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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="Abraxas" data-source="post: 2912970" data-attributes="member: 1266"><p>Having a reason for doing something and reasoning it out aren't exactly the same thing. Using the silver end in the throne room and the gold end at the later door isn't a process of elimination - there is no reason you couldn't use the silver end to open every thing meant to be opened by the sceptre other than it isn't written that way.</p><p></p><p>All in all there are only a four things I really dislike about the ToH and think aren't up to the rest of the module</p><p></p><p>1) The agitated chamber - random rolls could mean multiple characters die (this room in particular is more or less deadly depending on the whim of the DM and what they consider holding on to a tapestry means)</p><p></p><p>2) The 4 armed statue (Completely a random event - if at the end it exploded, people would now be saying of course you shouldn't have done this X number of times, that was just asking for trouble)</p><p></p><p>3) The iron statues </p><p></p><p>4) The phase pits (primarily because of the nature of finding traps in 1E and not being able to search more than once)</p><p></p><p>One other element I am not fond of is te juggernaut - but typically this wouldn't catch everyone in the party.</p><p></p><p>The more I think about the ToH, the more I am convinced that the DM makes or breaks it and that may color peoples opinions of it. For example, if your DM is excessivley cryptic with divination type spells - their use in the ToH wouldn't be a high priority and things can get a lot tougher in the ToH. Given some of the commentrs around here wrt summoned creatures - using them to set off traps could endanger alignments. And you always run into DM that don't allow out of the box thinking to work - the "if it isn't in the module or in the rule book it doesn't work" style of DMing. If those were some of the obstacles people faced when playing through ToH its no wonder they see it as bad or badly designed.</p><p></p><p>Of course, having said that, I have to repeat - its easy for someone who has only DMed it and never played through it to say its great and if players would just think they would get through - not realizing that if your have all the answers the puzzles are easy.</p></blockquote><p></p>
[QUOTE="Abraxas, post: 2912970, member: 1266"] Having a reason for doing something and reasoning it out aren't exactly the same thing. Using the silver end in the throne room and the gold end at the later door isn't a process of elimination - there is no reason you couldn't use the silver end to open every thing meant to be opened by the sceptre other than it isn't written that way. All in all there are only a four things I really dislike about the ToH and think aren't up to the rest of the module 1) The agitated chamber - random rolls could mean multiple characters die (this room in particular is more or less deadly depending on the whim of the DM and what they consider holding on to a tapestry means) 2) The 4 armed statue (Completely a random event - if at the end it exploded, people would now be saying of course you shouldn't have done this X number of times, that was just asking for trouble) 3) The iron statues 4) The phase pits (primarily because of the nature of finding traps in 1E and not being able to search more than once) One other element I am not fond of is te juggernaut - but typically this wouldn't catch everyone in the party. The more I think about the ToH, the more I am convinced that the DM makes or breaks it and that may color peoples opinions of it. For example, if your DM is excessivley cryptic with divination type spells - their use in the ToH wouldn't be a high priority and things can get a lot tougher in the ToH. Given some of the commentrs around here wrt summoned creatures - using them to set off traps could endanger alignments. And you always run into DM that don't allow out of the box thinking to work - the "if it isn't in the module or in the rule book it doesn't work" style of DMing. If those were some of the obstacles people faced when playing through ToH its no wonder they see it as bad or badly designed. Of course, having said that, I have to repeat - its easy for someone who has only DMed it and never played through it to say its great and if players would just think they would get through - not realizing that if your have all the answers the puzzles are easy. [/QUOTE]
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Is the original Tomb of Horrors a well-designed adventure module?
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