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General Tabletop Discussion
*TTRPGs General
Is the original Tomb of Horrors a well-designed adventure module?
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<blockquote data-quote="merelycompetent" data-source="post: 2912356" data-attributes="member: 33830"><p>Thank you very much for the compliments. I wish all of my old group were still with us so I could pass them on, but time and life have scattered us. As for blundering through the traps, I think I'll have to agree to disagree on that. My first trip through, we planned very carefully. My second trip through, with a different group of players and DM, we didn't plan so carefully and were massacred.</p><p></p><p></p><p></p><p>I quoted the spell text for a reason. It explicitly addresses secret doors in the spell description, not just a portal. Nor is there a requirement anywhere in the spell info that you have to see the secret door - only that it be within the area of effect. Ruling that you have to cast it on a known door is a house rule - it does not exist anywhere else within the 1E PHB or DMG (that I know of). A DM is certainly entitled to do this.</p><p></p><p>Your next point is a valid one: What if 2 secret doors are within range? Well, the spell description specifically states that it will affect *a* secret door (meaning only one). That would call for a DM ruling (and generate a house rule). The first time I played through ToH, our RBDM ruled that only the closest door would be affected. The second time, our RBDM rolled randomly to determine which door was affected. Fortunately, an open secret door can't be affected by a 1E Knock spell a second time (it's already unlatched and unlocked), so we were still able to use multiple castings to make the secret doors a non-obstacle.</p><p></p><p>It's late, and I'm too tired to type straight, so I'll stope here. Good gaming to you!</p></blockquote><p></p>
[QUOTE="merelycompetent, post: 2912356, member: 33830"] Thank you very much for the compliments. I wish all of my old group were still with us so I could pass them on, but time and life have scattered us. As for blundering through the traps, I think I'll have to agree to disagree on that. My first trip through, we planned very carefully. My second trip through, with a different group of players and DM, we didn't plan so carefully and were massacred. I quoted the spell text for a reason. It explicitly addresses secret doors in the spell description, not just a portal. Nor is there a requirement anywhere in the spell info that you have to see the secret door - only that it be within the area of effect. Ruling that you have to cast it on a known door is a house rule - it does not exist anywhere else within the 1E PHB or DMG (that I know of). A DM is certainly entitled to do this. Your next point is a valid one: What if 2 secret doors are within range? Well, the spell description specifically states that it will affect *a* secret door (meaning only one). That would call for a DM ruling (and generate a house rule). The first time I played through ToH, our RBDM ruled that only the closest door would be affected. The second time, our RBDM rolled randomly to determine which door was affected. Fortunately, an open secret door can't be affected by a 1E Knock spell a second time (it's already unlatched and unlocked), so we were still able to use multiple castings to make the secret doors a non-obstacle. It's late, and I'm too tired to type straight, so I'll stope here. Good gaming to you! [/QUOTE]
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Is the original Tomb of Horrors a well-designed adventure module?
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