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General Tabletop Discussion
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Does 5e need its own, original TOMB OF HORRORS?
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<blockquote data-quote="aco175" data-source="post: 7519722" data-attributes="member: 27385"><p>I would like something challenging to players and character sheets. Fewer PCs die in this edition than in 1e, I get it, it happens in my games as well. You are supposed to be bold and a hero, but the shared experience is spoiled if you have to fear that the DM is not being as least fair and impartial. The DM needs to enjoy the game as well, but he should not go out of his way just to kill the party. </p><p></p><p>A good dungeon should have challenges with handouts that the players can try to solve with some hints that can be fed to them with skill rolls. I find that the point of the module is to get through it and have fun. Some players will just leave and give up knowing that a hint will come along allowing everyone to get their trophy. Maybe a dungeon that actively turns parties away so only a few make it into the place or complete it. A party that gets stripped of magic and kicked out of the dungeon may not want to come back right away.</p><p></p><p>How about a module not made to be played in a linear playtime and meant to come back a few times over the campaign. Low level PCs can figure out the way to enter and eventually find themselves over their head, but know that they need to come back at 5th level before they proceed. Come back at 10th level and 18th to finally solve the whole thing may be a way to get more life out of the $50.00 adventure and get the players more involved. Players who think that they cannot die will find out that they can and eventually more of the others will want to leave and come back later. </p><p></p><p>This would be a great classic module. It doesn't need to be a TPK to be remembered.</p></blockquote><p></p>
[QUOTE="aco175, post: 7519722, member: 27385"] I would like something challenging to players and character sheets. Fewer PCs die in this edition than in 1e, I get it, it happens in my games as well. You are supposed to be bold and a hero, but the shared experience is spoiled if you have to fear that the DM is not being as least fair and impartial. The DM needs to enjoy the game as well, but he should not go out of his way just to kill the party. A good dungeon should have challenges with handouts that the players can try to solve with some hints that can be fed to them with skill rolls. I find that the point of the module is to get through it and have fun. Some players will just leave and give up knowing that a hint will come along allowing everyone to get their trophy. Maybe a dungeon that actively turns parties away so only a few make it into the place or complete it. A party that gets stripped of magic and kicked out of the dungeon may not want to come back right away. How about a module not made to be played in a linear playtime and meant to come back a few times over the campaign. Low level PCs can figure out the way to enter and eventually find themselves over their head, but know that they need to come back at 5th level before they proceed. Come back at 10th level and 18th to finally solve the whole thing may be a way to get more life out of the $50.00 adventure and get the players more involved. Players who think that they cannot die will find out that they can and eventually more of the others will want to leave and come back later. This would be a great classic module. It doesn't need to be a TPK to be remembered. [/QUOTE]
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Does 5e need its own, original TOMB OF HORRORS?
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