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Post by Jurgen "b1rd0fpr3y" D. L. on Mar 9, 2008 0:10:05 GMT 1
Do or do not. There is no try. 'Specially when "Try" translates to "Attempt to do, fail, and then die."
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.
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Post by Jurgen "b1rd0fpr3y" D. L. on Mar 9, 2008 0:52:11 GMT 1
Bards are cheaper than buying +1 weapons for everyone... (think about it!)
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.
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Post by Jurgen "b1rd0fpr3y" D. L. on Mar 9, 2008 1:21:54 GMT 1
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.
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.
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Post by Jurgen "b1rd0fpr3y" D. L. on Mar 9, 2008 1:32:18 GMT 1
Don't let alignment issues tear the group apart.
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.
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Post by Jurgen "b1rd0fpr3y" D. L. on Mar 9, 2008 1:56:59 GMT 1
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.
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Post by Jurgen "b1rd0fpr3y" D. L. on Mar 9, 2008 12:19:00 GMT 1
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.
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Post by Jurgen "b1rd0fpr3y" D. L. on Mar 13, 2008 11:59:24 GMT 1
(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.
true, very true
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Post by Jurgen "b1rd0fpr3y" D. L. on Mar 13, 2008 12:11:32 GMT 1
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...)
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Post by Jurgen "b1rd0fpr3y" D. L. on Mar 13, 2008 13:09:15 GMT 1
388. I know it's been stated many times, but it bears repeating: There is no such thing as carrying too many weapons.
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Post by Wim "Raven75" P. on Mar 13, 2008 18:03:21 GMT 1
...tot ze door een magical trap uit hun sheath springen en de eigenaar aanvallen voor enkele rondes tegen een stevige base attack (actually happened to me)
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Post by Jurgen "b1rd0fpr3y" D. L. on Apr 7, 2008 19:49:09 GMT 1
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.
lal
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Post by Jurgen "b1rd0fpr3y" D. L. on Apr 7, 2008 20:33:00 GMT 1
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.
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Post by Jurgen "b1rd0fpr3y" D. L. on Apr 7, 2008 21:29:36 GMT 1
687. The DM is always right. Even when he's wrong. 688. The player is always wrong. Even when they're right.
sounds like a troll
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Post by Jurgen "b1rd0fpr3y" D. L. on Apr 7, 2008 23:08:18 GMT 1
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.
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.
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Post by Jurgen "b1rd0fpr3y" D. L. on Apr 7, 2008 23:12:08 GMT 1
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.
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.
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.
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