| Post/Author/DateTime | Post |
|---|---|
| #1kyreneJul 15, 2009 14:43:07 | I just started playing my first D&D campaign with three other friends this last week as a Dragonborn Paladin in 4e and was wondering if you could provide any creative ideas, gimmicks, tricks, helpful thoughts for me to test out. For instance, in our first encounter i noticed that i had 50 feet of rope and so i asked the GM if i could spend an action and form a lasso and then on my next turn rolled against the target creature to pull it in closer so i could pummel it. This is the GM's first time playing as well and he is lenient toward innovate styles of play. Let's hear it. What are some of the whackier more interesting things you have thought of? |
| #2samyueruJul 15, 2009 16:13:03 | This one is basic, but if you're fighting on a surface that can be broken (like a wooden walkway, for example), attack the ground your enemy is standing on to cause them to fall through the floor. |
| #3Mad_JackJul 15, 2009 17:54:53 | Marbles. Glass or steel marbles - 1001 uses for em. Check to see if the floor is level, roll em down a hallway to check for illusions covering pits, toss em for distractions, use em as sling ammo, cover the ground with em to trip opponents... :D Evil things, them marbles. A bag of flour is also good. Finds invisible creatures, cracks in walls where the airflow is coming through (secret doors?), lay it on the ground so you can see the tracks left by people since you were last there... It's become a tradition in our campaign to wait until one of the bad guys goes to use the latrine before we attack, in order to even the odds in battle. In one fight, when one of the guys went to the outhouse we snuck up from behind it and tied a rope around the door so the guy couldn't get out. After we whacked the other two guys, we untied the rope and stepped back as the guy came charging out yelling about how his two (now dead) friends were gonna get it for locking him in. And ran straight into the coordinated fire of two hell-locks, a ranger with a longbow, and a rogue pitching shurikens. :D Needless to say, there were a number of Young Guns jokes tossed around in addition to the firepower. After hiding the bodies, we set up our ambush for the rest of the group of bandits when they returned to camp. During the fight, one of the minions who had been heading to the outhouse before combat panicked and hid in the outhouse. We tied the door again and set fire to it with him inside when we burned down the camp. |
| #4modern_divoJul 15, 2009 21:57:03 | This is a trick I saw in a movie once, but a bard I played in 3.5 or it might have been a rogue, I can't remember anymore, being chased he used stealth and got away, but the room he hid in only had one way out, so he used this trick to break the window without making noise, he spread syrup (he was carrying a lot of food) on the window and stuck paper on it before hitting it, then he snuck out the window and got away, I totally ababandoned the party, but I was roleplaying a character who didn't really care about them. |
| #5aedan_uaineJul 16, 2009 15:27:46 | Marbles are good. Another good one is CANDLES. They're wax, so they make good improvised ear plugs for various situations and can be used to seal seams on stuff. Or used as a light source. Or delayed trap triggering (candle burning down to a rope's level and burning it apart). Great things candles are. |
| #6kyreneJul 16, 2009 15:30:08 | I like all these ideas. What is the most clever thing you've been able to get away with in 4e? |
| #7Dane_McArdyJul 16, 2009 15:34:02 | sack of floor, to scatter around when facing an invisible enemy. |
| #8mock26Jul 19, 2009 22:18:29 | Bucket of nails and a hammer. Not very good in combat but great for other things. Bag of pepper. Good at revealing invisible creatures/things, but even better at stinging the eyes of your opponent and making them sneeze and cough. If you can get ceyenne pepper this is even better as it burns the eyes even more! Powdered Magnesium. Toss in air at opponent, toss in open flame, make mini fireball. Vials of Ink. You can try to use them to temporarily blind your opponent. Links of chain and padlocks. Another item not good in combat but potentially useful elsewhere. |
| #9shinikamaJul 20, 2009 11:05:13 | Always carry a crowbar. DM: Ok, the door locked behind you. Me: What's the door made of? DM: Wood reinforced with iron bands. Me: I pry off the iron with my crowbar and break down the door. Not the quietest resolution, but it can help, especially if your group only carries spears, daggers, and sickles. Not so great for battering. |
| #10aedan_uaineJul 20, 2009 11:20:12 | Always carry a crowbar. Meh, I would have burned it. EDIT: With the candle! |
| #11shinikamaJul 20, 2009 12:59:50 | Yeah... we don't carry fire with us if there's a wizard with a Light spell/Cantrip. Holdover from a killer DM and a situation involving swamp gas. Plus, you can't use a candle as a club in a pinch. |
| #12carbon_dragonJul 20, 2009 13:27:21 | Grappling hooks are so useful they come in the climbing kit. Pitons are a standard for holding doors shut (though there is a special magic item now). Caltrops are handy for keeping things from chasing you. A pully is surprisingly useful for winching up portcullises or pulling open doors. Bells mounted on the door are a cheap and free alarm system to keep someone from surprising you. Chalk can be useful for marking the way in a dungeon to keep from getting lost. Molotov cocktails can be made from lamp oil or any other flammable liquid. Lamp oil doesn't explode but it does cause fires and it's cheaper than achemist fire -- think ongoing damage. There's a "make whole" ritual which looks to me to have all the useful aspects of minor creation for fixing things on the fly. Anything slippery can be put on the floor to create a "difficult terrain" problem in the encounter. Grease (the substance not the spell) works great for that as does water in a pinch, especially if you carry a little soap powder. Prestidigitation has a lot of potential people don't unlock for distracting the monsters during a fight (or before one). I've heard of people using mage hand to drop alchemist fire on monsters (not sure if that is legal, but it's clever). Keeping some food to thow to non-intelligent monsters can sometimes get them to ignore you for a round or two. Keeping an extra (non magical) weapon is a standard for fighting creatures like rust monsters. This almost goes without saying, but a healing potion or two is a must. I've often wondered if a one-handed weapon wielder who didn't have a shield should carry an off hand weapon he's not proficient with. The idea would be that if they're dominated and forced to attack their friend, perhaps the DM would let them use the off hand weapon which would have a low chance of hitting and do less damage. It's amazing how many thieves don't buy thieves tools. Some backgrounds can give you bonuses to certain skills, like thievery or stealth. Magnifying glasses can help you with perception rolls for certain things, as can spyglasses (telescopes) when available. Carrying around a good history book can give you history bonuses -- buy books at cities and ask the DM for bonuses for local history when the history roll comes up. Books on other subjects can be useful too. Remember the old "professions" like profession: farmer? Take it up like a hobby -- buy books, talk to farmers, play it up in your background that you come from a farming background. When the subject comes up you may be eligible for a bonus, especially if it's not a combat related skill. For a non-combat related skill, just do it all the time. Want to be able to draw or play the harp? Do it. No combat benefit but next time you're looking for someone and trying to ask people about him, you can draw a picture and because you've established a background for doing it the DM will probably let you because you've taking the trouble to establish a non-combat skill. Cooking can be useful, singing, playing an instrument, sewing, mending, sailing in small boats, tying knots, crafting (all kinds), etc. Think up crazy schemes. Not only will it make your character more memorable, it can lead to adventures -- capturing a rust monster to use it to melt down magic items for the residuum, searching for the lair of some well-known dragon, trying to set up a business selling reverse-engineered copies of some cool doodad you found. Establish a mail service like pony express to carry messages from place to place -- adventure and cash may follow. One of the best schemes is to find or create a base of operations. Everyone needs one. Is that monster lair you just cleaned out a potential home for you and your party (or that wizards's tower)? Can you find an inn-owner who needs something done? Maybe he's swap a permanent room for that or a room when you need one and a place to store goods. One of your party a paladin? Maybe his religion will allow him to use a church facility for a base of operation. Maybe they have an abandoned temple you can clean out and get going again, also getting yourself a place to live. Have a place to live already? if it's a keep maybe you can get a charter from the local citystate or king to establish an official keep, complete with the possiblity of civilizing the local area and establishing other renters who will pay rent to you. Of course you'll have to pay rent to the city state or king too, but that has other adventuring possibilities. Just killed a big monster? Maybe it can be harvested for alchemical components or for source material for armor or weapons (or poison). Get everything you can out of it. If it's non-intelligent, maybe you can sell the meat or just eat it. After all, it wanted to eat you! Hunt around for interesting plants. Look in real books for plants used in poisons and home remedies and see if the DM will let you collect them to make your own poor-man's alchemical potions or your own poisons. There was once a whole 2e class called the Alchemist made by an independent company and it was a lot of fun to play because you were always making all kinds of profits and benefits from the monsters and plants you found. With prestidigitation, you can produce images of things. With a good memory you might be able to notice something that someone will pay for and showing them an image could allow you to make some extra money, as might the ritual that allows you to transfer writing to a scroll. Make a journal of your adventure with pictures and good information -- actually write one up. Not only will it help your memory when you haven't played for a couple of months, but maybe your DM will allow you to sell it when other people would find your observations and story useful -- Jim's guide to the High Forest, with illustrations. Whoo, I'm tuckered out, but those are a few ideas. |
| #13marmalangJul 20, 2009 15:08:59 | (I apologize in advance if this stuff is all obvious to you...) Don't forget that not all monsters are evil, and that they don't all want to kill you just "because." Try talking to them sometimes. Quite a few monsters are actually intelligent enough that they can be communicated with. Even if it turns out that the creature is malicious, it makes encounters much more interesting when there's communication going on. This is especially useful now that spells like Detect Evil aren't available anymore. There are many types of dragons and nagas for example, and while some would love to kill you just because, some of them could turn out to be an awesome buddy. It would be too bad if you charged in and killed a good guy. Plus, if you're talking to a monster... that is a great way for the DM to insert some cool story hooks. When your party does kill a monster, and it's something big, or it was a costly battle, you might like to take part of the creature as a trophy. Sometimes a horn, a tooth, or even part of its skin can be turned into jewelry, clothing, or a weapon by trained artisans in civilized areas. |
| #14tigereye504Jul 21, 2009 17:25:45 | My DM decided that Dragon Breath was a alcamedical effect, not a magical one. Acording to him, the dragon contains a organ that holds withen a liquid that, when used in the right way, produces the effect of the dragon's breath. I plan to design a device that will let me harvest and use the stuff. Just think... Mix Red dragon and black dragon 'juice' to make a searing hot, acidic gas! Fun! |
| #15aedan_uaineJul 21, 2009 18:22:38 | My DM decided that Dragon Breath was a alcamedical effect, not a magical one. Acording to him, the dragon contains a organ that holds withen a liquid that, when used in the right way, produces the effect of the dragon's breath. I plan to design a device that will let me harvest and use the stuff. I'd be careful, if I were your DM there would be a high likelyhood that could blow up in your face or otherwise go terribly terribly wrong. |
| #16tigereye504Jul 22, 2009 16:51:26 | I'd be careful, if I were your DM there would be a high likelyhood that could blow up in your face or otherwise go terribly terribly wrong. true... better have my fighter use it just incase.... if anyone, he would survive the blast. |
| #17aedan_uaineJul 22, 2009 17:54:57 | true... better have my fighter use it just incase.... if anyone, he would survive the blast. Have him mix anything you use too, never know what that could cause. |
| #18kyreneAug 04, 2009 13:04:01 | I love all these ideas! What else have you guys tried out? This is exactly what i was looking for. |
| #19sonminiserAug 07, 2009 20:48:54 | Always carry a crowbar. LOL i just started playing D&D and after buying my weapon and armor, i was looking at the item list and saw crowbar i KNEW i HAD to have it. |
| #20RPJesusAug 08, 2009 18:22:24 | Endless Chalk (Or whatever it's called, the chalk that never runs out). It's like a first level magic item so you should be able to obtain one fairly easily. Throw it in a body of water and said body of water will eventually be converted to chalk mush :D |
| #21godlikedevilAug 08, 2009 23:27:54 | Always carry a crowbar. In Crowbar We Trust. Gordon Freeman would be proud.:D |
| #22shinikamaAug 09, 2009 10:55:23 | Finally, someone agrees with my crowbar idea! That thing can kill a man faster than a handgun according to Half-Life 2. It MUST be powerful. |