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Let's Talk About Yawning Portal
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<blockquote data-quote="jimmytheccomic" data-source="post: 7066294" data-attributes="member: 6875326"><p>I think the biggest issue with Tomb of Horrors is, other than the few "instant death" traps (which need to be triggered through stupidity, or an absurdly low initiative roll after something is triggered), it's quite difficult to die! All of the combat encounters are quite easy for the recommended level (they even go out of their way to gimp the Mummy Lord, taking away his legendary actions and spells?!?), and the "Death saving throw" system, combined with no reason to not spam short rests, makes it nearly impossible to die from a conventional trap.</p><p></p><p></p><p>I'm running it next week for a table expecting, and somewhat looking forward to, a massacre, so I'm making these alterations:</p><p></p><p>-First of all, the Mummy Lord is a conventional Mummy Lord, it's so odd that they gimped him. </p><p></p><p>-In the Tomb, if you hit 0 hit points, you die, full stop.</p><p></p><p>-No short or long rests in the Tomb (And I am considering the door sealing behind them, so they can't leave.)</p><p></p><p>For right now, I'm leaning towards leaving the Demilich as is- the various immunities and flight will make him tough, and I'm expecting them to not have a full party by that point. But we'll see- I'll gauge that based on how the first session goes.</p><p></p><p>(EDIT- I'm also considering bumping all of the DCs for saving throws, intelligence checks, notice checks, etc. up by 5, as they all seem fairly trivial for a higher level party- my table is making 13th level characters for this dungeon.)</p></blockquote><p></p>
[QUOTE="jimmytheccomic, post: 7066294, member: 6875326"] I think the biggest issue with Tomb of Horrors is, other than the few "instant death" traps (which need to be triggered through stupidity, or an absurdly low initiative roll after something is triggered), it's quite difficult to die! All of the combat encounters are quite easy for the recommended level (they even go out of their way to gimp the Mummy Lord, taking away his legendary actions and spells?!?), and the "Death saving throw" system, combined with no reason to not spam short rests, makes it nearly impossible to die from a conventional trap. I'm running it next week for a table expecting, and somewhat looking forward to, a massacre, so I'm making these alterations: -First of all, the Mummy Lord is a conventional Mummy Lord, it's so odd that they gimped him. -In the Tomb, if you hit 0 hit points, you die, full stop. -No short or long rests in the Tomb (And I am considering the door sealing behind them, so they can't leave.) For right now, I'm leaning towards leaving the Demilich as is- the various immunities and flight will make him tough, and I'm expecting them to not have a full party by that point. But we'll see- I'll gauge that based on how the first session goes. (EDIT- I'm also considering bumping all of the DCs for saving throws, intelligence checks, notice checks, etc. up by 5, as they all seem fairly trivial for a higher level party- my table is making 13th level characters for this dungeon.) [/QUOTE]
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