Information resurrected from a lost thread from 2002....
Veteran Advice of the Necromancer Games Forum
Version 1.0, October 11, 2002
Note: The original poster is noted in parentheses after each entry; in the case where duplicate entries were posted, a subsequent posters will also be listed, along with the number they originally had it under.
1. Always do your legwork. Investigate the town before moving into the surrounding areas. Knowledge is power. Use Gather Information and use your Rogue and Bard to get the inside scoop on what is going on. Have your wizard make magical inquiries. Have your cleric visit the local temples. (Orcus)
2. Pay attention to party composition. In general, you should always have a cleric (with some combat powers), a wizard, a rogue with maxed search and disable, and two capable fighters (paladins, barbys fighters, even rangers but they don't quite count as a full fighter). If you are running around with rogue/bards and monk/sorcerers you are probably going to lack the proper combat punch for Necro adventures. (Orcus)
3. Don't overlook the Leadership skill and getting hirelings. A few sell-swords may come in real handy. (Orcus)
4. Don't overlook your low level spells when you get higher level. Sure, it is tempting to focus on the big boom spells you can cast at higher level, but things like low level divinations and low level buffs like bless and things like that are very effective. (Orcus)
5. Be careful with creating high level characters. It is my experience that creating, say, 10th level characters you run the risk of falling prey to #4 above--you know the high level powers, but you don't know the ins and outs of the low level powers that can really come in handy. (Orcus)
6. Take proper preparation. Cast your buffs and have healing available, and do low level divinations to be as ready for an encounter as you can. Unless a situation is time critical, if you are in a position where you cant do those things, retreat and come back when you can. Generally, the bad guys aren't going anywhere. (Orcus)
7. Avoid head on confrontations. (Orcus)
8. Take out opposing spell casters. Generally, they can summon aid and cause problems. Getting rid of them or incapacitating them is a huge boon to you. Don't forget low level spells that might accomplish this: grease, for example, cast under a spell caster can be a big pain in the ass. Once again, I want to restate the power of knowing your lower level spells. (Orcus)
9. Keep the party together in general. One advantage is that the PCs work together to their benefit. Healing, buff spells, aiding a near dead friend, ganging up on enemies. Generally, you will outnumber high powered enemies. If you don't, run. If you do, then stay together. They can only attack a few of you at a time, your ability to gang up will turn the tide of battle. If you separate, you can't aid your friend and he cant aid you. This is particularly true of large monsters (see below). (Orcus; Stormdale 32; Eryx 57)
10. For DMs, resist the temptation to use the "one big monster." This is generally a bad design decision. Sure, the party is CR 10 so you say, "hey, here is a big bad CR 10 monster I have been waiting to use!" Don't do it. Use two CR 8s instead. As mentioned above, PCs can gang up on your one monster and deal more damage to it before it can kill even 1 PC. So use more smaller CR monsters. This cuts down on the advantage to the PCs. (Orcus)
11. Fight first, treasure second. Too many newbies run around looking only for treasure. "Lets press on for treasure." No better way to get butchered. What's the point of finding a +4 sword if you and your friends die getting it? (Orcus)
12. This isn't Diablo. You don't have to clear the level. In fact, playing like that will lead to death. (Orcus)
13. Players need to understand that in dungeons designed by people with a clue, there will be monsters of varying power levels. Guess what, monsters don't nicely divide themselves by "CR". Sometimes a den of dire rats is near a den of trolls. So don't metagame things and say "this is the first level of the dungeon, so the DM will only use first level monsters." WRONG! (Orcus)
14. Use tactics. Don't charge, retreat to a more tactically advantageous position. Generally small rooms or doorways are good as you can limit the number of creatures that can attack you. Large open rooms usually suck for the PCs. In fact, you can even strategically retreat drawing the monsters into an ambush. (Orcus)
15. If it looks too hard to beat, it probably is. Retreat, use divination spells and research to learn what is going on and come in at full strength. (Orcus; Fortinbras 55)
16. Always post a rear guard. OK, I will agree that it is a drag to be the guy guarding the rear. That PC wont get in as much combat and that isn't as fun. But the rear guard is key to survival--which often includes having a clear avenue of escape. (Orcus)
17. Make potions and scrolls. 3E rules are very flexible about this, making it very easy for PCs (particularly higher level ones) to be stuffed to the gills with low level potions and scrolls. You should make healing potions and scrolls of spells that are useful but not combat oriented, like knock or alarm to set an alarm on your nightly camp, or dispel magic (that one is key) for taking out magic traps or dispelling magical effects. (Orcus; skeetyrbug 72)
18. Two words: magic missile. If you are a wizard, make scrolls of your first level spells so that you can devote all (or most) of your 1st level slots to this spell. It is the best in the game. No save. No roll to hit. Does more damage as you get higher level. (Orcus)
LibertonPC: Disagree. Magic Missile is not "the best in the game." It's not bad, but it does about the equivalent of a fighter attack. For one spell. I usually demand something more of a spell I call "the best in the game."
19. Spell penetration is a better feat than most other metamagic feats. When you get higher level you will be fighting creatures with SR. You want to be able to get your magic missiles through that demon's SR. (Orcus)
20. Don't be afraid to run away. (Orcus; Fortinbras 48)
thegrandoracle (117): He who runs away, lives to fight another day. Remember this one. Have spells (scrolls work sometimes), magic items that help, and a plan or two that make this possible under most cases. Too many players don't consider a way out important, believing the having the one or two extra combat spells to be the tide turner. At mid to higher levels this is dangerous thinking.
21. For DMs: Do your homework. I generally try to read the whole module twice before I run it (or the sections I know will be in the first four or so sessions for a mega-module) and then I read it again the night before I run the game. I will take notes the second read and go through my notes the third time. I know that everyone doesn't have that kind of time but at least try to read it twice and take notes. It really cuts down on look-up time and mistakes as well helps keep the action flowing. (Pale Writer)
22. Know your opponents. If you know you are fighting ogres or other creatures with reach, get some longspears. Nothing sucks more than reach in 3E. If you are fighting drow, get ready to deal with darkness spells. If you are fighting undead, get your blesses and other things in order or other protections. And carry some blunt weapons. Have flasks of oil for mummies. I am not suggesting that you should act on information your PCs do not have. But once you have fought ogres and learned how nasty reach is, it is totally understandable for you to have a burning desire to buy a longspear. (Orcus)
23. You know what, just make sure someone always has a reach weapon. It never hurts to have a longspear. Even if you haven't fought reach monsters yet, you would know that there are beasts with reach and a longspear is just a smart thing to have. Otherwise you subject yourself to an AoO (most of the time) just moving up to attack the beast with reach since they threaten an extra set of squares. (Did I mention monsters with reach suck for the PCs?) (Orcus)
24. Protect your spell casters. (Orcus)
25. Develop common tactics that you can execute quickly and even under magical silence for example with just a few hand signals. (Orcus)
Veteran Advice of the Necromancer Games Forum
Version 1.0, October 11, 2002
Note: The original poster is noted in parentheses after each entry; in the case where duplicate entries were posted, a subsequent posters will also be listed, along with the number they originally had it under.
1. Always do your legwork. Investigate the town before moving into the surrounding areas. Knowledge is power. Use Gather Information and use your Rogue and Bard to get the inside scoop on what is going on. Have your wizard make magical inquiries. Have your cleric visit the local temples. (Orcus)
2. Pay attention to party composition. In general, you should always have a cleric (with some combat powers), a wizard, a rogue with maxed search and disable, and two capable fighters (paladins, barbys fighters, even rangers but they don't quite count as a full fighter). If you are running around with rogue/bards and monk/sorcerers you are probably going to lack the proper combat punch for Necro adventures. (Orcus)
3. Don't overlook the Leadership skill and getting hirelings. A few sell-swords may come in real handy. (Orcus)
4. Don't overlook your low level spells when you get higher level. Sure, it is tempting to focus on the big boom spells you can cast at higher level, but things like low level divinations and low level buffs like bless and things like that are very effective. (Orcus)
5. Be careful with creating high level characters. It is my experience that creating, say, 10th level characters you run the risk of falling prey to #4 above--you know the high level powers, but you don't know the ins and outs of the low level powers that can really come in handy. (Orcus)
6. Take proper preparation. Cast your buffs and have healing available, and do low level divinations to be as ready for an encounter as you can. Unless a situation is time critical, if you are in a position where you cant do those things, retreat and come back when you can. Generally, the bad guys aren't going anywhere. (Orcus)
7. Avoid head on confrontations. (Orcus)
8. Take out opposing spell casters. Generally, they can summon aid and cause problems. Getting rid of them or incapacitating them is a huge boon to you. Don't forget low level spells that might accomplish this: grease, for example, cast under a spell caster can be a big pain in the ass. Once again, I want to restate the power of knowing your lower level spells. (Orcus)
9. Keep the party together in general. One advantage is that the PCs work together to their benefit. Healing, buff spells, aiding a near dead friend, ganging up on enemies. Generally, you will outnumber high powered enemies. If you don't, run. If you do, then stay together. They can only attack a few of you at a time, your ability to gang up will turn the tide of battle. If you separate, you can't aid your friend and he cant aid you. This is particularly true of large monsters (see below). (Orcus; Stormdale 32; Eryx 57)
10. For DMs, resist the temptation to use the "one big monster." This is generally a bad design decision. Sure, the party is CR 10 so you say, "hey, here is a big bad CR 10 monster I have been waiting to use!" Don't do it. Use two CR 8s instead. As mentioned above, PCs can gang up on your one monster and deal more damage to it before it can kill even 1 PC. So use more smaller CR monsters. This cuts down on the advantage to the PCs. (Orcus)
11. Fight first, treasure second. Too many newbies run around looking only for treasure. "Lets press on for treasure." No better way to get butchered. What's the point of finding a +4 sword if you and your friends die getting it? (Orcus)
12. This isn't Diablo. You don't have to clear the level. In fact, playing like that will lead to death. (Orcus)
13. Players need to understand that in dungeons designed by people with a clue, there will be monsters of varying power levels. Guess what, monsters don't nicely divide themselves by "CR". Sometimes a den of dire rats is near a den of trolls. So don't metagame things and say "this is the first level of the dungeon, so the DM will only use first level monsters." WRONG! (Orcus)
14. Use tactics. Don't charge, retreat to a more tactically advantageous position. Generally small rooms or doorways are good as you can limit the number of creatures that can attack you. Large open rooms usually suck for the PCs. In fact, you can even strategically retreat drawing the monsters into an ambush. (Orcus)
15. If it looks too hard to beat, it probably is. Retreat, use divination spells and research to learn what is going on and come in at full strength. (Orcus; Fortinbras 55)
16. Always post a rear guard. OK, I will agree that it is a drag to be the guy guarding the rear. That PC wont get in as much combat and that isn't as fun. But the rear guard is key to survival--which often includes having a clear avenue of escape. (Orcus)
17. Make potions and scrolls. 3E rules are very flexible about this, making it very easy for PCs (particularly higher level ones) to be stuffed to the gills with low level potions and scrolls. You should make healing potions and scrolls of spells that are useful but not combat oriented, like knock or alarm to set an alarm on your nightly camp, or dispel magic (that one is key) for taking out magic traps or dispelling magical effects. (Orcus; skeetyrbug 72)
18. Two words: magic missile. If you are a wizard, make scrolls of your first level spells so that you can devote all (or most) of your 1st level slots to this spell. It is the best in the game. No save. No roll to hit. Does more damage as you get higher level. (Orcus)
LibertonPC: Disagree. Magic Missile is not "the best in the game." It's not bad, but it does about the equivalent of a fighter attack. For one spell. I usually demand something more of a spell I call "the best in the game."
19. Spell penetration is a better feat than most other metamagic feats. When you get higher level you will be fighting creatures with SR. You want to be able to get your magic missiles through that demon's SR. (Orcus)
20. Don't be afraid to run away. (Orcus; Fortinbras 48)
thegrandoracle (117): He who runs away, lives to fight another day. Remember this one. Have spells (scrolls work sometimes), magic items that help, and a plan or two that make this possible under most cases. Too many players don't consider a way out important, believing the having the one or two extra combat spells to be the tide turner. At mid to higher levels this is dangerous thinking.
21. For DMs: Do your homework. I generally try to read the whole module twice before I run it (or the sections I know will be in the first four or so sessions for a mega-module) and then I read it again the night before I run the game. I will take notes the second read and go through my notes the third time. I know that everyone doesn't have that kind of time but at least try to read it twice and take notes. It really cuts down on look-up time and mistakes as well helps keep the action flowing. (Pale Writer)
22. Know your opponents. If you know you are fighting ogres or other creatures with reach, get some longspears. Nothing sucks more than reach in 3E. If you are fighting drow, get ready to deal with darkness spells. If you are fighting undead, get your blesses and other things in order or other protections. And carry some blunt weapons. Have flasks of oil for mummies. I am not suggesting that you should act on information your PCs do not have. But once you have fought ogres and learned how nasty reach is, it is totally understandable for you to have a burning desire to buy a longspear. (Orcus)
23. You know what, just make sure someone always has a reach weapon. It never hurts to have a longspear. Even if you haven't fought reach monsters yet, you would know that there are beasts with reach and a longspear is just a smart thing to have. Otherwise you subject yourself to an AoO (most of the time) just moving up to attack the beast with reach since they threaten an extra set of squares. (Did I mention monsters with reach suck for the PCs?) (Orcus)
24. Protect your spell casters. (Orcus)
25. Develop common tactics that you can execute quickly and even under magical silence for example with just a few hand signals. (Orcus)
