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Don't get so caught up on the rules of the game that you miss out on the fun of it.
Since most rules lawyers are loudmouths, numerous GMs believe that lengthy discussions of rules minutiae are a proper and expected part of gameplay. They're wrong - other than the rules lawyers themselves, pretty much nobody likes this at all.

DrDeth |

"Never split the party, it makes half the fun for the players and twice the work for the DM."
(DMs, there's a simple of of handling this- run the usual encounters for the main party. Turn to the loner and say "You encounter nothing." Back the the main. Then Turn to the loner and say "You encounter nothing." repeat until he gets the idea.)

Kileanna |
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Phntm888 wrote:Always check the ceiling. That's where things live to drop on your heads.White dragons! Always white dragons!!!
Beware colossal advanced great wyrm white dragons in the ceiling! Such a huge creature wouldn't be able to hide anywhere else! If there is cold mist filling the room you have a colossal advanced great wyrm white dragon in the ceiling for sure and it will make a crush attempt on you!
(I'm proud on having traumatized Dalindra with white dragons in the ceiling xD)EDIT: I'm making a terror movie about it. It will have awful CGI and it will be called "Colossal advanced great wyrm white dragons in the ceiling". If you steal my idea you'll be sued for plagiarism.

Sissyl |
7 people marked this as a favorite. |

Don't be THAT guy.
There are no fumble rules for a reason.
Everyone needs a hat of disguise, not everyone knows it.
Get magic items that give you new options in combat.
If you lose equipment, learn to let go.
Make sure your body odour is below the hazard level.
Even ONE level that doesn't add to your primary function hurts.
And finally, always remember that the tomb of horrors is done all in pastels.

Mark Carlson 255 |
1 person marked this as a favorite. |
"Never split the party, it makes half the fun for the players and twice the work for the DM."
(DMs, there's a simple of of handling this- run the usual encounters for the main party. Turn to the loner and say "You encounter nothing." Back the the main. Then Turn to the loner and say "You encounter nothing." repeat until he gets the idea.)
The other way to do this is ask the people who are not there to leave the room or come back next week and have the group that stays miss next week.
MDC
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For GMs: If you want to tell a story, write a book -- GMing is about setting a scene and a theme to allow the players to tell *their* stories.
For players: Always make sure the player to your left is having fun.

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Famous Last Words: "But I read on the boards that in combat healing is not a good idea!" ;-)
More famous last words: "My cure serious wounds heals you for 23 points of damage!" Next round, the Minotaur Barbarian pounces with powerful charge for 78 points of damage. But hey, thanks for that extra round. ;-)

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9 people marked this as a favorite. |

DrDeth wrote:Famous Last Words: "But I read on the boards that in combat healing is not a good idea!" ;-)More famous last words: "My cure serious wounds heals you for 23 points of damage!" Next round, the Minotaur Barbarian pounces with powerful charge for 78 points of damage. But hey, thanks for that extra round. ;-)
If that 23 points put you from 60 to 83 you might be pretty happy about it.
The real advice regarding healing, or any "boards wisdom" in general, is this:
There is no such thing as an absolute tactic - nothing to always avoid, nothing to always do. Tailor your actions to the situation, being aware of all your options - some of them might not be useful all the time but sometimes that rarely used ability might be the critical move.

DrDeth |
1 person marked this as a favorite. |

Imbicatus wrote:DrDeth wrote:Famous Last Words: "But I read on the boards that in combat healing is not a good idea!" ;-)More famous last words: "My cure serious wounds heals you for 23 points of damage!" Next round, the Minotaur Barbarian pounces with powerful charge for 78 points of damage. But hey, thanks for that extra round. ;-)If that 23 points put you from 60 to 83 you might be pretty happy about it.
Or if after that 23 pts you're just down, not dead.

scootalol |
16 people marked this as a favorite. |

• Toughness is better than you think.
• You're not going to "win" an RPG, so build for fun, not for pwning all the things.
• Don't be afraid to make hasty or even bad decisions; adventure was never had by "playing it safe."
• Use transparent dice with clear, simple faces; They're better-balanced than opaques and you want to know what they say.
• Turn off your damn phone.
• "Evil" is okay, but "jerkass" is not.
• If you have extra gold, buy a mithril waffle iron, just to remind everyone at the table that yes, there are mithril waffle irons in this game.
• Aid another is better than you think.
• It's cool that your character has a +50 modifier to Diplomacy, but remember that there's a barbarian in your party too.

Raynulf |
2 people marked this as a favorite. |

ryric wrote:Or if after that 23 pts you're just down, not dead.Imbicatus wrote:DrDeth wrote:Famous Last Words: "But I read on the boards that in combat healing is not a good idea!" ;-)More famous last words: "My cure serious wounds heals you for 23 points of damage!" Next round, the Minotaur Barbarian pounces with powerful charge for 78 points of damage. But hey, thanks for that extra round. ;-)If that 23 points put you from 60 to 83 you might be pretty happy about it.
Okay, to suggest something a little more middle-ground and practical:
"Just because you can heal doesn't mean it should be the only thing you do."