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![]() Tambryn wrote:
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![]() oldcoast wrote:
What a moronic attitude. What right do you have to the material? You want it? Tough! Everything isn't created for you to use as you please without compensation. Do you steal cars? No? Just ideas? Oh...well that must be ok. ![]()
![]() Make sure your enemy has no reason to watch you. Blend into your surroundings. Make sure you aren't in a robe with an owl on your shoulder. Have a sword strapped to your side (even if you can't use it). The Illusionist is a master of deception with and without spells. Control the enemy's expectations, for those are the parameters you will have to operate in. ![]()
![]() janxious wrote: Has anyone here successfully ran Tomb of Horrors as a one-shot? I figure it might be acceptable for one just because your party is almost guaranteed to die before they hit the end, thus limiting the amount of time the dungeon takes. ;) Back in the day, we ran most of the old modules as one shots. We really didn't have a campaign. Someone would buy the adventure and DM, and the rest of us would create level appropriate characters. Sometimes we would use the same charaters and just scale them up or down. The Tomb didn't last long. ![]()
![]() Once upon a time, in a land not so far away, I played D&D. I was a member of the D&D community. My characters explored and adventured in a wonderful world. Greyhawk? Yes, but that's really all there was back then. Would my memories be better or worse if I was in FR or Eb? No, just different. Temple of Elemental Evil, Queen of the Demon Web Pits, Against the Giants. Does their world make them special? No. They were great adventures. I had fun. Everyone in my group had fun. Most importantly for the game, everyone in other groups had fun. I can talk about those adventures with people across the globe, because we all played them. Some where set in Greyhawk some in homebrews. It doesn't matter. The work Paizo is doing with the APs is reforging the D&D community through shared experiences. This is so much more important than what world they support. I remember that swarm coming for me in the Cairn, not what pantheon the clerc's god was from. Just play the adventures. Have fun. We'll talk. ![]()
![]() 35 here. My cousin showed me his boxed set in 78. I begged to play, but he didn't think I was old enough. Finally, I got him to say he would DM, but I had to read the whole rule book. I read it that night. I still remember my elf stepping into the dusty room where 4 skeletons suddenly sprang to life. From there I got my own set then graduated to AD&D. Friends and I played every module we could get our hands on. After that, other games (Boot Hill, Gamma World, Top Secret, Shadow Run, Toon, Marvel Super Heros). No wonder we were poor. ![]()
![]() he Wiz/Sor debate comesdown to one thing for me. Is it a one shot adventure, or a campaign? For a single adventure go with the Sor. For everthing else it's the Wizard. I love the survival tips above. Here are some I've used in the past. The proper use of divination spells prior to an adventure and again in the adventure (scrolls) are priceless. Know your enemy. Be the secret weapon. Strap a sword to your side and wear pants for God's sake. Everyone shoots at the guy in robes first. Those bandits grouped to charge the little party of fighters will have an "Oh sh!t" moment when they see the firball coming at them. Be badder than you are. Performance, Bluff cost extra, but they're cool. Use those with some illusions and turn your 4th level into a 10th. For this, play the role. Oak staff: magic? someday. Fine robes: expensive but required. Lots of flash and bang: alchemy is your friend here. Let your enemy feel fear. Most importantly, cast outside the box. Magic Missle, Fireball, Lightening Bolt. Effective? Yes. Boring? Very.
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