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TopicI'm going to my first Dungeons and Dragons game tomorrow!!
gunplagirl
09/08/19 6:07:50 PM
#10:


Basic tips:
1) Write notes. At the bare minimum, places you've been or are headed to. Basic events. Named NPCs of importance. Shopkeeper you bribed for info, yes, random guard who told you to turn back, not really. Guy you meet in a dungeon and heal up then have follow you so he can get out, definitely. Make a basic note of your interaction.
Maybe not this in depth but I had notes like this not too long ago: "Fought redcaps, rescued a dwarf they were attacking, his name was Valkheim Firebeard who we were looking for, convinced him to give us the key to Pale Keep."
2) Be considerate of the party. Don't attack an NPC just because he's suspicious, but do say "I whisper to the party that this guy seems untrustworthy". Don't run off by yourself, but if you want to take point say that you want to scout ahead and you draw your weapon as you do so.
3) Be lively and take chances. Sometimes a puzzle really can be skipped by just trying an unusual approach the DM never expected. I tried to parlay with some corrupted dryads a few weeks back and while it failed and cost 20 minutes trying to negotiate ultimately resulting in us just ambushing the dryads before they could respond, my table had no problem with me trying to avoid the bloodshed. Sometimes something stupid like "it looks dangerous so I chuck a rock at it" leads to you fighting something, maybe you would have had to regardless but it gives your team a surprise round as the creature wakes.
4) Try to figure out your move ahead of time. If there's 3 people, the first makes a move, then as the second does theirs you should be ready to make yours based off what they've done. If a target you wanted to go for falls, change it up or even just use the support action on somebody if you don't think you can get anything done that turn because you can't reach the enemies since they're flying and you're a dwarf barbarian.
5) Be descriptive when possible. "I screech back at the beast and move to attack" as you roll your dice is nice. You don't have to, but it can make some moments great. The other week I was furious at a harpy for taking my homonculus down so I walked up and did that sleeves up thing as I walked in real life, saying I get in their face and scream that I'll kill them. Then, instead of using my magic, I used my fist. Rolled a 2, so for an unarmed strike that wasn't going to hit. Then I said "ah, but I can dual wield, just with disadvantage." Still got like a 4. "I punch at them and miss... Then missed again as my anger got the better of me and I couldn't even focus."
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