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LogicNProportion

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Mar 16, 2009
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Welcome to the glorious game!

Tips:

Stay in character
Do NOT draw from The Deck of Many Things
If you see Mind Flayers....RUN!
 

Rylot

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May 14, 2010
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LogicNProportion said:
Welcome to the glorious game!

Tips:

Stay in character
Do NOT draw from The Deck of Many Things
If you see Mind Flayers....RUN!
Speaking of the Deck of Many Things I was out of town with a few friends that I haven't seen in forever and wouldn't see them or play with them again for a long time. After a few encounters we were wrapping it we picked from tDoMT. The first card stole all my money and the second stole my soul and left my character comatose. We got a major kick out of it since it was such a great way to explain why my character wasn't in the party an more.
 

Sneaky Paladin

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Jan 21, 2009
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5 things adventurers should always have on them

1: you know those health potions you have? get 5 more. I don't care if you bought extra anyway 5 MORE NOW!

2: 10 foot pole. Just do it and be thankful.

3: Silver weaponry. Very Very useful. No seriously.

4: 20 feet of rope. maybe more if you feel the need for it.

5: Anything oddity in existence. No seriously if you can get like a friggin I unno climbing kit get it. Thieves kit. holy water. Anything with the word " Kit " Or if it looks useful. Impulse buys save lives.
 

Gauntes

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Jun 22, 2009
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avoid the discussion of which edition is better at all cost.
any edition is good as long as DM and players are flexible enough.

1) your party needs more tanks. no exception
2) There's no shame in running away.
3) Alignment =/= personality
4) potion=good, unknown potion that looks like a thick black tar = bad
5) DMs are more dangerous than they appear
 

fanklok

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Jul 17, 2009
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Captured a king have you? We (play 3.5) diplomatized 3 goblins into being mercenaries got 4 worg to use as mounts. Then we made a head on assault on a goblin fortress (book says we're not supposed to do that stupid premade campaigns) but they had a bunch of hill giant skeletons littering the court yard. Our cleric has create undead.

Now we have their battle plans and one of their generals chained up in the skeletons rib cage. Still trying to pry Fearful Presence to Goblinoids of the Red Hand faction out of the DM. And we have a fucking fortress to use as a base of operations for when we take over the world. Yeah we're going to try taking over the world.
 

migo

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Jun 27, 2010
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Don't take the advice in this thread too seriously. A lot of it applies to earlier editions of D&D and has been fixed in 4e. It's still good advice, just not applicable to you, and if you try playing 4e with the mindset from an earlier edition you'll have it be less satisfying than it should be.
 

MarkVonLewis

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Dec 3, 2009
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I'm hoping to take up D&D one day myself. I know a couple people that play, so I'm hoping to start that way. I'm gonna make a dwarf bard who plays (if the DM allows it) a magical electric flying-V guitar with his beard (while both hands making the devil horns gesture). Eventually he hopefully will rock so hard he can kick major physical ass with the Power of Rock. This is of course if the Dm allows it.
 

Zaverexus

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Jul 5, 2010
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o0pwnman0o said:
5 things adventurers should always have on them

1: you know those health potions you have? get 5 more. I don't care if you bought extra anyway 5 MORE NOW!

2: 10 foot pole. Just do it and be thankful.

3: Silver weaponry. Very Very useful. No seriously.

4: 20 feet of rope. maybe more if you feel the need for it.

5: Anything oddity in existence. No seriously if you can get like a friggin I unno climbing kit get it. Thieves kit. holy water. Anything with the word " Kit " Or if it looks useful. Impulse buys save lives.
1. So far we don't have any potions, though our cleric has a "brew potion" ability.
2. I'll look for the pole when I can
3. Our weaponry is pretty plane at the moment, hopefully we'll find some money to silver it
4. the "standard adventurer's kit" gives each of us 50 feet of rope
5. as you can see above, we already each have the "Standard Adventurer's Kit" and, being the rogue, I have thieves' tools

Altorin said:
level 1s captured a goblin king in their first game? That's a pretty pitiful king ;)
We burst right into his room, fried his dancer, took out his guards, but didn't do much with the king, the others fought off the guards while I ran in, grabbed the king, ran out and tied him up
 

TsunamiWombat

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Zaverexus said:
Just played my first session of Dungeons and Dragons earlier today, had a lot of fun and captured a goblin king. I wanted to know if there are any other DnD players on escapist who can give my friends and I some tips.

We are currently playing 4th edition; our party is comprised of a Human Paladin, an Eladrin Rogue, a Dwarf Cleric, and a Human Wizard; all first time players. We are all level 1 right now, but close to leveling up for the first time; and we are running a campaign our DM made himself, the present mission involving warring factions of goblins and humans supplying weapons to them.
No Dragonborn or Tieflings?

Very well. You may live.

SEE THAT NO ONE EVER ROLLS ONE T___T

Fucking 4.0...

Zaverexus said:
o0pwnman0o said:
5 things adventurers should always have on them

1: you know those health potions you have? get 5 more. I don't care if you bought extra anyway 5 MORE NOW!

2: 10 foot pole. Just do it and be thankful.

3: Silver weaponry. Very Very useful. No seriously.

4: 20 feet of rope. maybe more if you feel the need for it.

5: Anything oddity in existence. No seriously if you can get like a friggin I unno climbing kit get it. Thieves kit. holy water. Anything with the word " Kit " Or if it looks useful. Impulse buys save lives.
1. So far we don't have any potions, though our cleric has a "brew potion" ability.
2. I'll look for the pole when I can
3. Our weaponry is pretty plane at the moment, hopefully we'll find some money to silver it
4. the "standard adventurer's kit" gives each of us 50 feet of rope
5. as you can see above, we already each have the "Standard Adventurer's Kit" and, being the rogue, I have thieves' tools

Altorin said:
level 1s captured a goblin king in their first game? That's a pretty pitiful king ;)
We burst right into his room, fried his dancer, took out his guards, but didn't do much with the king, the others fought off the guards while I ran in, grabbed the king, ran out and tied him up
To add to this, make sure you've got clearly defined party roles. Tank, DPS, Mage, Rogue, Cleric, etc. Sounds like you have a healer, which is good. And a rogue, also good.

I've been curious about 4.0 and it's healing surge system.

Remember that GOBLINS CANNOT BE TRUSTED. Especially ones that wear pants.

Try to use magic creativly instead of straight foreward.
 

Devil-Born

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Nov 13, 2009
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Well this helped me when i first started but it gave me a idea of how to play and what i wanted to work for.this also helps if your dm is experienced if not find a monster manual.

back to the subject,have a one off game were all the character are epic level (don't know what epic level in forth ed is i use 3.5 like a bible) and just do a basic dungeon crawler where your party starts at level one basement of a church,castle,fort etc, and work downward, progressively getting more difficult

by the time your dealing with a tarrisk you'll be doing some seriously funny shit,
when i played we killed it by my friend oppening his bag of tricks and DROPPED A RHYNO ON THE TARRISK.we all laugh so hard or dm actualy worked out the speed of a faaling rhyno and the speed the tarrisk was moving and how much dammage was done it killed it with 3 damage to spare.

sorry rambling again what i was saying is by doing an epic one off with all epic teir equipment(maybe some god teir dm permitting)you can have an idea how your characters will end up and what will be required of you even in the early levels
 

[guys_its_ok]

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Jul 1, 2010
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I recently started playing too, we've been doing edition 1, OSRIC or something. I'm sure that we are doing it very VERY wrong, like if anyone else who plays came and saw us he'd be like nooooo wtf guys then kill all of us.

Seriously though, I mean my group decided that there would be no class limitations or weight and we can't even be humans lol, cause they're "overpowered". And there's railroading and all this sort of stuff, but it was really really fun!!!

Ok, so when we first got to the first town, GM is like where do you guys go. So i took my gigantic, green, stinking, ugly, rag-clothed half-orc self over to the nearest bar and started hitting on the barmaid, trying to get free drinks. My friend says "Ok, you have a 1% chance of success." It failed.

But now, the barmaid Rebecca has become a major part of all the stories, she got kidnapped at one point, and was a witness to a murder at another. It was just really awesome, and we've been having massive fun.
 

Arcane Azmadi

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Jan 23, 2009
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Sure, here's my tip: find a group that plays 3.5. Much better than 4th edition.

OK, here's some real advice- while munchikins/powergamers are lame, it is possible to maximise your potential without being exploitative. In my experience the secrets to success in a tabletop RPG are multipliers and controlling fate.

First, multipliers. My current character is a 3rd level Bard. We had an adventure where we led a reasonable-sized army of peasant militia with a couple of NPC class characters, a moderate-level cleric and a high level (but rather aged) dwarven fighter against an entire HORDE of orcs, including a warlord, shaman, 2 ogres and an elite division of black orcs. We got some support from some surprisingly competent goblins who the orcs were oppressing, but possibly the most significant thing any one of us did in the whole battle was right at the start where I cast the level 1 spell 'Inspirational Boost' and began singing at the top of my lungs to use my Inspire Courage ability. With the bonus from Inspirational Boost (+1 to the effects of Inspire Courage) I was functioning as the equivalent of a level eight Bard, giving +2 to all to hit rolls, damage rolls and to saving throws against Charm and Fear to every ally in the army. Given the difference in power between a peasant and the common orc, this made a HUGE difference. Normally my ability only affects 5 characters as we're a 5-man party. In this case, it was more than ten times as effective.

Another aspect of multipliers: my bard is a half-elf with 6 ranks in Diplomacy, Bluff and Sense Motive. Know what that means? Including my 18 charisma, my racial bonus and the 2 synergy bonuses I get for having 5 ranks in Bluff and Sense Motive, I get a bonus of +16 to my Diplomacy checks despite only being level 3. I can generally talk my way out of any situation where someone isn't immediately trying to kill me (the character type is commonly known as a Diplo-sniper). And the best thing is I don't even have to be powergamer-style cheap to do it- it's a simple and perfectly reasonable skill combination that can produce AMAZING results. All I had to do was look for the bonuses.

Finally, fate manipulation. You know what the single most powerful ability in a tabletop RPG is? The ability to reroll dice. One annoying limitation of RPGs is that it doesn't matter HOW good you are, how smart your decisions are, how prudent or cautious you are, your fate is ultimately in the hands of the dice. If you try to jump a 6-foot gap over a bottomless ravine and you roll a natural 1, it doesn't matter if your character is so agile they could dance on the head of a pin, you plummet to your doom. One of the best spells in 3.5 is a 3rd level spell called 'Alter Fortune'. For the cost of 200 exp, you can cause ANY creature within close range (friend or foe) to reroll one die. Whether your party fighter charges with his last strength to deal the deathblow that will kill the necromancer and dispel his ghoulish army only to flub his attack roll, or whether the enemy rolls JUST enough damage to knock you unconscious at the very worst moment, this is an example of a spell which can literally save entire campaigns. It's not the only spell that can do so either- any spell or effect that gives you a second chance to be saved from your own dice-rolling incompotence is worth 10 times its weight in gold.
 

Zaverexus

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Arcane Azmadi said:
Finally, fate manipulation. You know what the single most powerful ability in a tabletop RPG is? The ability to reroll dice. One annoying limitation of RPGs is that it doesn't matter HOW good you are, how smart your decisions are, how prudent or cautious you are, your fate is ultimately in the hands of the dice. If you try to jump a 6-foot gap over a bottomless ravine and you roll a natural 1, it doesn't matter if your character is so agile they could dance on the head of a pin, you plummet to your doom. One of the best spells in 3.5 is a 3rd level spell called 'Alter Fortune'. For the cost of 200 exp, you can cause ANY creature within close range (friend or foe) to reroll one die. Whether your party fighter charges with his last strength to deal the deathblow that will kill the necromancer and dispel his ghoulish army only to flub his attack roll, or whether the enemy rolls JUST enough damage to knock you unconscious at the very worst moment, this is an example of a spell which can literally save entire campaigns. It's not the only spell that can do so either- any spell or effect that gives you a second chance to be saved from your own dice-rolling incompotence is worth 10 times its weight in gold.
4E has an "Action Point" system (Im not sure if it exists in other editions) that occasionally allows you to use an extra action, which, while not being the same as re-rolling, can be used to a similar effect, and allowed me to keep one of our group's first encounters from going terribly wrong after a terrible roll on a surprise attack
 

Johnnyallstar

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migo said:
Johnnyallstar said:
ALWAYS CHECK FOR TRAPS!

Of course, this depends wholly on the level of Evil the DMG has in his blackend heart. As for me, I ALWAYS love to trap stuff... and then leave godly items sitting there innocently and, I might add, "obviously trapped."

MWAHAHAHAHAHAHAHAHAHA!
4th Ed has passive perception so you have a chance to notice a trap even if you're not actively checking.
Well, that's BS. Any randomly wandering adventurer not paying attention should walk right into it, not have a free check to realize that there's a trap in his daydreams.
 

bloodshed113094

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Jul 16, 2010
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OK, first off, if you have a chance, change too pathfinder, because it's what 4th edition should have done. Also branch out too other genre's. My group which i joined two years ago has gone through DnD, Mutants & Masterminds, D6, Savage World's Necessary evil (that ones fun, even though I'm on my third character(first two died)) and Pathfinder. Have fun with it.
 

bloodshed113094

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Johnnyallstar said:
migo said:
Johnnyallstar said:
ALWAYS CHECK FOR TRAPS!

Of course, this depends wholly on the level of Evil the DMG has in his blackend heart. As for me, I ALWAYS love to trap stuff... and then leave godly items sitting there innocently and, I might add, "obviously trapped."

MWAHAHAHAHAHAHAHAHAHA!
4th Ed has passive perception so you have a chance to notice a trap even if you're not actively checking.
Well, that's BS. Any randomly wandering adventurer not paying attention should walk right into it, not have a free check to realize that there's a trap in his daydreams.
He should if theirs a click or the floor starts too fall.
 

migo

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Jun 27, 2010
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Johnnyallstar said:
migo said:
Johnnyallstar said:
ALWAYS CHECK FOR TRAPS!

Of course, this depends wholly on the level of Evil the DMG has in his blackend heart. As for me, I ALWAYS love to trap stuff... and then leave godly items sitting there innocently and, I might add, "obviously trapped."

MWAHAHAHAHAHAHAHAHAHA!
4th Ed has passive perception so you have a chance to notice a trap even if you're not actively checking.
Well, that's BS. Any randomly wandering adventurer not paying attention should walk right into it, not have a free check to realize that there's a trap in his daydreams.
Quite the opposite. Muggins style D&D is what's ruining the hobby, as in causing people to leave it.
 

Plinglebob

Team Stupid-Face
Nov 11, 2008
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Damn, you're all making me jealous as I haven't played D&D in years and really want too.

My biggest tip would be to remember that its just a game so try not to take it too seriously. Also, hope that your DM is a nice one. I've had a couple of evil DMs who refused to "fudge" roles which can make for some very annoying moments as I just seemed to end up as the damage magnet even when the DM was rolling randomly for targets. I believe my record for a speedy death was 47 minutes after character creation.
 

fanklok

Legendary Table User
Jul 17, 2009
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Plinglebob said:
Damn, you're all making me jealous as I haven't played D&D in years and really want too.

My biggest tip would be to remember that its just a game so try not to take it too seriously. Also, hope that your DM is a nice one. I've had a couple of evil DMs who refused to "fudge" roles which can make for some very annoying moments as I just seemed to end up as the damage magnet even when the DM was rolling randomly for targets. I believe my record for a speedy death was 47 minutes after character creation.
No roll fudging, it's more fun that way.

I once dropped my Longsword twice in a semi large battle due to bad rolls and refusing to fudge them. You know what happened? I grappled 3 kobolds used them as shields for an AC bonus then made improvised weapon attacks with them.

It was fucking awesome, way more awesome then keeping a grip on my sword and trying to hit them with that.