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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: 2913484" data-attributes="member: 33830"><p>Apologies - I neglected to answer the first part of your question directly:</p><p></p><p>As by my previous post in the thread, we found out early on that we were going through a trap-heavy dungeon by the various divination spells. For that type of dungeon, we saw more advantage to filling all of our 2nd level spell slots with Knock, figuring that every chest, box, door, or other openable object would be trapped magically and mundanely. Each of our magic users (2 total, 1 single-class and one elf multi-class) had a passwall. I think only one of us had stone shape (IIRC, we used it to bypass [spoiler]one of the sphere traps - we thought it was a disintegration field when we stuck a spear end into it and pulled back a smooth woody nub. It wasn't until much later, when I bought the module myself to run for some new players, that I found out what we'd narrowly avoided[/spoiler]. We did have more combat-oriented spells on our first and last forays into the ToH. When we uncovered what we thought was the final trick (we happened to be right), we pulled out, rested, loaded up for bear, and went back in.</p><p></p><p>So I guess the best answer is that, yes, sometimes we did load up on those spells (especially for ToH). More often we had scrolls with those on them, in case we couldn't pull out and re-prepare. When our magic-users got a Ring of Wizardry, we adjusted spells memorized for a broader range of situations. (I think our wizard had one for 2nd or 3rd level spells - not sure.)</p></blockquote><p></p>
[QUOTE="merelycompetent, post: 2913484, member: 33830"] Apologies - I neglected to answer the first part of your question directly: As by my previous post in the thread, we found out early on that we were going through a trap-heavy dungeon by the various divination spells. For that type of dungeon, we saw more advantage to filling all of our 2nd level spell slots with Knock, figuring that every chest, box, door, or other openable object would be trapped magically and mundanely. Each of our magic users (2 total, 1 single-class and one elf multi-class) had a passwall. I think only one of us had stone shape (IIRC, we used it to bypass [spoiler]one of the sphere traps - we thought it was a disintegration field when we stuck a spear end into it and pulled back a smooth woody nub. It wasn't until much later, when I bought the module myself to run for some new players, that I found out what we'd narrowly avoided[/spoiler]. We did have more combat-oriented spells on our first and last forays into the ToH. When we uncovered what we thought was the final trick (we happened to be right), we pulled out, rested, loaded up for bear, and went back in. So I guess the best answer is that, yes, sometimes we did load up on those spells (especially for ToH). More often we had scrolls with those on them, in case we couldn't pull out and re-prepare. When our magic-users got a Ring of Wizardry, we adjusted spells memorized for a broader range of situations. (I think our wizard had one for 2nd or 3rd level spells - not sure.) [/QUOTE]
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Is the original Tomb of Horrors a well-designed adventure module?
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