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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="Stoat" data-source="post: 5644228" data-attributes="member: 16786"><p>The saving throw situation may be even worse than it appears from Bullgrit's charts. Many of the pregens are multi-classed and have levels lower than 10. For example, there are 5 pregen thieves: An 11th level Halfing; A Dwarf Fighter 7/Thief 8; An Elf M-U 7/Thief 9; A Half-Elf Fighter 5/Thief 6; and a Halfling Fighter 4/Thief 5. On the other hand, all but the Elf start play with either a Cloak or Ring of Protection. In fact, the Dwarf has a Cloak+3 and an 18 Con (which gives him a +5 to saves against Magic and Poison). </p><p></p><p>This talk about saving throws raises a question that's been kicking around in the back of my mind: Why take a thief into the Tomb of Horrors?</p><p></p><p>For the most part, the traps in the Tomb are not the type that the thief will be able to find mechanically. As far as I know, the 1E thief has no particular ability to find secret doors. There is no real need for stealth in the Tomb. I'm not sure there are even any locks to pick.</p><p></p><p>What there are are a ton of traps that force saving throws, a handful of mostly optional combats, and a bunch of places where the PC's take a few dice of random damage. I'm inclined to think that a clever fighter, with his good saves, hit points and AC, will make a better contribution to the team than a thief.</p></blockquote><p></p>
[QUOTE="Stoat, post: 5644228, member: 16786"] The saving throw situation may be even worse than it appears from Bullgrit's charts. Many of the pregens are multi-classed and have levels lower than 10. For example, there are 5 pregen thieves: An 11th level Halfing; A Dwarf Fighter 7/Thief 8; An Elf M-U 7/Thief 9; A Half-Elf Fighter 5/Thief 6; and a Halfling Fighter 4/Thief 5. On the other hand, all but the Elf start play with either a Cloak or Ring of Protection. In fact, the Dwarf has a Cloak+3 and an 18 Con (which gives him a +5 to saves against Magic and Poison). This talk about saving throws raises a question that's been kicking around in the back of my mind: Why take a thief into the Tomb of Horrors? For the most part, the traps in the Tomb are not the type that the thief will be able to find mechanically. As far as I know, the 1E thief has no particular ability to find secret doors. There is no real need for stealth in the Tomb. I'm not sure there are even any locks to pick. What there are are a ton of traps that force saving throws, a handful of mostly optional combats, and a bunch of places where the PC's take a few dice of random damage. I'm inclined to think that a clever fighter, with his good saves, hit points and AC, will make a better contribution to the team than a thief. [/QUOTE]
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