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Very Hot Topic (More than 75 Replies) Tips & Tricks for D&D PnP (Read 2418 times)
NaturalHazard
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Re: Tips & Tricks for D&D PnP
Reply #50 - Jun 6th, 2014 at 11:44pm
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always carry a vibrator, never leave home without it.
  
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Re: Tips & Tricks for D&D PnP
Reply #51 - Jun 11th, 2014 at 5:58am
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Illetirated wrote on Jun 6th, 2014 at 10:20am:
I was DM for two 11-year old kids, they got into a corridor with a big devil head sculpture at the head, mouth open with a dark hole in it, they detected strong necromancy magic.

What's the first thing they did after detecting the strong necromancy aura? Put their arm into the hole.
It was a Sphere of Annihilation
Game Over.


Tomb of Horrors FTW.

I've been thinking about adding that to the end of all the campaigns I run in the future.
  

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Re: Tips & Tricks for D&D PnP
Reply #52 - Jun 11th, 2014 at 7:33am
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Smrti wrote on Mar 29th, 2014 at 3:32am:
Shrink Item can be used on Ballisate Bolts to turn them into XBow Bolts. Then they can expand and create much bigger holes in things, even after penetrating say, the hull of a ship, a wall, or a halfling.


Oh, I hope my DM doesn't understand the concept of conservation of momentum.  Cheesy
  
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Re: Tips & Tricks for D&D PnP
Reply #53 - Jun 11th, 2014 at 9:59am
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Don't play a melee.  Well maybe a rogue.
  
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Re: Tips & Tricks for D&D PnP
Reply #54 - Jun 23rd, 2014 at 8:54am
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As a DM, I highly recommend making sure there are a few girl gamers in your group - especially the ones that will flash their tits to reroll a bad die result.  Wink

Bonus points if only 1 of them is your wife.  Roll Eyes
  
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Re: Tips & Tricks for D&D PnP
Reply #55 - Aug 12th, 2014 at 12:15am
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And extra years on your prison sentence if more than 1 of them is your wife.
  

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Re: Tips & Tricks for D&D PnP
Reply #56 - Aug 14th, 2014 at 5:13pm
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In AD&D a couple of low-level spells were awesome, but they were changed a bit in 3E+.

Continual Light/Flame. Take a wooden handle or any cylindrical piece of wood, make a small hole in one of the ends, put a nail inside, make a wooden cap (out of the same piece of wood). Cast Continual Light on the nail - and you have an eternal flashlight. Add a specially prepared ruby/emerald, attach it to a crossbow - and you have a crude laser sight (sadly, Continual Flame doesn't really work like that in 3E, producing a flame and not a simple light source).
Get Continual Flame on your horse barding and clothes/armor - and suddenly you get Intimidation bonus  Wink

Alter Self + Disguise Self - impersonate angels (grow wings, change appearance) to demand favors & generally mislead commoners. Silent Image to create flaming sword. Use Whispering Wind to "fortell" of your coming for extra points. Can also be used to impersonate devils/demons, especially with Continual Flame on the clothes.

Tiny Hut - great spell to protect the party from landslide/cave collapse.

Shatter - can be used on church bells or alarm bells to create distractions.

Prestidigitation - lots of small tricks such as creation of slippery items (like banana peels) on the path of a running enemies or cutting bowstrings (if your DM allows it). Lift keys and unbolt closed windows/doors.
  
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Jon Van Caneghem
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Re: Tips & Tricks for D&D PnP
Reply #57 - Aug 16th, 2014 at 12:46pm
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Play wizard.
  
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onions
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Re: Tips & Tricks for D&D PnP
Reply #58 - Aug 28th, 2014 at 7:43am
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3.5 rules

- Take Improved Sunder. The wpl table has to make sure your character will have appropriate gear progression, as does the DM to build challenges according to your group's status.

While Improved Sunder is known as lootkiller, think about this:
- items worn on body are visible, at least they aren't protected from spot checks by default. As a DM I want a clear description of the characters looks, so NPCs can act accordingly in combat. Sundering stat boosters of casters is fun (instant loss of highest spell slot, e.g.) as well as sundering weapons of monsters without natural weapons (and why would those with natural weapons use manufactured weapons anyway?)

- sundering spell component bags of caster NPCs is funny as hell.  (makes the Eschew Materials feat very attractive suddenly ;P)

Tanky Cleric/melee combo:
There is an item in the Magic Item Compendium [edit: *Retributive Amulet*], which lets the caster of a healing spell on a target heal the same amount edit: or somethign like that. Using it is an immediate action, iirc. Since the spell's target only receives half damage rounded down, you are able to heal you and the target efficently with low healing spells. this amulet is very cheap by design. Too cheap from a DM's perspective. Craft it as an additional effect on another item or craft it as a slotless item.

Now, casting Shield Other on your favorite high dps melee will give you the opportunity to heal this melee along with healing yourself 1/round. That creates almost infite melee dps and makes your group melee hard to kill.

- always boost your Initiative roll. As high level play tends to be very binary when it comes to dangerous encounters, be the 1 not 0. Casters with high initiative win usually. (Dread Commando PrC + Nerveskitter + Improved Initiative + mediocre DEX = priceless)

For DMs:
- high level dragons are fun. The most fun gave me using a high lvl. dragon with Widen Spell + Antimagic Field on himself. Neutralizing casters, gimping melees. Well, as along as the group does not have more intel than the usual MM entry, the suprise is crushing. Literally.

- Libris Mortis gives an awesome opportunity to sustain NPC undead mobs. Death Throes makes targets explode with negative energy. Create low HD mobs as an escort to bigger undead monsters. Make sure they'll die close enough to bigger monsters so they heal them. Mummy Lord Cleric/Master of Shrouds endboss ftw
« Last Edit: Aug 30th, 2014 at 10:12am by onions »  
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Re: Tips & Tricks for D&D PnP
Reply #59 - Aug 28th, 2014 at 11:04am
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onions wrote on Aug 28th, 2014 at 7:43am:
3.5 rules

- Take Improved Sunder. The wpl table has to make sure your character will have appropriate gear progression, as does the DM to build challenges according to your group's status.

While Improved Sunder is known as lootkiller, think about this:
- items worn on body are visible, at least they aren't protected from spot checks default. Sundering stat boosters of casters is fun as well as sundering weapons of monsters without natural weapons (and why would those use any manufactured weapons anyway?)

- sundering spell component bags of caster NPCs is funny as hell.

Tanky Cleric/melee combo:
There is an item in the Magic Item Compendium, which lets the caster of a healing spell on a target heal the same amount. Using it is an immediate action, iirc.

Now, casting Shield Other on your favorite high dps melee will give you the opportunity to heal this melee along with healing yourself 1/round. That creates almost infite melee dps and makes your group melee hard to kill.

- always boost your Initiative roll. As high level play tends to be very binary when it comes to dangerous encounters, be the 1 not 0. Casters with high initiative win usually. (Dread Commando PrC + Nerveskitter + Improved Initiative + mediocre DEX = priceless)

For DMs:
- high level dragons are fun. The most fun gave me using a high lvl. dragon with Widen Spell + Antimagic Field on himself. Neutralizing casters, gimping melees. Well, as along as the group does not have more intel than the usual MM entry, the suprise is crushing. Literally.

- Libris Mortis gives an awesome opportunity to sustain NPC undead mobs. Death Throes makes targets explode with negative energy. Create low HD mobs as an escort to bigger undead monsters. Make sure they'll die close enough to bigger monsters so they heal them. Mummy Lord Cleric/Master of Shrouds endboss ftw


Nice!!
  
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Re: Tips & Tricks for D&D PnP
Reply #60 - Aug 28th, 2014 at 1:17pm
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Especially high initiative was fun, when I played my Dervish/Dread Commando.

Naked NPCs searching on floor for comp.s and remains of their cloting.
*sigh*, good times. We drove our DMs mad with unconventional ideas, frequently.^^
« Last Edit: Aug 28th, 2014 at 1:18pm by onions »  
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Re: Tips & Tricks for D&D PnP
Reply #61 - Aug 28th, 2014 at 2:54pm
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onions wrote on Aug 28th, 2014 at 1:17pm:
Especially high initiative was fun, when I played my Dervish/Dread Commando.

Naked NPCs searching on floor for comp.s and remains of their cloting.
*sigh*, good times. We drove our DMs mad with unconventional ideas, frequently.^^


I am DM´ing now. We are playing with roll20.net and skype.
While doing the characters, my brother was one full hour silent on skype, all other friends chattering like mad. I was aware that something horrible would happen. And yes...something horrible happened.
  
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Re: Tips & Tricks for D&D PnP
Reply #62 - Aug 30th, 2014 at 10:22am
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Quote:
I am DM´ing now. We are playing with roll20.net and skype.
While doing the characters, my brother was one full hour silent on skype, all other friends chattering like mad. I was aware that something horrible would happen. And yes...something horrible happened.

What happend ;P?

Another one out of my experience:
Always, really always take Craft Wondrous Item and/or Magic Arms And Armor as a caster (namely Wizard).

If someone asks you to craft look up the item's price or add the price by DM standard. Let the customer pay full price by DMG, but since you only need 50% of the needed money, you can set any profit marge you want. We had such a crafter in a group and at lvl. 16 his character was as rich as a lvl. 20 character... I mean his character had cash like a whole wpl lvl. 20 entry. In return he was so rich he crafted stuff for free for us, because at some point the DM made gp weight an actual problem -.-.

The gear of the group was completely imbalanced and 4-5 levels too high in gp value compared to lvl. 16.

For DMs, be warned, CWI feat is totally imbalanced, if the party has some economical interest Wink.
  
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Re: Tips & Tricks for D&D PnP
Reply #63 - Aug 31st, 2014 at 5:00am
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Even the highest level dragon only has 10 dexterity.

10 dex damage = dead dragon.
  

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onions
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Re: Tips & Tricks for D&D PnP
Reply #64 - Aug 31st, 2014 at 10:13am
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5 Foot Step wrote on Aug 31st, 2014 at 5:00am:
Even the highest level dragon only has 10 dexterity.

10 dex damage = dead dragon.

Nope.
  
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Re: Tips & Tricks for D&D PnP
Reply #65 - Aug 31st, 2014 at 9:17pm
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onions wrote on Aug 31st, 2014 at 10:13am:
Nope.


Yes.

http://www.d20srd.org/srd/monsters/dragonTrue.htm

Also the retributive amulet reflects damage back on attackers, not healing.
« Last Edit: Aug 31st, 2014 at 9:57pm by 5 Foot Step »  

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Re: Tips & Tricks for D&D PnP
Reply #66 - Sep 3rd, 2014 at 1:41pm
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onions wrote on Aug 31st, 2014 at 10:13am:
Nope.


If you can't kill a paralyzed dragon (0 dex), then the problem isn't the dragon.
  

OnePercenter wrote on May 15th, 2014 at 9:41am:
I just read that the cat followed up by visiting the dog house later that night, dropping some Willie Pete in on the sleeping dog.  #epochsfamiliarFTW

Sim-Sala-Bim wrote on Jan 27th, 2014 at 2:09am:
It seems like Epoch never loses his popularity.
Even against donuts.
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Re: Tips & Tricks for D&D PnP
Reply #67 - Sep 4th, 2014 at 1:57am
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Coup de grace. Bring a scythe.
  

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Re: Tips & Tricks for D&D PnP
Reply #68 - Sep 13th, 2014 at 11:45am
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The last PnP D&D campaign I played in went sideways so fast it wasn't funny. Everyone starts at level 7, and are given 2 magical items of medium power, so naturally I rolled up a STR-based horc rogue with a ring of invisibility and a holy greatsword.

30 minutes later, the DM has crumpled up most of his campaign notes and just starts throwing Elder Sand Elementals in our path to keep us on the rails.
  

"Science makes godlike -- it is all over with priests and gods when man becomes scientific. Moral: science is the forbidden as such -- it alone is forbidden. Science is the *first* sin, the *original* sin. *This alone is morality.* ``Thou shalt not know'' -- the rest follows."
-- Friedrich Nietzsche
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Re: Tips & Tricks for D&D PnP
Reply #69 - Sep 15th, 2014 at 7:51am
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Epoch wrote on Sep 3rd, 2014 at 1:41pm:
If you can't kill a paralyzed dragon (0 dex), then the problem isn't the dragon.

The problem is, how to get him to DEX 0. By the way, stats are no fixed numbers. Also, Ray of Clumsiness is a non core spell (3.5 Spell Compendium), as far as I know there is no core PHB spell affecting DEX like Ray of Enfeeblement. maybe Ray/Wave of Exhaustion, but I am too lazy now for looking it up. Then again, those spells wouldn't work in an AF, same with RoC.

In general I took his one line post as a direct answer to my previous suggested dragon encounter. If it wasn't and instead stated the weakness of every to most dragons, then agreed, but you can use that for any monster. Stat 0 = dead.

For the dragon encounter, everything outside of Conjuration school will likely be neutralized. Orb of OPness are the only spells generating real matter and circumventing an AF (as they do with Spell resistance, a reason to ban those spells from our pnp rounds).
  
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Re: Tips & Tricks for D&D PnP
Reply #70 - Sep 15th, 2014 at 8:04am
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5 Foot Step wrote on Aug 31st, 2014 at 9:17pm:
Yes.

http://www.d20srd.org/srd/monsters/dragonTrue.htm

Also the retributive amulet reflects damage back on attackers, not healing.

Right there. If you remember the creating monsters part of the MM1, you can easily deduct every monster into common or elite array stat block + individually added bonuses. Even a true dragon can be deducted into a true dragon template by dragon age. So, if you can give them common + elite array stat blocks, you can give them point buy.

Amulet of Retributive Healing. That should be it. It had *retributive* in its tile, I think. Retributive Amulet is not the droid, I was looking for. I can't verify right now, I don't have access to those books at the moment. Anyway, this amulet exists and I got me one, because I had to compensate the LA on one of my clerics somehow (lower spell level + caster level), since the group's melee took damage for which I needed Heal but couldn't use it, so I used Shield Other + this amulet, to heal him and me at the same time by using Cure Crit. Wounds.
« Last Edit: Sep 15th, 2014 at 8:05am by onions »  
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Re: Tips & Tricks for D&D PnP
Reply #71 - Sep 16th, 2014 at 10:28am
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Remember that invisibility does not break if you do not attack. The list of things you can do that are not attacks is endless. When I played my summoner it got to the point where everything we fought had blind fight/goggles of see invisibility. Everyone in the party had a pair, even the animal companion and the cohort.

Leadership is the best feat in the game, period. If your DM does not allow it he is wise.

If you absolutely have to do HP damage don't use evocation, use conjuration. I don't know about 3.5 Summon monster/natures ally list so this may only apply in pathfinder.

Level 9 cone of cold: 9d6 cold damage reflex ~23ish. 31 average damage on a failed save to massive area. (this is why you let the fighter do the hurting)
v.s.
level 9 summon monster V Bralani azata: 2 lightening bolts 6d6 reflex 15. 21 average damage damage assuming they make their save. if targeting poor reflex 30 of 40. Takes two of the creatures 9 rounds.

Then, if the fight is still going he casts blur on you, or uses wind wall or gust of wind as the situation merits. (actually, I would have him do this first)

Then he can cast cure moderate wounds twice to save you some cash on cure light wounds wands.

And if any of your enemies decide to waste actions attacking these things after getting blasted in the face by them then that's just icing on the cake.

The point is, friends don't let friend's cast blast spells. Unless that friend is a summoned monster that has nothing useful left to do. Or a spell perfectionist.
« Last Edit: Sep 16th, 2014 at 10:33am by JC »  

Alekx wrote on Jun 15th, 2011 at 11:46pm:
Fuck you and your political correctness. Eat a big fat conservative homo cock while you gaze at pony pictures with a hose up your ass.
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Re: Tips & Tricks for D&D PnP
Reply #72 - Sep 16th, 2014 at 11:23am
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Quote:
Remember that invisibility does not break if you do not attack. The list of things you can do that are not attacks is endless.

Invisibility + Snatch Item is funneeeeh^^. I know some DMs, who never touch Snatch Item while battling. Some kind of gentlemen's agreement. I don't care. Snatch Item while hidden is even better. Magic can't reveal you. Only Spot skill. And we all know that you never have enough skill points in 3.5.
  
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Re: Tips & Tricks for D&D PnP
Reply #73 - Sep 18th, 2014 at 12:00am
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onions wrote on Sep 15th, 2014 at 7:51am:
The problem is, how to get him to DEX 0. By the way, stats are no fixed numbers. Also, Ray of Clumsiness is a non core spell (3.5 Spell Compendium), as far as I know there is no core PHB spell affecting DEX like Ray of Enfeeblement. maybe Ray/Wave of Exhaustion, but I am too lazy now for looking it up. Then again, those spells wouldn't work in an AF, same with RoC.

In general I took his one line post as a direct answer to my previous suggested dragon encounter. If it wasn't and instead stated the weakness of every to most dragons, then agreed, but you can use that for any monster. Stat 0 = dead.

For the dragon encounter, everything outside of Conjuration school will likely be neutralized. Orb of OPness are the only spells generating real matter and circumventing an AF (as they do with Spell resistance, a reason to ban those spells from our pnp rounds).


Yes, if you are making stuff up you can use whatever you want. Every dragon in the book has 10 dex.

The recommended spell is Shivering Touch from the Frostburn book.

Quote:
Necromancy [Cold]
Level:Cleric 3, Sorcerer 3, Wizard 3, Disciple of Thrym 3,
Components: V, S,
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

On a successful melee touch attack, you instantly suck the heat from the target's body, rendering it numb. The target takes 3d6 points of Dexterity damage.


Average damage (10.5) = KO. Bring a rod of lesser empower/maximize if you want to be sure. Spell resistance is an issue, but dragon SR is only about CR+6 on average, so with spell penetration feats you approach no-fail unles your DM is overmatching you.

Failing that you can always use poison that deals dexterity damage.
  

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Re: Tips & Tricks for D&D PnP
Reply #74 - Sep 18th, 2014 at 4:45am
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onions wrote on Sep 15th, 2014 at 7:51am:
The problem is, how to get him to DEX 0. By the way, stats are no fixed numbers. Also, Ray of Clumsiness is a non core spell (3.5 Spell Compendium), as far as I know there is no core PHB spell affecting DEX like Ray of Enfeeblement. maybe Ray/Wave of Exhaustion, but I am too lazy now for looking it up. Then again, those spells wouldn't work in an AF, same with RoC.

In general I took his one line post as a direct answer to my previous suggested dragon encounter. If it wasn't and instead stated the weakness of every to most dragons, then agreed, but you can use that for any monster. Stat 0 = dead.

For the dragon encounter, everything outside of Conjuration school will likely be neutralized. Orb of OPness are the only spells generating real matter and circumventing an AF (as they do with Spell resistance, a reason to ban those spells from our pnp rounds).


Well this was already answered. To tag onto it though, your lack of ability to figure things out explains much. If your DM is custom making every mob, good luck, have fun, be bored out of your mind. As a DM I only custom made specific characters in my campaigns. Dragons were not important enough to be one of them. If your DM relies on them to the point of customizing them, well, there are other methods. Figure it out, lots of spells, there is a reason wizards are demi gods and destroy everything a higher levels.
  

OnePercenter wrote on May 15th, 2014 at 9:41am:
I just read that the cat followed up by visiting the dog house later that night, dropping some Willie Pete in on the sleeping dog.  #epochsfamiliarFTW

Sim-Sala-Bim wrote on Jan 27th, 2014 at 2:09am:
It seems like Epoch never loses his popularity.
Even against donuts.
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