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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="GQuail" data-source="post: 5766629" data-attributes="member: 30709"><p>I'm sorry to see the end of this thread. I enjoyed it a great deal and it has been the only thread I've been following on ENWorld for months. (And before it, I hadn't checked the site out in ages.)</p><p></p><p>As well as a good, in-depth analysis I also enjoyed it because during it's run I ran my 3.5-era players through a game of 1E and the Tomb of Horrors. It was interesting comparing the comments about "Smart players will do this/no-one would be fooled by that/etc" with their actual in play reaction, especially as none of them have the 1E mindset but they all knjow a bit of the modules reputation as a deathtrap.</p><p></p><p>I think this thread definitely makes it hard to argue any real logic in the traps placed in the Tomb. The dungeon is fun, yes - with the right mindset, watching your group fail and get pulped/poisoned/sex changed can be quite amusing - and you can argue that it makes sense that this mega-evil-mega-genius demilich would trap his dungeon appropriately. Still, it is hard to find any pattern of any sort and lots of moments in the dungeon do amount to guesses and random chance. </p><p></p><p>I mentioned our experience activating the many-armed gargoyle statue and how much time that took - that was enormous fun but is exactly the sort of thing the Tomb is full of. Will doing this action be positive or negative? No evidence exists to deduce it beyond just trying and hoping for the best! </p><p></p><p>I'm not sure I'd "fix" the Tomb per se, since I still found it enjoyable, but I think it's better to play up the reputation of "challenging module to get out of alive" and ignore the sentence "unless you're a superior player". Victory in the Tomb of Horrors is as likely to dependant on coin flips as it is on player skill.</p></blockquote><p></p>
[QUOTE="GQuail, post: 5766629, member: 30709"] I'm sorry to see the end of this thread. I enjoyed it a great deal and it has been the only thread I've been following on ENWorld for months. (And before it, I hadn't checked the site out in ages.) As well as a good, in-depth analysis I also enjoyed it because during it's run I ran my 3.5-era players through a game of 1E and the Tomb of Horrors. It was interesting comparing the comments about "Smart players will do this/no-one would be fooled by that/etc" with their actual in play reaction, especially as none of them have the 1E mindset but they all knjow a bit of the modules reputation as a deathtrap. I think this thread definitely makes it hard to argue any real logic in the traps placed in the Tomb. The dungeon is fun, yes - with the right mindset, watching your group fail and get pulped/poisoned/sex changed can be quite amusing - and you can argue that it makes sense that this mega-evil-mega-genius demilich would trap his dungeon appropriately. Still, it is hard to find any pattern of any sort and lots of moments in the dungeon do amount to guesses and random chance. I mentioned our experience activating the many-armed gargoyle statue and how much time that took - that was enormous fun but is exactly the sort of thing the Tomb is full of. Will doing this action be positive or negative? No evidence exists to deduce it beyond just trying and hoping for the best! I'm not sure I'd "fix" the Tomb per se, since I still found it enjoyable, but I think it's better to play up the reputation of "challenging module to get out of alive" and ignore the sentence "unless you're a superior player". Victory in the Tomb of Horrors is as likely to dependant on coin flips as it is on player skill. [/QUOTE]
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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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