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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: 2913937" data-attributes="member: 33830"><p>Again, thank you for the compliments, but just to be clear: We weren't above sending minions down the halls to trigger traps for us. In 1E/2E, the groups I played with didn't see much value to the various monster summoning spells, short of Cacodemon or Gate. (By the time we could cast them, our main opposition would gack them in one round or less, and the durations were too short for other strategic use.) We burned a few scrolls of monster summoning that we'd collected on both trips through ToH, mostly as trap-detectors. Then we'd follow up with an appropriately-placed wall of stone/iron/force or other countermeasure. If we hadn't been playing good-aligned characters, I can easily see all of us following up on one player's suggestion to find a tribe of goblins, orcs, what-have-you, and either charming them or intimidating them into checking the corridors ahead of us. If you are a <4 HD critter facing certain extermination from evil adventurers vs. taking a chance (however remote) on surviving the traps, most would take the chance at survival. The ones that take option #2, well, there's always Animate Dead. That's one of the advantages of being evil in this game.</p><p></p><p>Come to think of it, I like the Animate Dead solution better. You don't have to feed them, they don't complain, they'll march all day, help you carry the loot out, and they won't try to steal it from you. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p></blockquote><p></p>
[QUOTE="merelycompetent, post: 2913937, member: 33830"] Again, thank you for the compliments, but just to be clear: We weren't above sending minions down the halls to trigger traps for us. In 1E/2E, the groups I played with didn't see much value to the various monster summoning spells, short of Cacodemon or Gate. (By the time we could cast them, our main opposition would gack them in one round or less, and the durations were too short for other strategic use.) We burned a few scrolls of monster summoning that we'd collected on both trips through ToH, mostly as trap-detectors. Then we'd follow up with an appropriately-placed wall of stone/iron/force or other countermeasure. If we hadn't been playing good-aligned characters, I can easily see all of us following up on one player's suggestion to find a tribe of goblins, orcs, what-have-you, and either charming them or intimidating them into checking the corridors ahead of us. If you are a <4 HD critter facing certain extermination from evil adventurers vs. taking a chance (however remote) on surviving the traps, most would take the chance at survival. The ones that take option #2, well, there's always Animate Dead. That's one of the advantages of being evil in this game. Come to think of it, I like the Animate Dead solution better. You don't have to feed them, they don't complain, they'll march all day, help you carry the loot out, and they won't try to steal it from you. :] [/QUOTE]
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Community
General Tabletop Discussion
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Is the original Tomb of Horrors a well-designed adventure module?
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