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Tomb of Horrors - example of many, or one of a kind?
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<blockquote data-quote="Celebrim" data-source="post: 5579146" data-attributes="member: 4937"><p>With my mad divination skills, I sense some sort of chip on your shoulder.</p><p></p><p>a) The skilled player of any edition knows that his life is worth more than gold. Gold is in fact relatively valueless except for the XP it may offer to recover it. The skilled player doesn't worry too much about recovering treasure until after the main mission is over and the immediate environs are cleared. If you miss some treasure, there is more where that came from and if you really want to search an area you can always come back. If it comes down to a choice between risking death and possibly missing some treasure, I'm going to choose missing out on treasure almost every time. </p><p></p><p>b) Good dungeon hygiene was an essential part of dungeoneering. This usually involves liberal use of 10' poles and torches, occasional use of soap and water or strong alchohol, and with back up plans of burning oil and cure disease when it becomes available. If you can't see it, don't touch it. If it looks dirty or filthy, assume its lethal to touch because it probably is. Loot can be explored in detail back at camp or town. If it wastes time, it's better than dying, and if you get an extra wandering encounter check out of it well chances are what comes along won't be as lethal as yellow mold, green slime, or rot grubs. AC provides excellent protection against monsters and cure spells are relatively cheap; ergo, anything that causes hit point damage is preferable to anything that provokes saving throws. If you want your character to survive, you have to treat being asked to make a saving throw as some sort of failure on your part. I personally felt 'unlucky' and felt as if I 'never' passed a saving throw, so a lot of the way I gamed back then revolved around avoiding them.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5579146, member: 4937"] With my mad divination skills, I sense some sort of chip on your shoulder. a) The skilled player of any edition knows that his life is worth more than gold. Gold is in fact relatively valueless except for the XP it may offer to recover it. The skilled player doesn't worry too much about recovering treasure until after the main mission is over and the immediate environs are cleared. If you miss some treasure, there is more where that came from and if you really want to search an area you can always come back. If it comes down to a choice between risking death and possibly missing some treasure, I'm going to choose missing out on treasure almost every time. b) Good dungeon hygiene was an essential part of dungeoneering. This usually involves liberal use of 10' poles and torches, occasional use of soap and water or strong alchohol, and with back up plans of burning oil and cure disease when it becomes available. If you can't see it, don't touch it. If it looks dirty or filthy, assume its lethal to touch because it probably is. Loot can be explored in detail back at camp or town. If it wastes time, it's better than dying, and if you get an extra wandering encounter check out of it well chances are what comes along won't be as lethal as yellow mold, green slime, or rot grubs. AC provides excellent protection against monsters and cure spells are relatively cheap; ergo, anything that causes hit point damage is preferable to anything that provokes saving throws. If you want your character to survive, you have to treat being asked to make a saving throw as some sort of failure on your part. I personally felt 'unlucky' and felt as if I 'never' passed a saving throw, so a lot of the way I gamed back then revolved around avoiding them. [/QUOTE]
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