270. Read up on monsters from classic mythology and know their strengths and weaknesses. They have a nasty habit of showing up in these kinds of games.
271. Identify your Dm's tastes. (Favorite bands,books, etc.) Similar encounters, characters, and themes may crop up.
272. Even your INT 7 Barbarian needs a few ranks in Common Sense.
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I like the mention of "positive" things: paying attention to the GM's world.
273. Many old-school GMs are frustrated with the Perception->Disable Device paragigm. They'd rather you use clever questions and equipment to find and bypass traps, than just high skills and dice rolls. Study your GM to find out if this is the case.
274. If you're a wizard, consider if you really need to look the part. If you're a sturdy monk, consider dressing up as a wizard. It'll make it harder for the enemy to pick the right targets.
275. Starting early, figure out how the GM responds to you using illusions to misdirect NPC tactics. If he's sporting about it, invest in more illusion spells. Otherwise, take up a different specialty.
276. Figure out how willing the GM is to let you use Charm/Dominate/Diplomancy. Don't over-invest if the GM obviously hates it.
277. Even if you can pluck the information directly from an NPC's memory or mind-rape him into placid submission, consider just talking to them and paying a (to your level, insignificant) bribe or fee. Buy them a drink. GMs really like it if you treat their (named) NPCs like people rather than sheep.
278. Don't go out of your way to escape the plot hook du jour. You're not helping anyone. If you feel the hook doesn't apply to your character, take a moment to figure out a reason why it might, after all. Bargain for a different/more appropriate reward.
279. If the GM has clued in and starts using intelligent NPC tactics, think about how to deal with those. Don't complain, get smarter. There's more of you than of him; together you can outthink him. Fighting smart opponents may turn out to be more interesting than fighting really big dumb enemies.
280. PF is like normal warfare. Consider how a modern army might deal with enemy artillery, scouts, fortifications, minefields, and see if some of those solutions translate to your game.
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I write in-game broadsheets on 8.5" X 14" paper for my players.
The front is full of articles about what's going on in the world and the characters' exploits (when they warrant).
The back side is full of useful information about the world (names of the weeks, map of the region, monetary system, etcetera).
This is going on the back of the next four issues in blocks of fifty.
Thanks a bunch!
|The Human Diversion|
I haven't looked at this thread in a LONG time. Thanks for all the updates. I need to clean it, edit it, add to it, and make it more in line with Pathfinder.
You guys added some awesome stuff.
I also noticed a lot of it CLEARLY came from my 8th grader mentality. I'll fix that too.
297. When you're running for your life in an urban setting, close a door behind you and jam it with a piton. (This will give your character a breather while the pursuers are breaking through, and you-the-player a breather to weigh your options while the GM is looking up the door's hardness and HP, which he has forgotten.)
298. Short-legged and need a lift? "Mount" the party's barbarian as a move action, then "ready" to dismount at some point during his move. (He charges 80' and you drop off at 70' or whatever, leaving him "unsqueezed".)
299. The RP uses of a bag of pepper are limited only by your imagination, dexterity, and nerve.
300. A 10gp bribe is cheaper than a 50gp potion of Cure Light Wounds.