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| Ground Rules for ANY Role-Playing Game. |
Gulstaff, a level 5 wizard, holds up his staff defensively and falls for Khan's feint, taking a deep cut to his side. Gulstaff casts magic missile, and Khan dodges. For the rest of the battle, Gulstaff takes 19 HP damage and Khan doesn't take any. By the way: Khan's a level 1 figher.
There are few things more aggravating when playing a role-playing game than to have someone "god-mode" through the whole thing. If you've ever RP'd before, you know the type: They make every saving throw, block every attack, and bend every rule in the book to win the fight... even if the story requires their failure to move on.
To prevent this idiocy from becoming routine, here's a short guide of what will get you eaten by a red dragon if you pull this shit in a role-play that I run:
- Don't god mode. Ever. People like you who always "make it just in time" are the reason there are dice in Dungeons & Dragons: People are cheap liars and can't focus too much on always winning than playing the damned game right. Multiplayer RPGs aren't about "always winning;" they're about character development. If that bores you, don't play!
- Stay in character in the in-character area. Trust me, everyone hates you when your character says things like "LOL" and "What are we doing after the RP session tonight guys?" If your acting is shitty, RP a mute Human Fighter like every other newbie.
- For the love of all things sane: Don't run in heavy armor if you've been given an upper hand like, say, invisibility.
- Nothing is immune to sonic damage. Ever.
- If you think your crystal weapon is invincible, I will sunder it with Greater Shout just to spite you.
- Level 10 Monk/Level 10 Wizard is the best pre-epic PHB-only class combination. Fighter/Wizard is overdone and worthless.
- Do not beg for experience points. If you don't like being level 2, do something cool and the DM (the guy in charge) might decide to give you an advantage over a strong enemy.
- Low-level campaigns are about using luck and strategy. Be creative, asshole!
- High-level campaigns aren't usually about out-smarting the DM with a creative use of your vast array of skills.
- The Dungeon Master can sick whatever he wants on you. Don't bitch, just act accordingly.
- Do not attack things without thinking... unless you're chaotic evil with low INT and low WIS.
- Beer and sex: If you can't get either in real life, don't expect the DM to put the story on hold so you can fantasize about it in-game.
- Clerics are pussies. Seriously. There are dozens of gods in most RP campaigns, yours isn't the true one.
- Do NOT roll consecutive 1s on a 20-sided dice. Especially when wielding a Shadow Staff.
- Trying to pull off the armored wizard is just plain stupid.
- Multiclass. The more you multiclass, the more realistic your characters become.
- Make your character act according to alignment, class, and background. Saying, "Well my guy doesn't fall for the succubus because he's a lawful good Cleric and therefore abstinent" is alright, but, "My (chaotic neutral) rogue resists the succubus" without rhyme, reason, or Will save will get you beaten.
- Do NOT drop teleportation rings into the ocean or toss them into the Elemental Plain of Fire.
- Take your critical fails without bitching.
- Take your opponents' critical hits without bitching.
- You will fail ALOT... especially in lower-level campaigns.
- Just because your class says "fighter," you aren't necessarily going to look for fights.
- You cannot multiclass into paladin without the DM's permission. Period.
- Do not make up magic powers off the top of your head to grant yourself. That's the DM's job.
That's all I can think of for right now. I was going to mention, "Don't go to D&D every week just to grind the speed of a campaign to a halt because you want to perpetually make out with your porker girlfriend," but my friend who that's directed towards isn't ever going to pull his head out of his ass (or Porker's mouth) long enough to read my website.
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| Created: July 26, 2007 4:48 am |
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