Mark Hope
Hero
Again, while the ToH is clearly not suited for regular gameplay and has some really nasty and occasionally arbitrary challenges and traps, not all of the examples that are being cited here are accurate It is emphatically not just about dumb luck, as a reading of the adventure text shows. In addition to the ehren37's wholly erroneous claims about the crown and sceptre above, I'd also comment on these:
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Just to be clear - I'm not putting up a blanket defense of the ToH here. It has its flaws, to be sure. But I also feel that it has a reputation for arbitrariness that is not reflected by the actual material itself.
Almost all pits in the ToH can be detected on a roll of 1-4 on a d6 by probing with a pole. Search and you have a good chance of finding them. Plus there is a Dex-based chance to avoid falling in. No roll is guaranteed in any edition of the game, but the odds are on your side. Others can be detected with spell use. Hardly dumb luck.ruleslawyer said:The pits?
These are actually detectable, but you need magic to do so.The undetectable secret-door accesses?
Yeah, that's pretty harshThe unsavable sleep gas?

Such as? I'm not sure that all of these really are mere trial and error - my experience runs contrary to this description.The so-called "puzzles" that involve mere trial-and-error approaches?
What about using stone shape on the wall around it? Nothing in the adventure states that this won't work.Theslot door that can take a ring, coin, or gem and thus requires pure guesswork to bypass?
Just to be clear - I'm not putting up a blanket defense of the ToH here. It has its flaws, to be sure. But I also feel that it has a reputation for arbitrariness that is not reflected by the actual material itself.