So as the tittle sugests I'm updating Tome of hoorors to 4e. (No I don't really want to wait for WotC to do it for me.) And while the DCs for the checks remian about as difficult. The damage comes out in 4e a bit underwleming. I'm using the 3.5 update as a rough guide for what I should be going for. (Not that familiar with 1e rules, and can't find my orginal copy of it
)
The 3.5 update calls for adventurers of about 9th level, so I figured I'd design this for 15th level adventures in 4. Anyways the first trap the falling cieling trap in door 1 deals 16d6 damage which should take about 1/2 of the tanks HP. In 4e the high limited damage expression for a trap is 4d10+6. This averages about 28 points and would only take about 1/4 for the defenders HP. Heck the 6th level sorcer I'm playing in a friends game could take that max to the face and live to tell about it.
Now I am aiming for an accurate translation, but I also want the gritty brutalish feel the orginal ToH had. You know, that thinking persons unfair nintendo like hard feel of ToH. Maybe I should just double the damage expressions? What you oh gorus of 4e?

The 3.5 update calls for adventurers of about 9th level, so I figured I'd design this for 15th level adventures in 4. Anyways the first trap the falling cieling trap in door 1 deals 16d6 damage which should take about 1/2 of the tanks HP. In 4e the high limited damage expression for a trap is 4d10+6. This averages about 28 points and would only take about 1/4 for the defenders HP. Heck the 6th level sorcer I'm playing in a friends game could take that max to the face and live to tell about it.
Now I am aiming for an accurate translation, but I also want the gritty brutalish feel the orginal ToH had. You know, that thinking persons unfair nintendo like hard feel of ToH. Maybe I should just double the damage expressions? What you oh gorus of 4e?