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Advice for running Tomb of Horrors with a twist (+)
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<blockquote data-quote="Celebrim" data-source="post: 8828794" data-attributes="member: 4937"><p>My experience with the dungeon goes up only to 3e.</p><p></p><p>The sweet spot of the dungeon is about level 10. Above level 10 and spellcasters can make a mockery of the dungeon with easy button spells like Find the Path, True Sight, long duration flight, etc. etc. This would probably not apply to 4e but would still I suspect probably apply to 5e. Below level 10 and the dungeon is beatable, but the players get absolutely no margin of error and have so few resource that victory probably depends on having read or played the module beforehand. Review the spell list heavily before deciding what level to allow, because in 1e-3e the dungeon is brutal at 9th-10th level but becomes a cake walk by like 13th (other than the demilich itself, which is a whole other discussion). </p><p></p><p>Finding the hidden doors isn't really the issue. The players are supposed to find them eventually if they are through so basically let the players find them if they are looking in the right area long enough (unless the text explicitly says no amount of looking helps). I would however suggest that you play the dungeon more as a 1e style test of player skill. That is to say, if the PC's don't succeed on the first roll, rolling more times doesn't help. This is very much a roll once and go with the results sort of thing. However, on the other hand, most doors have a procedure described for finding or opening them. So if the dice don't solve the problem, players should be encouraged to be hands on with the fiction. If they dig the plaster off the wall they find the door, no dice roll needed. In fact, difficulties for the dice to solve the problem for them should be so high as to make that unlikely. This is very much designed as a hands on fictional environment with concrete and not abstract actions on the part of the players.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 8828794, member: 4937"] My experience with the dungeon goes up only to 3e. The sweet spot of the dungeon is about level 10. Above level 10 and spellcasters can make a mockery of the dungeon with easy button spells like Find the Path, True Sight, long duration flight, etc. etc. This would probably not apply to 4e but would still I suspect probably apply to 5e. Below level 10 and the dungeon is beatable, but the players get absolutely no margin of error and have so few resource that victory probably depends on having read or played the module beforehand. Review the spell list heavily before deciding what level to allow, because in 1e-3e the dungeon is brutal at 9th-10th level but becomes a cake walk by like 13th (other than the demilich itself, which is a whole other discussion). Finding the hidden doors isn't really the issue. The players are supposed to find them eventually if they are through so basically let the players find them if they are looking in the right area long enough (unless the text explicitly says no amount of looking helps). I would however suggest that you play the dungeon more as a 1e style test of player skill. That is to say, if the PC's don't succeed on the first roll, rolling more times doesn't help. This is very much a roll once and go with the results sort of thing. However, on the other hand, most doors have a procedure described for finding or opening them. So if the dice don't solve the problem, players should be encouraged to be hands on with the fiction. If they dig the plaster off the wall they find the door, no dice roll needed. In fact, difficulties for the dice to solve the problem for them should be so high as to make that unlikely. This is very much designed as a hands on fictional environment with concrete and not abstract actions on the part of the players. [/QUOTE]
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