Raven Crowking
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Again, the answers are based on already knowing what the danger is.
So it is possible to avoid them even if you don't know they are there, but what I'm thinking is that "being a good D&D player" is getting reduced to "Augary, a 10 foot pole and pitons in the wall. Oh, and spike the doors."
When have I made a claim contrary to this?Beginning of the End said:Despite your claims to the contrary, danger can be mitigated in myriad ways without surety.
Not at all. The only successful mitigation presented from actual play – the pitons – I said was clever. And I haven’t said any mitigation can’t happen.You're taking examples of successful mitigation from actual play and claiming it can't happen.
Yes. But is this how to best explore the Tomb? To approach each and every thing with a long list of mitigating actions? From what some people are saying, it would seem that going through the Tomb is just a matter of paying attention to clues and thinking. Please explain these clues. But from what I’m reading, it would seem that going through the Tomb is a matter of approaching everything like a CSI team or bomb squad.Sometimes you'll take a precaution and it won't be necessary. Sometimes it will.
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If the same team also carefully checked out the levers to see if they were coated in contact poison or even wiped them down just to be sure, that would also be danger mitigation. Not meaningful in this case, but a reasonable precaution.
Something to keep in mind, maybe, is that AD&D clerics could not swap out spells memorized for cure spells. So if the cleric went into the Tomb with a bunch of divination type stuff, or poison-proof stuff, or anything other than cure X wounds, this damage could add up over time with no healing. Though it would be a very foolish group to let damage add up so much that someone might die before backing up to a safe spot and resting a couple days.Stoat said:The random damage is trivial for PC's at this level.
Yeah, it kind of looks like it's just a race for the Players to explain multiple methods of opening the doors in less than one minute (round). It was claimed in another thread, that the Tomb isn't about attrition, but this area does seem to be all about only attrition of hit points.There are no hints or clues to figure out.
Tomb of Horrors said:There is absolutely no way to prevent the bolts from being triggered and from hitting, and armor and spells will NOT have any effect either.
Yeah, it kind of looks like it's just a race for the Players to explain multiple methods of opening the doors in less than one minute (round). It was claimed in another thread, that the Tomb isn't about attrition, but this area does seem to be all about only attrition of hit points.
Something just came to me, after writing all the above: does the party have to search and find the secret doors before they can try to open them? If they have to search, doesn't it take a turn (10 minutes) to search each wall? So that's at least 10d6 damage minimum for each secret door. And with a 1 in 6 chance of any one PC finding it, that damage can get pretty serious.
Yeah, this kind of brings up the question of what exactly is the point of the damage, then?Stoat said:Thing is, there are no wandering monsters in the Tomb, so the PC's can stop and rest at any time. As far as I can tell, there is nothing keeping them from opening one secret door, retreating back outside, resting as long as they want, and then returning to find/open the next secret door.
Would the Players know there are no wandering monsters?