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I'm gonna run The Tomb of Horrors for level 15-17 chars...
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<blockquote data-quote="Celebrim" data-source="post: 3537652" data-attributes="member: 4937"><p>Find the Path, as written, is IMO broken and could prove particularly problimatic for 'Tomb of Horrors' especially in combination with a rules lawyer.</p><p></p><p>For all of its reputation for lethality, many of the traps in ToH are startlingly easy to evade and there is (at least in the original module as written) no proactive presence in the tomb that would thwart PC's from undertaking virtually any sort of plan. Most of the traps in ToH are dependent on gravity in some way or the other, either in its presence or in its absence. A rope of climbing a handful of potions of flight are problimatic in the 1st edition version even in the hands of very low level characters. High level 3rd edition characters can evade many of the challenges simply by flying at all times. </p><p></p><p>The 3.5 edition rewrite of the tomb lacks much of the elegance and grandeur of the 1st edition version. The valuable metals are only illusions, to prevent looting of the tomb itself. The orginal versions elements to stop brute force approaches to bypassing challenges are largely nerfed. And the monsters, which were generally only minor nuisance in the 1st edition version, are scaled up to be some of the most lethal aspects of the dungeon - which in my opinion renders ToH just another ordinary dungeon.</p><p></p><p>You can certainly scale up the monsters easily. Scaling up the traps requires a bit more thought and a good deal more work. Gravity traps need to have added (or be replaced by) such things as magical triggers, area dispel magic traps, and 'suction' effects (for example the air in the room disappear, magnetic effects, and so forth) that get around flight.</p><p></p><p>I'd also suggest reworking the interior a bit, since by this point few gamers are unfamiliar with the module.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3537652, member: 4937"] Find the Path, as written, is IMO broken and could prove particularly problimatic for 'Tomb of Horrors' especially in combination with a rules lawyer. For all of its reputation for lethality, many of the traps in ToH are startlingly easy to evade and there is (at least in the original module as written) no proactive presence in the tomb that would thwart PC's from undertaking virtually any sort of plan. Most of the traps in ToH are dependent on gravity in some way or the other, either in its presence or in its absence. A rope of climbing a handful of potions of flight are problimatic in the 1st edition version even in the hands of very low level characters. High level 3rd edition characters can evade many of the challenges simply by flying at all times. The 3.5 edition rewrite of the tomb lacks much of the elegance and grandeur of the 1st edition version. The valuable metals are only illusions, to prevent looting of the tomb itself. The orginal versions elements to stop brute force approaches to bypassing challenges are largely nerfed. And the monsters, which were generally only minor nuisance in the 1st edition version, are scaled up to be some of the most lethal aspects of the dungeon - which in my opinion renders ToH just another ordinary dungeon. You can certainly scale up the monsters easily. Scaling up the traps requires a bit more thought and a good deal more work. Gravity traps need to have added (or be replaced by) such things as magical triggers, area dispel magic traps, and 'suction' effects (for example the air in the room disappear, magnetic effects, and so forth) that get around flight. I'd also suggest reworking the interior a bit, since by this point few gamers are unfamiliar with the module. [/QUOTE]
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I'm gonna run The Tomb of Horrors for level 15-17 chars...
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