QLMMaster |
context: starting a campaign with a few friends on the 24th, and the DM (my brother) has a really interesting home-brew setting, he calls it "the weird" and describes it as "the strangest and most diverse continent in the known world, you could walk 2.5 miles and go from a Glacier to a Desert, this is a place where madness is commonplace, and occam's razor does not apply" essentially its like wonderland meets a wild magic zone.
party:
1 psion (min maxed ai; 46 int, 3 cha)
1 gunslinger (heavily homebrewed equipment, b%~*@+! crazy)
1 wizard [me] (universalist, professor at a magic university)
1 investigator[my cohort] (roguish face)
1 barbarian (short tempered nice guy)
1 TBA, probably a divine caster.
any advice for not getting killed?
ShroudedInLight |
My advice, don't be the last guy in the party formation and never be the first person through an area. In dream sequences/other weird locations the GM separating the party through places that do not connect in a physically logical manner is something that will often come up.
Ergo, being the first person in a place means you are likely going to end up somewhere else separated from the party. While being the last one in the line might cause you to be left behind.
Otherwise, keep your mind open and expect the unexpected. Small things might be more dangerous than large things, etc.
Halek |
Be a god wizard. If you start high enough just send a simalcrum to help the party everyday while you chill sipping lemonade on your private demiplane. Get false focus and use fabricate for infite moneys. Use money to make simalcrums and replace them everyday. You are safe.
You effectively have a half hit point character that respawns everyday. You wont die. Any objection?
SmiloDan RPG Superstar 2012 Top 32 |
Learn to count in your head. Because the number of fingers and toes you will have will fluctuate. Bring lots of extra towels. And hot sauce. Remember that mules can be useful for carrying treasure and being extra rations and occasionally wielding Thor-like power. Avoid corners and edges and interstitial spaces. Prepare lots of dispel magics and write lots of scrolls of dispel magic. Fill your pockets. Don't rely on interdimensional spaces. Carry a spare dagger. Max out Linguistics. Bribe your GM. Buy a time machine, because this advice is a day late. Floss. Get some good mundane equipment. Don't over specialize.