Paul Farquhar
Legend
You do realise that that, by design, was intended to unfairly punish players?Examples: the three caves at the start of Tomb of Horrors
You do realise that that, by design, was intended to unfairly punish players?Examples: the three caves at the start of Tomb of Horrors
It was meant to frustrate the characters and test their savvy. Whether players would feel unfairly cheated or needlessly exacerbated up to debate, but I doubt the original intention was to inflict a punishment on people playing a game.You do realise that that, by design, was intended to unfairly punish players?
Fair enough.I'm not a fan of this approach at all. I don't want the success of the party to depend on a lucky guess. I prefer an approach where the players have things to consider about the entrance. I use this approach for intersections in the dungeon too. Sure, there are always unknowns. The players don't know the layout of the dungeon after all. But I prefer that they make an informed choice. For example:
-One point of entry may involve a heavy stone door. It may cause a lot of noise when opened, or it may require a strength check to get it to open, but it also offers a direct way in.
-Another point of entry may require the players to swim underwater, which is kinda scary, but ultimately may give them the element of surprise.
-Another point of entry may require the players to sneak past a powerful foe. Or through a tunnel covered in cobwebs.
-Maybe one of the doors has a scary demon face on it?
-Maybe one of the doors has a complicated lock?
To me this is far more interesting than three identical looking entrances.
The overall adventure was, sure, but I don't think the three-cave entrance options were.You do realise that that, by design, was intended to unfairly punish players?
Please tell me you mean characters here rather than players...if by 'punish the players', you mean 'kill them without a saving throw', then yeah, ToH does that just fine...
You can't prove anything!Please tell me you mean characters here rather than players...
Fair enough.
My question, to follow on from your example above, then becomes: how much of this info do the PCs have before making their decision? Do they know the heavy door will make noise, or is that just speculation on their part? Do they know there's a powerful foe waiting in the other entrance, without taking steps to find out? Etc.
This is a situation where in my view it's absolutely vital the DM not give out any info the PCs either can't know about or haven't earned by observation/scouting. (think about if this were real, how much would people be able to discern on approaching and-or observing such a structure, and give out information based on that)
If they start using skills such as tracking, or spells of divination magic e.g. Detect xxxx, those can give them more info if there's any to give.
On a more macro level, I've always seen luck as being a big - if not the biggest - overall factor in the game as a whole. If it wasn't, we wouldn't use dice.![]()

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.