L
lowkey13
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Considering TOH was more designed to challenge the player rather than the character sheet how would they go about it in the age of "well I'll make a skill check"? It wasn't a hack and slash module due to there being not many monsters in it. Due to 1e rules it required the player to listen to what the DM described or showed him in the handouts, then go and describe specific actions based on that rather than saying "well I'll search the room and I rolled a....16!" I'd love it but I'm not sure a module that is aimed at the players noggin rather than their PC stats is all that stylish anymore, not so say that nothing makes a player think anymore but ToH almost demands the now dreaded "metagaming". Or is there a way to make it viable in that way under 5e? Not much in the way of save or die anymore.
I don't think we'll see a TOH type adventure from WotC anytime soon, even though I would like one. There are a couple of reasons for this.
1) WotC doesn't do short adventures. TftYP was close to that, but it's just reprints, not fresh adventures. They want to use APs, because they sell better. Something like ToH must be fairly short, by design, since the lethal nature of it would likely kill any party eventually (also, leveling wouldn't work in the adventure either).
2) WotC doesn't do lethal well. Standard encounters are designed for the players to easily win with minimal loss of resources. Even "deadly" encounters only have "a chance" of killing a character. As I understand it, ToA was pretty lethal, but it was done poorly, since the adventure precluded new PCs from joining the adventure once they entered the Tomb. If you want lethal, it either needs to be a one-shot adventure or have the ability to add in new characters, otherwise the first PC to die is going to have a boring night.