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Running Tomb of Horrors. Advice?
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<blockquote data-quote="touc" data-source="post: 7321654" data-attributes="member: 19270"><p>I prefer 1st edition style and have skimmed but not run the 5E version, IMO, the more monsters you add, the more rolls & skill checks you add instead of Q&A exploration, the more you dumb down the lethal nature of the traps (effectively make the wrong decision and die), the less it's Tomb of Horrors and simply another dungeon crawl. </p><p></p><p>The original module was a badge of honor if completed. Entire groups were supposed to fail, and almost never would you have an entire party survive beginning to end. Find ways to make it easier, more survivable, and its repackaged crap relying on the original name to sell the product.</p><p></p><p>9th level accomplishes two needs of the adventure: (1) decent saves to have a fair chance and (2) decent hit points to have a fair chance. The original module was levels 10-14. Otherwise, levels weren't so important because [sblock] there were only 3 fights, one of which was a fairly easy gargoyle, one a pushover fake guardian, and the last which could only be hurt by a list of specific effects, none of which a party these levels would probably have on hand and instead had to be garnered from the demilich's hoard. Plus, the tomb thwarted most magical efforts used to bypass its walls. [/sblock]</p><p></p><p>It is very possible to run this in its original form with minimal modification to treasure. [sblock] I'd also keep the demilich as originally written. In the original, it's really more of a trap or puzzle than a monster. The original needed a clue, however, about gems being able to hurt it since likely the party won't have anything as-written to damage it. [/sblock]</p></blockquote><p></p>
[QUOTE="touc, post: 7321654, member: 19270"] I prefer 1st edition style and have skimmed but not run the 5E version, IMO, the more monsters you add, the more rolls & skill checks you add instead of Q&A exploration, the more you dumb down the lethal nature of the traps (effectively make the wrong decision and die), the less it's Tomb of Horrors and simply another dungeon crawl. The original module was a badge of honor if completed. Entire groups were supposed to fail, and almost never would you have an entire party survive beginning to end. Find ways to make it easier, more survivable, and its repackaged crap relying on the original name to sell the product. 9th level accomplishes two needs of the adventure: (1) decent saves to have a fair chance and (2) decent hit points to have a fair chance. The original module was levels 10-14. Otherwise, levels weren't so important because [sblock] there were only 3 fights, one of which was a fairly easy gargoyle, one a pushover fake guardian, and the last which could only be hurt by a list of specific effects, none of which a party these levels would probably have on hand and instead had to be garnered from the demilich's hoard. Plus, the tomb thwarted most magical efforts used to bypass its walls. [/sblock] It is very possible to run this in its original form with minimal modification to treasure. [sblock] I'd also keep the demilich as originally written. In the original, it's really more of a trap or puzzle than a monster. The original needed a clue, however, about gems being able to hurt it since likely the party won't have anything as-written to damage it. [/sblock] [/QUOTE]
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