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<blockquote data-quote="Michael Morris" data-source="post: 3140236" data-attributes="member: 87"><p>Continuing...</p><p></p><ul> <li data-xf-list-type="ul">Incoming fire has the right of way.</li> <li data-xf-list-type="ul">There is always a way, and it usually doesn't work.</li> <li data-xf-list-type="ul">Try to look unimportant, they may be low on ammo or spells.</li> <li data-xf-list-type="ul">Professionals are predictable, it's the amateurs that are dangerous.</li> <li data-xf-list-type="ul">The enemy invariably attacks on two occasions: 1. when you're ready for them. 2. when you're not ready for them.</li> <li data-xf-list-type="ul">Teamwork is essential, it gives the DM someone else to try to kill.</li> <li data-xf-list-type="ul">If you can't remember, then the glyph of warding is pointed at you.</li> <li data-xf-list-type="ul">The enemy diversion you have been ignoring will be the main attack.</li> <li data-xf-list-type="ul">A "sucking chest wound" is nature's way of telling you to slow down.</li> <li data-xf-list-type="ul">If your attack is going well, then it's an ambush.</li> <li data-xf-list-type="ul">Never draw fire, it irritates everyone around you.</li> <li data-xf-list-type="ul">If you build yourself a dungeon that's tough for the enemy to get into quickly, then you won't be able to get out of it quickly either.</li> <li data-xf-list-type="ul">When you've secured the area, don't forget to tell the enemy.</li> <li data-xf-list-type="ul">Never stand when you can sit, never sit when you can lie down, never stay awake when you can sleep.</li> <li data-xf-list-type="ul">There is no such thing as an atheist when it's time for the cleric to cast raise dead.</li> <li data-xf-list-type="ul">A bomb with a seven second fuse will always burn down in four seconds.</li> <li data-xf-list-type="ul">Remember, a retreating enemy is probably just falling back and regrouping.</li> <li data-xf-list-type="ul">If at first you don't succeed throw a bigger <em>fireball</em>.</li> <li data-xf-list-type="ul">Exceptions test the rule, and destroy the battle plan.</li> <li data-xf-list-type="ul">No plan of battle survives first contact with the enemy.</li> <li data-xf-list-type="ul">The DM never listens to your side conversations until you criticize the game.</li> <li data-xf-list-type="ul">The enemy never watches until you make a mistake.</li> <li data-xf-list-type="ul">One kobold is never enough, but two is entirely too many.</li> <li data-xf-list-type="ul">Freshly polished armor is a cue for the DM to start a hail storm.</li> <li data-xf-list-type="ul">Whenever you have plenty of ammo, you never miss. Whenever you are low on ammo, you can't hit the broad side of a barn.</li> <li data-xf-list-type="ul">When you have plenty of hit points you never miss. When you're desperately low you can't hit and enemies won't miss their saves or attack rolls.</li> <li data-xf-list-type="ul">Field experience is something you don't get until just after you need it.</li> <li data-xf-list-type="ul">The worse the weather, the more you are required to be out in it.</li> <li data-xf-list-type="ul">The complexity of a magic item is inversely proportional to the IQ of the weapon's operator.</li> <li data-xf-list-type="ul">Those who hesitate under fire usually do not end up KIA or WIA.</li> <li data-xf-list-type="ul">The tough part about being the DM is that the players don't know what they want, but they know for certain what they DON'T want.</li> <li data-xf-list-type="ul">To steal information from a person is called plagiarism. To steal information from the enemy is called gathering intelligence.</li> <li data-xf-list-type="ul">A scar just goes to prove that were you smart enough to think of a plan, stupid enough to try it, and lucky enough to survive.</li> <li data-xf-list-type="ul">Murphy was a grunt.</li> </ul></blockquote><p></p>
[QUOTE="Michael Morris, post: 3140236, member: 87"] Continuing... [list] [*]Incoming fire has the right of way. [*]There is always a way, and it usually doesn't work. [*]Try to look unimportant, they may be low on ammo or spells. [*]Professionals are predictable, it's the amateurs that are dangerous. [*]The enemy invariably attacks on two occasions: 1. when you're ready for them. 2. when you're not ready for them. [*]Teamwork is essential, it gives the DM someone else to try to kill. [*]If you can't remember, then the glyph of warding is pointed at you. [*]The enemy diversion you have been ignoring will be the main attack. [*]A "sucking chest wound" is nature's way of telling you to slow down. [*]If your attack is going well, then it's an ambush. [*]Never draw fire, it irritates everyone around you. [*]If you build yourself a dungeon that's tough for the enemy to get into quickly, then you won't be able to get out of it quickly either. [*]When you've secured the area, don't forget to tell the enemy. [*]Never stand when you can sit, never sit when you can lie down, never stay awake when you can sleep. [*]There is no such thing as an atheist when it's time for the cleric to cast raise dead. [*]A bomb with a seven second fuse will always burn down in four seconds. [*]Remember, a retreating enemy is probably just falling back and regrouping. [*]If at first you don't succeed throw a bigger [i]fireball[/i]. [*]Exceptions test the rule, and destroy the battle plan. [*]No plan of battle survives first contact with the enemy. [*]The DM never listens to your side conversations until you criticize the game. [*]The enemy never watches until you make a mistake. [*]One kobold is never enough, but two is entirely too many. [*]Freshly polished armor is a cue for the DM to start a hail storm. [*]Whenever you have plenty of ammo, you never miss. Whenever you are low on ammo, you can't hit the broad side of a barn. [*]When you have plenty of hit points you never miss. When you're desperately low you can't hit and enemies won't miss their saves or attack rolls. [*]Field experience is something you don't get until just after you need it. [*]The worse the weather, the more you are required to be out in it. [*]The complexity of a magic item is inversely proportional to the IQ of the weapon's operator. [*]Those who hesitate under fire usually do not end up KIA or WIA. [*]The tough part about being the DM is that the players don't know what they want, but they know for certain what they DON'T want. [*]To steal information from a person is called plagiarism. To steal information from the enemy is called gathering intelligence. [*]A scar just goes to prove that were you smart enough to think of a plan, stupid enough to try it, and lucky enough to survive. [*]Murphy was a grunt. [/list] [/QUOTE]
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