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Rate S1: The Tomb of Horrors (corrected poll options)
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<blockquote data-quote="Ralts Bloodthorne" data-source="post: 2540333" data-attributes="member: 6390"><p>Well, not exactly an endless supply of NPC's.</p><p></p><p>See, we had preperation. At roughly 11th level, we each put on the ring of regeneration, severed our pinky fingers, and gave it to a trusted (but retired) henchman. We also connected our souls to a gem, that would shine if we died, allowing the henchman to raise us from the dead.</p><p></p><p>We begged, borrowed and just plain took by force three rods of resurrection, used wishes to "reset" our Resurrection limit, and hoped for the best.</p><p></p><p>Getting to the entrance to the Demiplane of the Grinning Skull was a challenge in itself.</p><p></p><p></p><p>Yup. Clone Clone Soul Copy Soul Copy Life Guage Life Guage COntinency Ressurection is always a great code.</p><p></p><p></p><p>We always were big on details. I still am to this day. When a group find a secret door, or looks for a secret door, the roll isn't to find the door itself, but rather what may be a control. In this way, the check for traps roll (done behind my screen) isn't a tell all, but rather tells you whether the ACTIVATION LEVER for the trap is trapped.</p><p></p><p>But my players are used to this and expect it. It isn't everyone's cup of tea (nor do I expect everyone to play like this) but it is sweet to us.</p><p></p><p></p><p>I guess it all depends. We average about 4-8 combats a night, play for 4-8 hours, have intense and detailed descriptions (being an author helps me come up with descriptions for just about anyone/thing/place the players might ask about)</p><p></p><p></p><p>A ring is an armor item, in our book. LOL</p><p></p><p></p><p>I'm almost positive that there are pits with secret doors in them, but that is a kind of staple in our campaign, and most modules (with a few exceptions, like ToS, EtBP, and a few others) were modified to expand them and adjust them to our campaign style.</p><p></p><p>Keep on the Borderlands is HUGE! Multiple dungeons, blood cults in the caverns below the keep, the illithid who drove the hermit mad cooking up trouble in the lightless depths of the forest, etc etc etc.</p><p></p><p>We were teens with too much time on our hands who hit modules like hungry sharks when they came out.</p><p></p><p></p><p>Well, we went in with a party of 8, including a henchmen or two. Make NO mistake, we got beat up badly.</p><p></p><p></p><p>Glad to see your not taking it personal attacks. I realized when I read your reply that some of it might have seemed a little harsh.</p><p></p><p></p><p>Niether did we. Portable holes, weightless sheaths, belts of the armed warrior, armbands of the armed, stuff like that.</p><p></p><p>Some weapons were inneffective against some foes, and since we never knew what we'd hit, we carried mutiple weapons apiece. Better to have it and not need it than need it and not have it.</p><p></p><p></p><p>Naw, some people did spell points.</p><p></p><p>We did use psionics though, AFTER we looked over the system and ensured that we all understood the limitations that the rules said, and what the GM's expected to be observed.</p><p></p><p></p><p>To us, out loud kind of was to simulate that part of your brain the yells: "RUN YOU FOOL!"</p><p></p><p></p><p>Oh man, he wasn't defenseless. As a master of time and space, Acererak was able to draw forth minions from all over the cosmos to protect his physical form.</p><p></p><p>We once fought a mutant in Inertia Armor, armed with a Mark VII blaster rifle and chemical grenades, that he pulled from the future.</p><p></p><p>Ouch.</p><p></p><p></p><p>To us, traps were part and parcel of dungeon stomping. We even built traps into our fortresses (and were required to right down how to get by, disarm them) and when we built the "Tomb of Heroes" for our fallen PC's that could not be brought back.</p><p></p><p>BUT, we didn't do it in one sitting. We took on ToH repeatedly over the years. It took us FIVE YEARS to finally beat it.</p><p></p><p></p><p>Didn't mean to offend, or my sarcasm meter is off. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>A game shark is a cheat device plugged into the PS2 to allow you cheat codes.</p><p></p><p></p><p>Naw, you weren't. That was directed at other people, not you.</p><p></p><p>It was arbitrary, in a lot of places (the steamroller for one) you were just dead, and waking up in the "Room of Return." But it was a challenge.</p><p></p><p></p><p>Oh no, I wanted to hear your laughter and amazement that people played it through.</p><p></p><p>Believe me, it was funny for the result of trying to figure something out was to disintegrate the mage.</p><p></p><p>Again.</p><p></p><p></p><p>That GODDAMN CRAB! In the bubble! I HATE THAT CRAB! I've had to ressurect so many boiled PC's!</p><p></p><p>Unfortunately for the halfing, my paladin HATED halfings. Thought they were twisted scions of evil hiding in cherubic body.</p></blockquote><p></p>
[QUOTE="Ralts Bloodthorne, post: 2540333, member: 6390"] Well, not exactly an endless supply of NPC's. See, we had preperation. At roughly 11th level, we each put on the ring of regeneration, severed our pinky fingers, and gave it to a trusted (but retired) henchman. We also connected our souls to a gem, that would shine if we died, allowing the henchman to raise us from the dead. We begged, borrowed and just plain took by force three rods of resurrection, used wishes to "reset" our Resurrection limit, and hoped for the best. Getting to the entrance to the Demiplane of the Grinning Skull was a challenge in itself. Yup. Clone Clone Soul Copy Soul Copy Life Guage Life Guage COntinency Ressurection is always a great code. We always were big on details. I still am to this day. When a group find a secret door, or looks for a secret door, the roll isn't to find the door itself, but rather what may be a control. In this way, the check for traps roll (done behind my screen) isn't a tell all, but rather tells you whether the ACTIVATION LEVER for the trap is trapped. But my players are used to this and expect it. It isn't everyone's cup of tea (nor do I expect everyone to play like this) but it is sweet to us. I guess it all depends. We average about 4-8 combats a night, play for 4-8 hours, have intense and detailed descriptions (being an author helps me come up with descriptions for just about anyone/thing/place the players might ask about) A ring is an armor item, in our book. LOL I'm almost positive that there are pits with secret doors in them, but that is a kind of staple in our campaign, and most modules (with a few exceptions, like ToS, EtBP, and a few others) were modified to expand them and adjust them to our campaign style. Keep on the Borderlands is HUGE! Multiple dungeons, blood cults in the caverns below the keep, the illithid who drove the hermit mad cooking up trouble in the lightless depths of the forest, etc etc etc. We were teens with too much time on our hands who hit modules like hungry sharks when they came out. Well, we went in with a party of 8, including a henchmen or two. Make NO mistake, we got beat up badly. Glad to see your not taking it personal attacks. I realized when I read your reply that some of it might have seemed a little harsh. Niether did we. Portable holes, weightless sheaths, belts of the armed warrior, armbands of the armed, stuff like that. Some weapons were inneffective against some foes, and since we never knew what we'd hit, we carried mutiple weapons apiece. Better to have it and not need it than need it and not have it. Naw, some people did spell points. We did use psionics though, AFTER we looked over the system and ensured that we all understood the limitations that the rules said, and what the GM's expected to be observed. To us, out loud kind of was to simulate that part of your brain the yells: "RUN YOU FOOL!" Oh man, he wasn't defenseless. As a master of time and space, Acererak was able to draw forth minions from all over the cosmos to protect his physical form. We once fought a mutant in Inertia Armor, armed with a Mark VII blaster rifle and chemical grenades, that he pulled from the future. Ouch. To us, traps were part and parcel of dungeon stomping. We even built traps into our fortresses (and were required to right down how to get by, disarm them) and when we built the "Tomb of Heroes" for our fallen PC's that could not be brought back. BUT, we didn't do it in one sitting. We took on ToH repeatedly over the years. It took us FIVE YEARS to finally beat it. Didn't mean to offend, or my sarcasm meter is off. :) A game shark is a cheat device plugged into the PS2 to allow you cheat codes. Naw, you weren't. That was directed at other people, not you. It was arbitrary, in a lot of places (the steamroller for one) you were just dead, and waking up in the "Room of Return." But it was a challenge. Oh no, I wanted to hear your laughter and amazement that people played it through. Believe me, it was funny for the result of trying to figure something out was to disintegrate the mage. Again. That GODDAMN CRAB! In the bubble! I HATE THAT CRAB! I've had to ressurect so many boiled PC's! Unfortunately for the halfing, my paladin HATED halfings. Thought they were twisted scions of evil hiding in cherubic body. [/QUOTE]
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