Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Return to the Tomb of Horrors - your experiences?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 3235397" data-attributes="member: 4937"><p>I didn't just say it was more arbitrary, although its pretty arbitrary. In particular, the reason I find it more arbitrary is although it has fewer death no save instances, it requires more fiddling with the objects you encounter in order to advance further and more investigation, but its just as likely as the original to punish you for merely touching, moving, or looking at something with instant death.</p><p></p><p>But it wasn't the arbitrariness of 'Return' that I was talking about. It was the fact that so much of it was unavoidable. It's not just the arbitrariness that gets me, but the consistancy. It's all got to be slogged through.</p><p></p><p></p><p></p><p>That's a really odd statement seeing you picked one of the traps that a group is probably most likely to avoid by accident or design, but avoided mentioning any of the many encounters you are forced to grind through with little in the way of a trick to solving them. </p><p></p><p></p><p></p><p>It's not the just the combat that bothers me, although the severity of the combat challenges takes the module way far from its original roots. It's the number of combats in which if the attacker hits, it is either death or as good as death. Traps can be avoided, but usually these combats can't be.</p><p></p><p>All with the one you mention, some of my 'favorites' are the [spoiler]the moilian curse you acquire (save at -5) merely by wiping the frost from the wrong object[/spoiler], [spoiler]forget just touching the wrong things, early on in Moil there are a number of well placed symbols that will kill you just for looking at them[/spoiler], [spoiler]the Vestige[/spoiler], [spoiler]the Winter Wight on the ice ledge offers the first of a long series of encounters in which the monster villian has a good chance of killing the PC outright if it hits often without a saving throw[/spoiler], [spoiler]the black ball[/spoiler], [spoiler]the Overseer's rending hooks[/spoiler], [spoiler]the Molydeus with the +5 vorpal axe[/spoiler], [spoiler]the weight of wait[/spoiler], [spoiler]the Hezrou at the arch[/spoiler], etc. It's very hard to choose 'right' through all of that if there even is a right choice. Mostly you are depending on getting lucky with the die rolls. A lost initiative is often as good as a lost saving throw vs. death, and almost all of the saving throws are versus death.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3235397, member: 4937"] I didn't just say it was more arbitrary, although its pretty arbitrary. In particular, the reason I find it more arbitrary is although it has fewer death no save instances, it requires more fiddling with the objects you encounter in order to advance further and more investigation, but its just as likely as the original to punish you for merely touching, moving, or looking at something with instant death. But it wasn't the arbitrariness of 'Return' that I was talking about. It was the fact that so much of it was unavoidable. It's not just the arbitrariness that gets me, but the consistancy. It's all got to be slogged through. That's a really odd statement seeing you picked one of the traps that a group is probably most likely to avoid by accident or design, but avoided mentioning any of the many encounters you are forced to grind through with little in the way of a trick to solving them. It's not the just the combat that bothers me, although the severity of the combat challenges takes the module way far from its original roots. It's the number of combats in which if the attacker hits, it is either death or as good as death. Traps can be avoided, but usually these combats can't be. All with the one you mention, some of my 'favorites' are the [spoiler]the moilian curse you acquire (save at -5) merely by wiping the frost from the wrong object[/spoiler], [spoiler]forget just touching the wrong things, early on in Moil there are a number of well placed symbols that will kill you just for looking at them[/spoiler], [spoiler]the Vestige[/spoiler], [spoiler]the Winter Wight on the ice ledge offers the first of a long series of encounters in which the monster villian has a good chance of killing the PC outright if it hits often without a saving throw[/spoiler], [spoiler]the black ball[/spoiler], [spoiler]the Overseer's rending hooks[/spoiler], [spoiler]the Molydeus with the +5 vorpal axe[/spoiler], [spoiler]the weight of wait[/spoiler], [spoiler]the Hezrou at the arch[/spoiler], etc. It's very hard to choose 'right' through all of that if there even is a right choice. Mostly you are depending on getting lucky with the die rolls. A lost initiative is often as good as a lost saving throw vs. death, and almost all of the saving throws are versus death. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Return to the Tomb of Horrors - your experiences?
Top