Angry wrote about tips for players and they’re almost all decent. (I recommend that players do look at their character sheet as they make a decision, only to figure out if that’s how their character would behave.)
There’s one I’d like to reinforce though:
The contrary advice for this is “Trick your DM into letting you do something cool.”
I’ve been at tables – and may have even done this myself, come to think of it – where a player is asking probing questions of the DM, clearly fishing for something. Maybe they’ve got Heat Metal trigger finger and are hoping the DM will say, “yeah, I guess they do have a family medaleon on them, what I strangely specific question!”
This comes from a mindset that the DM is not a player, but are actually an adversary.
In reality though, when the Secret Society of DMs inducts another we all take a sacred vow: remember your players are Heroes and let them do cool shit. “No, that doesn’t work” is not a fun thing for a DM to say. It shuts the scene down, kills the energy. It’s only a reasonable thing to say when you’ve asked for something that doesn’t fit the internal consistency of the world.
DM’s love it just as much as the players when a sneak Heat Metal disables The Big Bad. (We can always make a new Big Bad.)
Instead, Angry’s advice should be followed: let your DM know what you want to do. I don’t know if you know this, but the DM can literally make shit up. “I’d like to do a cool freerunning thing to catch up with the bandit – are there any footholds along the buildings?” “Absolutely there are! Do an Acrobatics check for me and we’ll see how you do!”