Adventuring 101

Numion

First Post
After playing this game for a while we've come up with some pretty good ideas. These may seem self-evident to some of you, but maybe someone didn't know / hadn't given it a thought yet! Please continue the list! Let's help adventurers thruout the multiverse make their lives a little longer and happier! :D

1) Buy Wands of Cure Light Wounds. They're the cheapest in regards to gp / point healed.

2) Wand of Lesser Restoration is a good buy. 4500 gp, and heals 50d4 of the nasty temporary ability damage. No need to go resting after a little poison. Sometimes it can even negate the need for (much more expensive) neutralize poison.

3) Buy only a magic weapon of +1 enchantment, but with special abilities. Then use Greater Magic Weapon spell to make it +X. If you want to play safe, get the sure striking ability, so a dispel won't ruin your day.

4) Nonspellcasters, buy Pearls of Power for your cleric / wizard buddy. Much cheaper than buying actual magic items with the spell effects. For example, a 3rd level spell requires 9000gp Pearl of Power. Thats one protection from elements, which can be chosen for any element, as need be. Or a magic vestment. Better than a ring of elemental resistance, which us always the same (wrong?) type, and doesn't protect adequately. Do same for Death Wards and all those spells the cleric is going to cast anyway.

5) Empower your Bull's Strength, Endurance or Cat's Grace. Empower them twice. Or thrice if you're high enough level.

6) Empower, don't maximize. Usually the expected value / level is better with empower.

7) Rogues, get a wand of shield. Might save your life.

8) If casting Divine Power wouldn't grant you an extra attack, cast Divine Favor instead. You'll get extra damage too! (Assumed that your strength is already 18 thru empowered bull's strength at that level).

9) Use miracle to cast those nice wizard spells. Polymorph Self, Teleport and even Holy Sword (ok, thats a Paladin spell) are nice choices. No xp cost involved then.

10) Don't ready an attack action against charging monsters with reach, (Yeah, this is pretty basic, but still happens! ;)) unless you've got reach yourself.

11) Take 10 whenever possible. Especially rogues using magic items they shouldn't be using; you'll just waste charges.

Thats for starters. As I mentioned, please continue the list, we all might learn something new! :)
 

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How to break the game 101

12. Plan on acquiring items of flight and teleport/dimension door eventually. You'll need them.
 

Numion said:
11) Take 10 whenever possible. Especially rogues using magic items they shouldn't be using; you'll just waste charges.

You can't take 10 on a Use Magic Device check.
 



Re: Re: Re: Adventuring 101

Numion said:


That right? Why not?

The rationale in the PHB is:

"You cannot take 10 with this skill. Magic is too unpredictable for you to use this skill reliably."

But in short, because rules say you can't.
 


strategem

14. If feasible, purchase equipment that increases your movement rate. You don't always have to outrun the bad guy, you just have to outrun the other guys in your party :)
15. Survivability allows for success more than the ability to dole out damage. Concentrate on increasing AC, saving throws and spell resistance if possible.
16. When possible, always try to carry a light priercing weapon and a blunt weapon, even if you specialize in bastard sword. The bastard sword won't be effective if you've been swallowed whole, and it won't be as effective against most undead.
17. Buy a rope and a mirror.
18. When combat is unavoidable, try to develop a strategy before charging the enemy.
19. If possible, concentrate as many attacks as possible on the deadliest opponent first. If incapacitation is possible in the first round, then incapacitate and move on to the next deadliest foe.
20. Divide and conquer. Walls of force, stone etc can give you the numerical advantage.
21. Unless it is absolutely necessary, never separate the party. More often then not, enemies attack you when you are weakest, and a divided party is nothing but two weakened parties.
 

Re: Re: Re: Re: Adventuring 101

arwink said:


Because there's always a chance of failure?

The "risk of failure" thing applies only to Take 20, not to Take 10. People seem to make this mistake a lot.

From the SRD

When the character is not in a rush and is not being threatened or distracted, the character may choose to take 10.

Failure has no bearing on it. You don't often fail to tie your shoes after all - that's how to remember take 10. I think a lot of people get take 10 and take 20 mixed up and that's why it's under-used.
 

22. (Stole it from Shadowrun) When in combat "Geek the mage first." Don't let enemy wizards or clerics live long enough to aid their side.

23. The counterpart to this is of course, always keep your mage and cleric alive. (If the party is large enough, a PC Devouted Defender is great!)
 
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