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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="Mark Hope" data-source="post: 2912747" data-attributes="member: 27051"><p>I am thinking that any absolutes regarding the sceptre/crown must be treated as anecdotal. A few people have mentioned being stumped (or killed) by this, so that's clearly a possible outcome. But there are also those who have been able to reason their way through, so we can't discount that either. In my game, the player figured out the like-to-like element of touching the silver knob to the silver inlay, and then used the gold knob on the door through a process of elimination, reasoning that the silver end had already played its part. I'll agree that this can seem arbitrary to some, but given that I've witnessed it being reasoned out, the opposite interpretation is also possible.</p><p></p><p></p><p>Agreed 100%. There are definitely places where luck is a factor (my game ended in a TPK due to failed saves against the demilich, despite all the terribly clever reasoning before hand, lol). I've just been trying to illustrate that the ToH is not entirely arbitrary and can indeed be reasoned through.</p><p></p><p></p><p>I wouldn't know about that. My take is that the ToH is a great example of the killer dungeon, with some fine design elements as well as its share of flaws. As for 3.5, I actually prefer the current edition of the game to previous editions.. You'll get no video-gamey babble from me <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p><p></p><p>(Cool discussion, folks. I might otherwise have pitched in on the side of those who see the ToH as largely arbitrary and daft, had I not happened to have run it a few days ago. Seeing my group crack the dungeon - er, demilich aside - was quite the eye-opener...)</p></blockquote><p></p>
[QUOTE="Mark Hope, post: 2912747, member: 27051"] I am thinking that any absolutes regarding the sceptre/crown must be treated as anecdotal. A few people have mentioned being stumped (or killed) by this, so that's clearly a possible outcome. But there are also those who have been able to reason their way through, so we can't discount that either. In my game, the player figured out the like-to-like element of touching the silver knob to the silver inlay, and then used the gold knob on the door through a process of elimination, reasoning that the silver end had already played its part. I'll agree that this can seem arbitrary to some, but given that I've witnessed it being reasoned out, the opposite interpretation is also possible. Agreed 100%. There are definitely places where luck is a factor (my game ended in a TPK due to failed saves against the demilich, despite all the terribly clever reasoning before hand, lol). I've just been trying to illustrate that the ToH is not entirely arbitrary and can indeed be reasoned through. I wouldn't know about that. My take is that the ToH is a great example of the killer dungeon, with some fine design elements as well as its share of flaws. As for 3.5, I actually prefer the current edition of the game to previous editions.. You'll get no video-gamey babble from me :). (Cool discussion, folks. I might otherwise have pitched in on the side of those who see the ToH as largely arbitrary and daft, had I not happened to have run it a few days ago. Seeing my group crack the dungeon - er, demilich aside - was quite the eye-opener...) [/QUOTE]
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Is the original Tomb of Horrors a well-designed adventure module?
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