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So, what is "4th Edition's Tomb of Horrors"?
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<blockquote data-quote="fireinthedust" data-source="post: 4893085" data-attributes="member: 51930"><p>I'm going to have to wade in and agree with the folks backing 4e ToH. </p><p></p><p>RttToH was a long-time plan of mine to run. I love the idea of trap-filled dungeons. They're just plain cool. I love puzzles as well as working with a team to overcome challenges.</p><p></p><p>I think the 2e version was fantastic, and I found it more interesting than playing through the Convention module. I remember going through something like 6 doors with darts, and that with a 2e Drizzt clone, no trap-finder, no mage. Reading over the traps, it was... well, not as challenging as it could have been, if the right resources were there. </p><p> Then there are the stupid pre-reqs: you have to be this class with this sword to harm the Demi-Lich?! That's silly. </p><p> Not only that, but have you ever considered Grimtooth's in play? Those traps aren't skillful, they're shooting fish in a barrel. That's the original module as far as I'm concerned.</p><p></p><p>I think it's ToH's fault that Demi-Lich means Uber-Lich rather than "minor form of lich". Ignorance-creep? Confusion?</p><p></p><p>2e by Cordell was excellent. I had friends who made it to the Brine Dragon, and loved it. The traps, the frozen Moilian Dead, all that stuff. That's the classic stuff. </p><p></p><p>I think for a 4e module I'd prefer the trap-styles like from Dungeon Delves. The Gnoll Sand Trap (4th level?) was excellent, and made for a fun encounter. The filling-up-with-water room in one module I read (forget which one) is also a great trap.</p><p> I don't care what they call it, but a massive dungeon filled with 4e traps would be my cup of tea.</p><p></p><p>Lethality in 4e: well, there is a point there. I don't think save-or-die is the answer. The trick will be raising the stakes:</p><p></p><p>1) threaten the treasure packets: if the PCs don't solve the puzzle, Godzilla eats the packet to be found. This can be done also with NPCs (like the princess).</p><p></p><p>2) Send them to a dangerous room via teleport if they fail; they have to fight their way through this new area, and either try again or keep on going. Repitition is generally bad, unless they desperately want another crack at that blasted Medusa.</p><p></p><p></p><p>Anyway, if you want a convention module that really looks fun, check out the 3e Crypt of the Devil-Lich, by Goodman Games. I think it's superior to the actual 12 pages of ToH, in terms of playability. Most of their works are, really, and that was the intent.</p></blockquote><p></p>
[QUOTE="fireinthedust, post: 4893085, member: 51930"] I'm going to have to wade in and agree with the folks backing 4e ToH. RttToH was a long-time plan of mine to run. I love the idea of trap-filled dungeons. They're just plain cool. I love puzzles as well as working with a team to overcome challenges. I think the 2e version was fantastic, and I found it more interesting than playing through the Convention module. I remember going through something like 6 doors with darts, and that with a 2e Drizzt clone, no trap-finder, no mage. Reading over the traps, it was... well, not as challenging as it could have been, if the right resources were there. Then there are the stupid pre-reqs: you have to be this class with this sword to harm the Demi-Lich?! That's silly. Not only that, but have you ever considered Grimtooth's in play? Those traps aren't skillful, they're shooting fish in a barrel. That's the original module as far as I'm concerned. I think it's ToH's fault that Demi-Lich means Uber-Lich rather than "minor form of lich". Ignorance-creep? Confusion? 2e by Cordell was excellent. I had friends who made it to the Brine Dragon, and loved it. The traps, the frozen Moilian Dead, all that stuff. That's the classic stuff. I think for a 4e module I'd prefer the trap-styles like from Dungeon Delves. The Gnoll Sand Trap (4th level?) was excellent, and made for a fun encounter. The filling-up-with-water room in one module I read (forget which one) is also a great trap. I don't care what they call it, but a massive dungeon filled with 4e traps would be my cup of tea. Lethality in 4e: well, there is a point there. I don't think save-or-die is the answer. The trick will be raising the stakes: 1) threaten the treasure packets: if the PCs don't solve the puzzle, Godzilla eats the packet to be found. This can be done also with NPCs (like the princess). 2) Send them to a dangerous room via teleport if they fail; they have to fight their way through this new area, and either try again or keep on going. Repitition is generally bad, unless they desperately want another crack at that blasted Medusa. Anyway, if you want a convention module that really looks fun, check out the 3e Crypt of the Devil-Lich, by Goodman Games. I think it's superior to the actual 12 pages of ToH, in terms of playability. Most of their works are, really, and that was the intent. [/QUOTE]
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So, what is "4th Edition's Tomb of Horrors"?
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