The Adventurer's Handbook

The cleric should not stand between the fighters and the bad guys.
The mage should not stand between the fighters and the bad guys.

(Odd, but I just realized that our group regularly violates both rules -- to rather bad ends.)
 

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You've got to know when to hold them.
Know when to fold them.
Know when to walk away.
Know when to run.
You never count your platinum when you're fighting off the dragon.
They'll be time enough for counting when the healing's done.
 
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-Right is always right (ie when have option of which direction to go choose right)
-Go big or go home
-If it can be pushed, pulled, turned on or off it probabley should be
ok that is my rule. hmmmmmmmmm maybe that explains the trouble I cause :)
 
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Trust is earned, not expected.

Be true to your character (i.e. the character's personality), but don't be surprised if others don't appreciate you for doing so.

Recognize the difference between moments of combat cohesion and playful banter. Wait to bicker until after you're safe.

Agree on a fair distribution of treasure and expenses before you ever leave base.
 




Reminded of this from another board:

When fighting a wizard...

1. Throw rocks
2. wave your arms wildly in the air while making uninteligable sounds
3. Run

~ Elminster (Ed Greenwood). I think.
 


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