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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: 2918085" data-attributes="member: 33830"><p>We didn't know anything about tournament style when we went through it. We followed the module as run by our DMs, who allowed us to rest and recover - per the module's DM notes. (Both DMs later pointed this out, since we were all trying to become better DMs. I recall wondering why the writers needed to give us permission to do something so obviously A Good Idea (tm).)</p><p></p><p></p><p></p><p>I wonder this myself. The two groups I was in went through ToH for the *challenge*, because we'd heard that it was tough. It was tough. We also quickly understood that not everyone would enjoy it.</p><p></p><p></p><p></p><p>Usually, we acquired powerful magic like that as part of the treasure. Since they were listed in the treasure troves of the modules, we just adjusted the gp to XP ratio up or down, depending on how easy the DM thought it was to get the treasure. So, for example, by the start of the D series, we had multiple Wish spells available to us from items. IIRC, there was also a Raise Dead or Resurrection in our bags by the end of the Slave Lords (IDHTBIFOM). Memory says that the Clone spell we used to bring back our Paladin (IIRC) at the end of ToH was by purchasing the service much earlier (and at hideous expense) from the wizards' guild in Greyhawk City. We bought one for each of us, thinking it might come in handy. We didn't expect it to happen so soon. I have it in my notes for the character I played. (Memory says that Clone was 7th or 8th level at the time. Our wizards weren't that high level.)</p><p></p><p>Before getting to the high levels (10+), we'd roll up a new character or, occasionally, go on a quest for the local priesthood to do a Raise Dead/Resurrection. After we had the ability to cast those spells among the party, we became *very* protective of our clerics. At one point, our thief had a Con of 6 (from 13), he'd been resurrected so many times.</p></blockquote><p></p>
[QUOTE="merelycompetent, post: 2918085, member: 33830"] We didn't know anything about tournament style when we went through it. We followed the module as run by our DMs, who allowed us to rest and recover - per the module's DM notes. (Both DMs later pointed this out, since we were all trying to become better DMs. I recall wondering why the writers needed to give us permission to do something so obviously A Good Idea (tm).) I wonder this myself. The two groups I was in went through ToH for the *challenge*, because we'd heard that it was tough. It was tough. We also quickly understood that not everyone would enjoy it. Usually, we acquired powerful magic like that as part of the treasure. Since they were listed in the treasure troves of the modules, we just adjusted the gp to XP ratio up or down, depending on how easy the DM thought it was to get the treasure. So, for example, by the start of the D series, we had multiple Wish spells available to us from items. IIRC, there was also a Raise Dead or Resurrection in our bags by the end of the Slave Lords (IDHTBIFOM). Memory says that the Clone spell we used to bring back our Paladin (IIRC) at the end of ToH was by purchasing the service much earlier (and at hideous expense) from the wizards' guild in Greyhawk City. We bought one for each of us, thinking it might come in handy. We didn't expect it to happen so soon. I have it in my notes for the character I played. (Memory says that Clone was 7th or 8th level at the time. Our wizards weren't that high level.) Before getting to the high levels (10+), we'd roll up a new character or, occasionally, go on a quest for the local priesthood to do a Raise Dead/Resurrection. After we had the ability to cast those spells among the party, we became *very* protective of our clerics. At one point, our thief had a Con of 6 (from 13), he'd been resurrected so many times. [/QUOTE]
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Is the original Tomb of Horrors a well-designed adventure module?
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