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Post by vaxsgbstpachibgdk3 on Mar 1, 2011 12:04:22 GMT
54) The longer you spend preparing a plan and the more that you have relying on it, the greater the chance of rolling a natural 1.
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Post by <imaginative username here> on Mar 1, 2011 16:56:18 GMT
55) Thou shalt not utter the word that begins with 'G' and ends in 'Apple,' lest thy dice rebel and roll poorly when most needed.
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Post by genericdragon on Mar 2, 2011 0:22:49 GMT
55 a) Unless you play fourth edition where it isn't a problem.
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Post by <imaginative username here> on Mar 4, 2011 0:28:49 GMT
56) Any idea that merits a "...really?", "...are you sure?", "...absolutely! Go right ahead!" or even a raised eyebrow from your GM should be abandoned post haste.
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Post by isemmens on Mar 4, 2011 11:04:24 GMT
57) Any sentence preceded by 'I Have A Plan' isn't actually a plan. Saying it is doesnt make it one.
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Post by vaxsgbstpachibgdk3 on Mar 4, 2011 11:50:04 GMT
58) Any plan that involves the GM picking up a book also warrants serious re-evaluation. 59) The easiest way to force players to roleplay accurately is to make them think other players are going to kill them.
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Post by mafoon on Mar 30, 2011 17:14:31 GMT
60) Sleeping alone in barns provokes rats, often with diseases
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Post by mercenary on Mar 31, 2011 16:16:02 GMT
61) No matter how big you make a world, Players will still spend 2 hours arguing over who should hold the map 62) The words "Looks Clear" are a GM's best friend and the Players worst enemy 63) Background sounds and battle music makes any game awesome 64) If it cant be pried lose, they obviously meant for you to take the whole damn thing 65) No matter what the GM does, there is always one player who will dig himself a grave 12 feet deep and fill it with concrete. 66) Rule 65 is nearly always hilarious however
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