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*Dungeons & Dragons
Tomb of Horrors: Is All Poison Save or Die?
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<blockquote data-quote="Sands999" data-source="post: 7030338" data-attributes="member: 6801542"><p>I totally agree with everything you said about ToH needing to remain as deadly as it was originally in this new and upcoming version. Without the level of deadliness it normally entails, it's not the same at all. When I looked through the 4E version of ToH this is exactly how I felt. It seemed like a random adventure that just used the title "Tomb of Horrors" as a selling point. It wasn't a bad dungeon adventure. It just wasn't ToH. </p><p></p><p>I do have to respectfully disagree with inserting this into a campaign though. Gary Gygax himself states in the original S1 module, "The startling information for the module depends on whether you are using the Tomb as an insertion into your own campaign, as a section of THE WORLD OF GREYHAWKTM fantasy setting, or simply as a one-shot exercise for your players." It was originally considered to be something you could place into a campaign to use. </p><p></p><p>That said, I feel it should be done responsibly. That's what I am doing in my campaign right now. Last night we played in ToH and the players made it half way through the dungeon. It caused a lot of strife for the players... but no one outright died (yet). There were several reasons for this, but one main reason (at least in one situation so far) is because I had the instant death poisons in the game, simply drop the PC to 0 HP with automatic death saves being made instead. It's a small change that makes a big difference. The second reason they're doing okay so far is because they have a ton of magic items and are well equipped higher level characters. The third reason that no one has died yet is because they are actually making good choices! A little bit of luck on their part really. </p><p></p><p>If I were running this as a tourney style RPG game I would've kept the instant death. But this is a campaign I am running for fairly overpowered players. My fault their overpowered, but I like to see the PCs win. That all said, ToH is proving to be a humbling experience for the group. The general player reaction at the moment is that they like the change of pace from our regular hack and slash games, but that it is causing stress. I feel that they will be able to survive the rest of this dungeon if they continue the way they have been and that in the end they'll all be talking about their experiences with ToH for the rest of their lives!</p></blockquote><p></p>
[QUOTE="Sands999, post: 7030338, member: 6801542"] I totally agree with everything you said about ToH needing to remain as deadly as it was originally in this new and upcoming version. Without the level of deadliness it normally entails, it's not the same at all. When I looked through the 4E version of ToH this is exactly how I felt. It seemed like a random adventure that just used the title "Tomb of Horrors" as a selling point. It wasn't a bad dungeon adventure. It just wasn't ToH. I do have to respectfully disagree with inserting this into a campaign though. Gary Gygax himself states in the original S1 module, "The startling information for the module depends on whether you are using the Tomb as an insertion into your own campaign, as a section of THE WORLD OF GREYHAWKTM fantasy setting, or simply as a one-shot exercise for your players." It was originally considered to be something you could place into a campaign to use. That said, I feel it should be done responsibly. That's what I am doing in my campaign right now. Last night we played in ToH and the players made it half way through the dungeon. It caused a lot of strife for the players... but no one outright died (yet). There were several reasons for this, but one main reason (at least in one situation so far) is because I had the instant death poisons in the game, simply drop the PC to 0 HP with automatic death saves being made instead. It's a small change that makes a big difference. The second reason they're doing okay so far is because they have a ton of magic items and are well equipped higher level characters. The third reason that no one has died yet is because they are actually making good choices! A little bit of luck on their part really. If I were running this as a tourney style RPG game I would've kept the instant death. But this is a campaign I am running for fairly overpowered players. My fault their overpowered, but I like to see the PCs win. That all said, ToH is proving to be a humbling experience for the group. The general player reaction at the moment is that they like the change of pace from our regular hack and slash games, but that it is causing stress. I feel that they will be able to survive the rest of this dungeon if they continue the way they have been and that in the end they'll all be talking about their experiences with ToH for the rest of their lives! [/QUOTE]
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