Post by doc on Jan 2, 2008 19:19:07 GMT -6
Guide to Successful Adventuring
(As originally dictated by the Baroness of the Eld Wood)
(1) When coming across a potentially devastating beastie (dragon, demon, titan, etc) during the course of your adventure, you need fight it ONLY if doing so is the reason for your excursion. There is absolutely no reason to fight a powerful monster just because it happens to be there. More adventurers die from unnecessary battles than from any other cause. If you can avoid the dragon with the breath weapon that can melt titanium, by all means do so.
(2) The party should take care to never argue amongst itself while actively adventuring, especially when in enemy territory. Such squabbles can be worked out later when the party is safely at home counting up their treasure.
(3) No member of the party should take the life of a sentient creature unless there is no other option. This applies especially for characters carrying MORGANTI and similar weapons. I’ve seen too many good people die because some d**n fool “hero” with a powerful weapon decided to take offense at some offhand remark.
(4) Whenever a course of action is discussed, ALL party members should be in attendance and informed of what is about to happen.
(5) During the course of an adventure, raid, scouting mission, etc, an emphasis must be placed on silence. I cannot stress this point enough. There is no better way to give the enemy an advantage than by announcing your presence by making as much noise as a pack of ogres during Happy Hour. Trust me, I know of what I speak.
(6) It is a good idea for all party members to be aware of the strengths and weaknesses of everybody else. This way, you can compensate for each others shortcomings and make better use of the group members’ strengths in both tactical and social situations.
(7) When in combat, go after the mages first. This may seem like common sense, but I can’t tell you how many adventuring parties I’ve encountered who were decimated because they concentrated on the enemy warriors just because “they LOOKED tougher.”
(8) If one of your fellow party members is casting a spell, for gods sake, GET THE HELL OUT OF THE WAY!!
(9) Sometimes in combat you may be critically injured. When this occurs, and you KNOW you can’t take another hit, drop to the ground and play dead. It is obscenely unheroic, but it is far better than the alternative, especially when combating undead that can drain essence and prevent resurrection.
(10) Not every encounter is a combat encounter. It is more important to win friends and influence people than it is to break heads and kick tail. You never know when it will be important to have friends in high places, (such as a highly placed Baron who finds your elfin archer endlessly enchanting), or low places (such as the head of the Thieves Guild who is grateful that you saved the life of his brother).
(11) Finally, ALWAYS watch your back.
(As originally dictated by the Baroness of the Eld Wood)
(1) When coming across a potentially devastating beastie (dragon, demon, titan, etc) during the course of your adventure, you need fight it ONLY if doing so is the reason for your excursion. There is absolutely no reason to fight a powerful monster just because it happens to be there. More adventurers die from unnecessary battles than from any other cause. If you can avoid the dragon with the breath weapon that can melt titanium, by all means do so.
(2) The party should take care to never argue amongst itself while actively adventuring, especially when in enemy territory. Such squabbles can be worked out later when the party is safely at home counting up their treasure.
(3) No member of the party should take the life of a sentient creature unless there is no other option. This applies especially for characters carrying MORGANTI and similar weapons. I’ve seen too many good people die because some d**n fool “hero” with a powerful weapon decided to take offense at some offhand remark.
(4) Whenever a course of action is discussed, ALL party members should be in attendance and informed of what is about to happen.
(5) During the course of an adventure, raid, scouting mission, etc, an emphasis must be placed on silence. I cannot stress this point enough. There is no better way to give the enemy an advantage than by announcing your presence by making as much noise as a pack of ogres during Happy Hour. Trust me, I know of what I speak.
(6) It is a good idea for all party members to be aware of the strengths and weaknesses of everybody else. This way, you can compensate for each others shortcomings and make better use of the group members’ strengths in both tactical and social situations.
(7) When in combat, go after the mages first. This may seem like common sense, but I can’t tell you how many adventuring parties I’ve encountered who were decimated because they concentrated on the enemy warriors just because “they LOOKED tougher.”
(8) If one of your fellow party members is casting a spell, for gods sake, GET THE HELL OUT OF THE WAY!!
(9) Sometimes in combat you may be critically injured. When this occurs, and you KNOW you can’t take another hit, drop to the ground and play dead. It is obscenely unheroic, but it is far better than the alternative, especially when combating undead that can drain essence and prevent resurrection.
(10) Not every encounter is a combat encounter. It is more important to win friends and influence people than it is to break heads and kick tail. You never know when it will be important to have friends in high places, (such as a highly placed Baron who finds your elfin archer endlessly enchanting), or low places (such as the head of the Thieves Guild who is grateful that you saved the life of his brother).
(11) Finally, ALWAYS watch your back.