The Unwritten Rules of RPG's


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* No one expects the Halfling Inquisition!

* All five second fireballs burn down in three seconds.

* Faerie fire works both ways.

* Any cluster of PCs or monsters is called a "Fireball magnet".

* The weakling in the corner you are ignoring is the BBEG wizard.

* When all else fails, try something besides a frontal assault.
 

* There is always something bad in a dungeon.
* There is always something valuable and probably magical in a dungeon.
* On a new player joining an existing group the existing players end up accepting the new players character into the group even if there's no real big reason to do so.
* There's always food on the D&D table and nearly always so much that you would feel sick to eat it all. And it's junk food, very few apples and bannanas.
* The DM has a stupid amount of fancy dice. Far more than he needs.
* The DM is male (personally wish there were more female DM's but they seem to be very few).
* There's always at least 1 power gamer
* There's always someone use spent a massive amount of money of books or figures or both
 





When in a dungeon, always have iron spikes. They're useful for when you come across an empty room. If it has a door you can use the spikes to fortify it to make it more difficult to open.

When you rest in a dungeon, always have somebody stand watch. Always lock and fortify the door in an empty room.

When in a dungeon or on a long outdoor trek make sure your caster knows Create Food and Water type spells.

You can never have too many potions of healing.

Sometimes you can leave treasure behind when you're overburdened. Even more so if you need water while in a desert or other similar survival situations.

Bags of holding and Portable Holes and other similar magic is a great option to replace backpacks and rucksacks so you can travel more lightly.

Carry a Mirror Of Opposition with you. It can be used on the boss creature. Use a shrink spell to carry it with you easily.

Two of my favorite feats: Silent Spell and Still Spell. Useful for casting when tied or bound up.

You can never have too much healing items or magic.

Never forget a grappling hook.

You can never summon too many monsters to help you fight a large group.

Always keep monsters off of your casters.

You can never have too many hit points.

You can never have too high of an AC.

Even fighters can benefit from items like Amulets of Natural Armor if you don't want them to wear such heavy armor. Useful for situations when a check is needed, such as swimming underwater.

Lots of scrolls of Mending or even wands are very useful for when an item is sundered.

Don't ever call somebody surely.

Always ID a magic item before using it. It could be cursed.

Always try to find a creative use for your abilities.

Don't steal from party members.

There is no I in team.

Don't split off from your party.

Always carry something that has fire or acid with you. The fire is for both trolls and many undead take double damage from fire, while the acid is also for trolls.

Always carry a mirror with you for petrification attacks.

Don't ignore mundane items such as nets and Tanglefoot Bags unless the NPC is too high of a level.

Sleep and web spells are highly useful for low and mid level parties.

Gems have no encumbrance so carry those in lieu of coins. They're often also more valuable than coins.

Copper coins make good sling ammunition.

Take your time to look for traps when you can.

Always work to increase for your most favored attribute for your class.

Always map out your dungeon so you don't get lost. Make sure to mark very important places.

Do not mistreat your henchmen and hirelings. You never know who or what they know. Even small gifts will show your appreciation.

Wands are good for when you don't want to cast a spell. A wand often has far more charges than your caster is able to cast his own spells. Think thirty charges versus 4 spells per day.

Always carry silver weapons for lycanthropes.

Use a crystal ball or other scrying magic to scout ahead.
 

:)
I had a thread a long time ago about the fantasy equivalent of "Joe."
Check out "The River of the Dancing Gods" by Jack L. Chalker - the hero is Joe the Barbarian.

Our unwritten rules...

If a player says "Trust me, I've got a plan" that plan invariably means the rest of the group will have to rescue his PC.

If a player, just before rolling, says "I only fail if I roll a #" that number or lower will show up on the d20.

Whenever anyone starts a statement with "Nobody would" somebody did.

PC backgrounds must always include at least one reason why your character will risk his/her life adventuring with and, if need be, for the other characters.

The banana splits theme song is played whenever the party trounces the bad guys.

It's serious when everyone starts standing around the table.
 


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