avoid the temptation to acquire belongings from your party members, as they may turn out to be more than you bargained for.
#714

Sir_Joseph_the_Crowe

Jun 07, 2013 18:23:30
31. If the DM says, "Are you sure?" Rethink your actions.

31(b) If the DM says anything, pay attention to it. He's probably not talking just to hear himself talk... especially if he asks "Are you sure that's what your character would do given what I just said?"
#715

Sir_Joseph_the_Crowe

Jun 07, 2013 18:28:52
1678-9B(3) -  If you have potions or other gear that the party is "supposed" to use to help you in case you are incapacitated, DON'T put them in the "specially-trapped and magically-warded secret container that no one else in the party knows about" place.
#716

Sir_Joseph_the_Crowe

Jun 07, 2013 18:42:43
1690 a (the stuff you buy)- Reconsider all of your overlooked equipment. Try to think of 101 uses for a copper piece, for a bag of copper pieces, for an empty leather sack, omg for rope (it's flammable, can be used as part of a make-shift flail or a garrot, can be cut into sections, then nailed to the wall with pitons to make a ladder). The handle on the lantern might make a make-shift lockpick. 

1690 b - (the stuff you find) A wooden bucket in a jail cell consists of firewood or a stake, nails, enough metal to make a scraper or a knife or a make-shift tool to dig out a piece of loose stone to use as a slingstone. If you are in manacles, hopefully you can last long enough to grow out your fingernails long enough to pick the lock and get to that slop-filled bucket. Throw that slop in the guard's face before you use your under-wear flail.
#717

Sir_Joseph_the_Crowe

Jun 07, 2013 18:48:31
1644: It is NEVER a bad idea to do an occasional favor for an NPC, particularly ones in high places. Garnering favors is how you get big things accomplished. Don't be afraid to call in the favors when you need to do something truly badass.

Yep! King Kingly, Remember that time we went to the abyss to slay the demon who was possessing your daughter? We need to borrow your kingdom for just a little bit... we'll give it back when we're done.

Seriously, use the NPC's though... the DM will probably be excited you remembered them.
#718

thadian

Jun 15, 2013 20:01:46
1644: It is NEVER a bad idea to do an occasional favor for an NPC, particularly ones in high places. Garnering favors is how you get big things accomplished. Don't be afraid to call in the favors when you need to do something truly badass.

Yep! King Kingly, Remember that time we went to the abyss to slay the demon who was possessing your daughter? We need to borrow your kingdom for just a little bit... we'll give it back when we're done.

Seriously, use the NPC's though... the DM will probably be excited you remembered them.



These NPC's often give the players in my game "100% Loyalty" and are then used as plot device movers, and begin providing services appropriate for that NPC.

A duke might give amnesty from minor crimes, while an airship captain might give free rides any time, and a black market merchant can get foreign weapons. I pay attention to what my players engage and interact with, and what skills they have high ranks in to design encounters that make the best use of their chosen features.
#719

CorranHornIsAwesome

Jun 17, 2013 17:57:59
1691. Never trust anyone with a goattee.
#720

DaBugbear

Jun 18, 2013 13:48:43
1691. Never trust anyone with a goattee.



Especially if the DM has a goatee.
#721

Minato_2110

Aug 13, 2013 10:43:02
Ok, this is more of a generalisation of tips I've read about on varoius boards and posts, for those who don't want to read 72 + pages or other articles. Be aware that this is from someone who has only played in 4th edition. Bit long winded

Shovels are very useful. A hole is very useful. You can put important items in a chest and bury them. (Only if you don't want anyone to find it again, you included. Maps optional, but guard them well if you do decide on a map. Good if you have to hide something from authorities.) You can ambush people, or lay traps.
For 25 gp, a Raven's Feather is very useful. They tell you if someone dies, but you can fake your death with one by passing someone elses off as yours. Good if your Guild doesn't let members go easily, since you can fake your death (There is no way to check that the feather they have is attuned to you).
If you have to break a door down, crowbars are very handy to keep. Be aware that they are levers, so you can jury rig a broken lever with one (or a stick.) 
Ten foot poles are very useful, since you can check for traps from a (usually) safe distance.
The pitions in the climbers kit can be tied to a rope and used to plumb the depth of a hole.
Always have rope, at least 200ft. Use silk rope, it may cost more, but it is lighter.

Empty fasks have multiple uses, see the Legend of Zelda series (Potions, water, deflecting dark magic bolts, catching and storing faries/bugs)
Rouges should always spend 120gp or so on hidden item compartments. Keep a dagger, thieves tools and journey bread in them. Good get out of jail kit.

The Dusk Oracle has for a 16th level feature speak with dead for free as a free action. Ask the corpse where the monster that killed it is, or ask the murdered noble who killed him/her. Be aware that proof for the noble is required, since authorities are unlikely to buy "The dead man said so." So ask the dead man how the murder killed him/her. 
Filter masks (Dark Sun) say "Let you breath in adverse conditions." "Adverse Conditions" isn't defined, so you can talk your DM into letting it apply to more than just sandstorms (Poison Gas mayby?) 
For charaters with a low athletics modifier, flotation bladders could save your life.
Keep a diary of sorts for your campaign. Record key information in there. Could come in useful (Record secret codes say.) 

Disguise Kits grant a +2 to bluff. For the Bard/Rouge.
Only take prisoners if you think you can get something from them. Keep at least iron manacles (10gp)
and once they have given you all the  information you need, then kill them, since they could get backup, or make life very hard for you at a later date.
A very unorthadox interrorigation method is to disguise yourself as an ally for the guy you captured. use this false trust to get information, like who is the easiest to interrogate, name of boss, e.t.c, then use this information to interrogate another minion of the BBEG for more info once the first minion becomes suspicious. If they say they don't know you, say your too important to be seen by ordinary minions. 
The hardest part about lying is remembering the chain of lies. Always remember it, and don't let it get out of hand or contradict yourself. 
If you have to win an important item in a bet, get Gambling cheats, and have the rouge with good bluff, insight and thievery cheat. Some things are too important to leave to chance...

Always research where your quest leads you too (History for laws, key places, Insight/Religion to see where the BBEG/Evil Clerics may hide an item, background checks on what happened to the past heroes/goons the patron hired, run if they all died after hitting the motherlode.)
Lawers are very handy to have: There is always a loophole in a legally binding document, and the History skill covers the Laws of a region. E.g: In an episode of the Big Bang Theory, Prya is able to analyse the roomate agreement and is able to get Lenoard off the hook, and make Sheldon's life difficult (The roomate aggrement says Thursdays are Franconi's Pizza nights, when it went out of business, Sheldon switched, but he didn't meet the required criteria to switch, so he has to eat Greek food, which he hates. Or in Only Fools and Horses, when Del is able to get immunity from prosicution from a corrupt policeman, if he rats on others and tells him who stole a microwave. As it turned out, Del stole the microwave, and as he had an immunity from prosecution documment, signed and everything, he got off scot free!) This is an example, but you could be able to get away with murder, or cheat the BBEG out of money.
Be aware that BBEGs typically don't obey laws. That's part of why they are BBEGs.  

If you make a deal in the Feywild, be aware that according to the Heroes of the Feywild book, magical issues arise if you break the deal. Lawers may not help, if your DM decides the INTENT behind an agreement is more important than the WORDING of an agreement. 
Also, lawers don't help you survive in a Domain of Dread, since EVERYTHING is subject to the ruler of the Domain.  

Monster Knowledge checks are no actions, and they can tell you the bare bones information about a monster (origin, type, typical temperance, and keywords.) Meeting the Hards DCs tells you about immunities, weaknesses, powers, so you can talor your stratergy. 
Even if no one can figure out what the lowest defence on a monster is, be aware that you can ask your DM for clues (Does he look strong but slow, Is she fast but does she look weak willed, e.t.c) A stereiotype can be useful at times (All trolls and ogres are dim witted.) Don't rely on them for all purposes. Exceptions to a rule exist. Generalisations include:
Will is typically the lowest defence on most monsters, but the BBEG and spellcaster types typically have a high Will defence.
Artillery and Skirmishers typically have a low Fortitude, but high reflex.
Brutes and Soldiers have a high Fortitude defence, but a low Will. 
Soldiers typically also have a high AC. 
 
Always keep multiple sunrods on you, and if your DM doesn't let you use them to set stuff on fire, then get a torch or lantern. 
The miner's helmet lets you wear a light source on your head without burning yourself. Good for people with both hands being used for weaponry/armour, not relevant for someone that has a spare hand (Psion with Orb)
For 500gp, get owlbear musk. Immediatly ends the Big Three Conditions you don't want to get hit by (Daze, Stunned, Domminated) You only get three applications per musk, and its supposed to work even on conditions that are not save ends. 

In Ebberon, you can falsify Identity and Travel Papers (Bribe may be required). Works elsewhere too. 
Senaliesse Chrysanthemum is good if you need to go somewhere in the Feywild, since it acts as Pesudo Diplomatic Immunity, Formarians will probibly still try to kill you. 

Comprehend Languages, Make Whole, Brew Potion, Enchant and Disenchant Magic Item, Transfer Enchantment, Sending, Cure Disease, Remove Affliction and Raise Dead are Rituals you don't just to want to have, you NEED them, too many direct uses to ignore. 
Talor Rituals to suit your campaign: In a seafaring Campaign, Water Walk is a nessissity; not so in a desert Campaign. In deserts and polar regions, take endure elements. Lullaby is good for distracting the BBEG while the rouge steals important stuff, to boot, the BBEG can't tell your hiding something, and he won't hear the rouge. Anthem of Unity could save your hide: get hidden from the BBEG for example. Divination and Exploration rituals like Speak with Dead, and Magic Map are good for learning information that is hard to come by (Secret Bases for example: There is a reason they are called "Secret Bases.")

For Modern Campaigns:

Remember that Britain and France have tight gun control laws, and Waterloo station has metal dectectors. Also remember that if you have a 3D printer, you can print a 3D gun that doesn't trip metal dectectors (I really wish I made that up.) 
Wear Latex gloves when handling murder weapon to avoid fingerprints. Also be aware that smart-ass murderers may do the same thing.
If wearing gloves, you can get fingerprints on the inside of the glove. Foot-prints also exist.
Remeber that if you commit a crime, you will leave stuff behind and take more than you bargined for. Smashing windows leaves glass in your shirt. Broken glass on the inside of a room shows how someone got in a room. Fibers constantly fall from our clothing, so the authorities can check the dyes in your clothing. Basically destroy everything you wore to the crime scene after you do the crime. And get an alibi rom multiple people, preferably someone else with an alibi (I.E: Someone completely innocent. Like in a Johnathan Creek, where a murder managed to move his elderly grandmother's sense of time to give him an alabi. Johnathan Creek sused on to this.)
Remember that just because you can hack into the Crime Syndicate's Computer, doesn't mean THEY can't do the same to you. If you keep digital records, make sure your computer isn't connected to the internet, and have a more secure password than 1234. 11% of people have that in real life... Use a random combination of letter, numbers and symbols, and make the password as long as possible.
#722

crimsyn

Aug 21, 2013 8:43:49
My one piece of advice:

You're supposed to be a badass.  Act like it.  Take stupid risks because it's the cool thing to do.
#723

miados

Sep 16, 2013 14:50:38

Just because a dm has their dungeon maps drawn out doesn't mean they won't change it if they think someone is peeking. The same goes for almost anything else they might keep notes on.