Adventuring 101

62) Use your downtime wisely. If you have a single day free, write that scroll, brew that potion, attune that gem, enchant that sword, identify that amulet, or craft that armor. Sometimes DMs build in weeks of travel time. Get a wagon so you can work your magic without too many Concentration checks and make those item creation feats dance!
 

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Heh, this whole thread reminds me of why I made that "reminds me of Diablo" comment over in that "Waxing or Waning" thread :)

The new rule of D&D is "maximize efficiency" at all times and at all costs ;)

In fact, that will be my addition to the list

63. "maximize efficiency" at all times and at all costs
 

Disagreements

Okay, I have to mildly disagree with #s 16 & 30, and more strongly with... was it 19?

ALL PCs (except Cleric, who usually can't) should have four weapons, usually... A Slasher, a Blunt, a Missile, and a Piercer...

As Zarathustran points out, armor spikes and/or spiked gauntlets will work as piercers, but so will a dagger. Strap the latter to your thigh, so it will be resting againt your hand when it is at your side. When swallowed or grabbed, this will be all you can use. If your GM will let you, have an armourer make claws for you (1D4+3, in our games) which go on a plate fitting over the back of the hand, are similar to spiked gauntlets, and require no Exotic Weapon Proficiency.

Blades and blunts are for creatures which take less damage from the other (Skeletons, for instance). Besides, cutting a rope with a mace is tough!

If you're a Rogue and can't afford the weight, take the Morningstar, and use it two-handed for the 1.5x STR bonus.

As the great Z-meister hath said, EVERYONE needs a missile weapon!

Magely sorts do well with Quarterstaff and TWF, especially if it's unshod and a friendly Druid casts Shillelagh on it! (YOWch!)

For fighterly sorts, forget taking a blunt weapon, and use the crowbar as a club. Even if the GM makes you expend an Exotic Weapon Proficiency (as in 2e, where it did 1D6+1), it is still worth it, and lighter than a mace.

Now as for (was it #19?), attacking the most powerful enemy first, I have to disagree! If you walk into a room with a Kobold Mage, a Huge Red Dragon, and a Bugbear Cleric, kill the mage, first. If you attack the strongest NPC, it will take many rounds to die. If you take out the Kobold first, he will not get the many rounds' worth of free attacks. Frankly, in this situation, dividing fire between the Kobold and Bugbear is probably the better idea. Both may drop in the first round.

There are times to use either tactic. If the dragon is with a host of warriors with no missile weapons, then toast it until the men start getting to you. Knowing when to attack the biggest threat, and when to take out the low-level ones, is something that requires some experience. It is VERY context-dependent!
 


SWAT!

65) Use Special Weapons and Tactics. Pesky Mage a problem? Toss him some Thunderstones and Tanglefoot Bags! Even if he makes all his saves, he'll be slowed. More likely, he'll be reduced in AC & DEX, and possibly deafened.

Rangers with high DEX have great to-hits, and can throw several of these in one round! ;)
 
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The Ancient "Hide in Plain Sight" Trick

66) Rangers and Rogues (maybe Monks) should tape a tindertwig (AKA match) to a smaokestick, and secure it to a belt, or put it in a pocket of their girdle or vest, where it is immediately handy. When the need to hide in plain sight arises, if Invisibility is unavailable, use the match to light the smokestick, and hide in the "shadow".

If you have Alchemy, ask the GM about the possibility of developing the faster Ninja Smoke Pellets.
 

67. Role-play. Create sub-optimal characters that have a diverse background with skills/feats/spells that don't improve their chance of survival, but do increase their chance of being more than a CRPG character. :)

joe b.
 

68) Designate a party 'face'. The guy with the highest Charisma and social skills or just the cleverest player, and have him do all the negotiating with NPCs

69 Everybody with free skill points should take a few ranks in Spot and Listen. Ambushes are a bad thing.

70Psionic characters should try to get Armor Proficiency, they have no problems manifesting in armor, and nobody expect the guy standing in the back in full plate to unleash Concussion and Mass Suggestions.

71 Spellcasters should have both Area spells and Single Target spells. You will need both.

72 The most valuble resource in any D&D game are combat rounds. Everybody should be Hasted ASAP and never, ever waste a combat round on buffing or healing. The best defense is kicking the enemy into next week, and most creatures won't last more than three rounds of full scale combat.
 
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Re: Disagreements

Steverooo said:
If your GM will let you, have an armourer make claws for you (1D4+3, in our games) which go on a plate fitting over the back of the hand, are similar to spiked gauntlets, and require no Exotic Weapon Proficiency.

There is such a weapon in the FRCS called a Clawed Bracer.
 

jgbrowning said:
67. Role-play. Create sub-optimal characters that have a diverse background with skills/feats/spells that don't improve their chance of survival, but do increase their chance of being more than a CRPG character. :)

joe b.

Right on!!!!
 

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