1001 signs of the complete munchkin

37. He creates posts on D&D message boards suggesting qualities that make roleplayers munchkins, so he can go down the list and make sure he has all his areas covered. "hmm, I forgot about selling the Orcs underwear, I'll take care of that nexttime."
 

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38) A DM that allows a player with a tool to change reality PLANEWIDE not once but 5 times in the most fundamental of ways

(You were asking for that one :p And there is nothing wrong with wrecking planes or spheres):cool: :cool:
 
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40) You're listed as a Technical Advisor in Steve Jackson's "Munchkin's Guide to Powergaming."

41) Wish just isn't quite what you want in a spell.
 

42. When you finally think you've managed to teach him the concept of "roleplaying", he shows up with a character who has a total +154 Bluff, +120 Sense Motive, +215 Diplomacy and can cast Charm Monster as a free action.
 

silvertable81 said:
13) Clips Power Play blocks from Dragon Magazine and keeps a scrapbook.:D
Hah!

Actually, it should be:

43) He doesn't use Power Play 'cause his own tactics are more effective!
 

44) His class, race, template, and feats all come off 'An RPG web site' that he brings printed out to the game. He can't ever seem to recall who wrote them or where he got them from.
 

44 Upon defeating the most ancient of red dragons, the munchkin finds nothing of value in its treasure hoard.

45 Regularly gets into fistfights with demigods, but ties one hand behind his back to make it a little more sporting
 

JeffK1966 said:
44 Upon defeating the most ancient of red dragons, the munchkin finds nothing of value in its treasure hoard.


...but still they refuse to let anyone have their share.

46 They ask for a greater share of the treasure because they "did more for the party".

47 two words: six eighteens. And they rolled it that way "honest"

g!
 


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