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Author Topic: Things Bay12ers can no longer do in a RPG  (Read 37269 times)

Kadzar

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Re: Things Bay12ers can no longer do in a RPG
« Reply #450 on: October 25, 2012, 01:19:46 am »

675: I should not name my pets after species that are very similar to themselves, as the DM will never be able to remember which one it is.
676: If my first action upon buying my new mule named Pony is to ride around the town square saying "Wheeee!", people have every right to refer to me as "that weird Elf".
677: I am not allowed to bring my mule named Pony into the bar.
677a: Not allowed to sneak beer out of the bar to give to said creature.
 677b: If the bard sneaks out beer for him in my stead, he is liable to get kicked by said mule/Pony.
  677c: The outbreak of a barfight is not to be used as a distraction to sneak Pony in the back way and try to filch some booze, and in such a case, my share of the loot that night will be forfeited to pay for all the damages incurred in the fight.
   677d: If I wasn't wearing a disguise but Pony was, people will still be able to put two and two together and figure he was involved somehow.
    677e: Especially if that disguise was simply a Zoro-style mask.
678: If we are on the trail of a bad guy in town and I notice a barrel has been tipped over, I should alert my party members to this fact in a discreet manner, rather than shouting "SOMETHING FELL OVER" at the top of my lungs.
679: It is reasonable to assume that my Elf might know how to read Elvish.
680: Just as an Arcane Eye can only see, it is reasonable to assume there is also an Arcane Ear that can only hear. Likewise, it is possible that an Arcane Tongue might exist, but it probably shouldn't.
« Last Edit: October 25, 2012, 01:54:26 am by Kadzar »
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Kadzar

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Re: Things Bay12ers can no longer do in a RPG
« Reply #451 on: October 25, 2012, 01:48:46 am »

Shit, I hit quote instead of edit. >_>L
« Last Edit: October 25, 2012, 01:51:03 am by Kadzar »
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Vorthon

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Re: Things Bay12ers can no longer do in a RPG
« Reply #452 on: October 25, 2012, 02:48:24 pm »

681: Tomes of Forbidden Knowledge and Wild Mages do not mix.
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GreatWyrmGold

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Re: Things Bay12ers can no longer do in a RPG
« Reply #453 on: October 25, 2012, 03:37:01 pm »

682: My character cannot be omnicidal.
(SCP)
683: I am to stop abusing picks. The GM much prefers his dungeons without holes in the sides.
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Aklyon

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Re: Things Bay12ers can no longer do in a RPG
« Reply #454 on: October 25, 2012, 03:38:10 pm »

Why are you digging out of the dungeon? Theres (probably) loot in there!
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GreatWyrmGold

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Re: Things Bay12ers can no longer do in a RPG
« Reply #455 on: October 25, 2012, 04:36:30 pm »

Digging THROUGH a dungeon. So much for locked doors...
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Tsuchigumo550

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Re: Things Bay12ers can no longer do in a RPG
« Reply #456 on: October 25, 2012, 05:52:54 pm »

684: If your team-mate keeps doing stupid things for fun, i.e. stripping down to his skivvies to wrestle vipers, you are not obliged to help in any way.
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wer6

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Re: Things Bay12ers can no longer do in a RPG
« Reply #457 on: October 25, 2012, 07:14:15 pm »

685: just because their isnt wlf or dwarfs dont mean  you can cram some in without obtaining the ability too be lynched

685b: and then try again

686: when  there is a well nearby dosnt mean you jump down into it.
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Taricus

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Re: Things Bay12ers can no longer do in a RPG
« Reply #458 on: October 25, 2012, 08:03:08 pm »

684: If your team-mate keeps doing stupid things for fun, i.e. stripping down to his skivvies to wrestle vipers, you are not obliged to help in any way.
684a: This also applies to anyone trying to wrestle black puddings too
 684aa: Not allowed to film, scry or in any other way record said wrestling as well.
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Truean

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Re: Things Bay12ers can no longer do in a RPG
« Reply #459 on: October 25, 2012, 08:11:05 pm »

685: Rapid Fire Heat Seeking Bullets (tm) are not allowed--even if you have somehow engineered a coolant system for the handgun's barrel.
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GreatWyrmGold

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Re: Things Bay12ers can no longer do in a RPG
« Reply #460 on: October 25, 2012, 08:14:05 pm »

687. Mr. Welch's list is not a checklist.

688. I am not the elf king of dwarves.
688a. Even if I have the Leadership and only dwarven followers.

689. I will stop naming dwarves Urist.
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wer6

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Re: Things Bay12ers can no longer do in a RPG
« Reply #461 on: October 25, 2012, 08:16:21 pm »

687. Mr. Welch's list is not a checklist.

688. I am not the elf king of dwarves.
688a. Even if I have the Leadership and only dwarven followers.

689. I will stop naming dwarves Urist.

989a: unless there initial name is Urist.
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Tsuchigumo550

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Re: Things Bay12ers can no longer do in a RPG
« Reply #462 on: October 25, 2012, 08:27:15 pm »

689b: All dwarves names are Urist, but this is an understood figure much like variables have 1s that they are multiplied by. Using "Urist" is like saying "he/she".
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Fniff

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Re: Things Bay12ers can no longer do in a RPG
« Reply #463 on: October 26, 2012, 06:04:46 pm »

690: I cannot search every single room in the campaign based around politics in order to bribe my way to victory.
691: If I am playing as a werewolf, I cannot turn into a wolf, pretend to be a pet then set myself on fire to rampage through the helpless enemy fortress.
692: I can never ever attempt to start a game of "Zombieball" in any setting ever again.
693: Drinking a pint of pure snake venom will always lead to my death, no matter what mini-maxing I've been doing.

GreatWyrmGold

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Re: Things Bay12ers can no longer do in a RPG
« Reply #464 on: October 26, 2012, 06:16:08 pm »

...Snake venom is non-toxic when ingested. Mostly. Certainly not lethal.
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