Re: Dungeon Fantasy Players and GMs: What Tips You Would Give to a New Player?
For melee fighters, move is more important that it might at first seem. Move 4 should be considered a minimum.
Fast-draw (weapon) and a lanyard can save a lot of time in combat. Biggest hit against axe/mace weapons is the lack of fast-draw.
Luck. It isnt mandatory, but it can be such a clutch advantage it seems like it is mandatory.
For ranged characters: fancy arrows are relatively cheap and can make a huge difference. Meteoric, fine, balanced arrows sharpened with a dwarven whetstone are great for special occasions and bosses. +1 to hit/+2 damage can be a huge bonus to non-specialist ranged users too.
Access to multiple damage types is important for everyone. Cut is generally useful, but impale/pi have the vitals as an important option vs living, and crushing in the hands of someone strong can crowd control with knockback.
A decent melee skill on a Wizard can pay big dividends. Thrusting a deathtouch charged staff over the shoulders of your front line fighters can be an FP friendly way to add a lot of damage to a fight... but only if you can hit. Use a spear for an impaling option (and cut, with tip slash) that can fall back on a staffs better parry when needed.
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