AbdulAlhazred
Legend
I think a 4e Tomb of Horrors is likely to be a really excellent adventure personally. There are quite a few ways to potentially structure an adventure of this type in 4e.
Each encounter could be individually super deadly. This would be the most simplistic approach. Traps can be seriously over level, highly deceptive, etc. Effectively this would be a direct translation of the old ToH where there are plenty of insta-kill effects.
The Tomb could trap anyone entering it within. This IMHO would be more interesting. Its a one way trip. Once you enter the dungeon there is only one way out, go forward. This will create a lot more tension. The encounters can still be in the insta-kill style but instead you can make a much more interesting and tense version. Simply make it urgent that the adventure be completed in relatively short order. Maybe the whole dungeon is pervaded by necrotic energy which negates the benefits of an extended rest. Maybe remaining in the dungeon drains healing surges. NOW the traps and such can be of the more subtle attrition kind. All sorts of things can be used, slow acting poisons, diseases, etc. Maybe the difficulty of combat encounters simply increases based on the amount of time the party remains in the dungeon. You CAN rest, but is it really worth it? Another option would be some moderately expensive ritual that is required in order to avoid death. Every day you remain within the dungeon drains the party of more resources which they cannot easily replace.
Heh, I could come up with 100 more similar ideas and not even break a sweat. The beauty of the attrition approach is its much more fun. Nobody gets killed off right away, all the players get to squirm in their seats as the clock ticks away and every time they enter another room a few more surges get peeled away, a few more powers are expended, another PC gets an effect on them that will eventually kill them unless they can overcome the dungeon's hazards in time.
Anyone who thinks 4e can't do a better ToH than the original needs to engage their imagination.
Each encounter could be individually super deadly. This would be the most simplistic approach. Traps can be seriously over level, highly deceptive, etc. Effectively this would be a direct translation of the old ToH where there are plenty of insta-kill effects.
The Tomb could trap anyone entering it within. This IMHO would be more interesting. Its a one way trip. Once you enter the dungeon there is only one way out, go forward. This will create a lot more tension. The encounters can still be in the insta-kill style but instead you can make a much more interesting and tense version. Simply make it urgent that the adventure be completed in relatively short order. Maybe the whole dungeon is pervaded by necrotic energy which negates the benefits of an extended rest. Maybe remaining in the dungeon drains healing surges. NOW the traps and such can be of the more subtle attrition kind. All sorts of things can be used, slow acting poisons, diseases, etc. Maybe the difficulty of combat encounters simply increases based on the amount of time the party remains in the dungeon. You CAN rest, but is it really worth it? Another option would be some moderately expensive ritual that is required in order to avoid death. Every day you remain within the dungeon drains the party of more resources which they cannot easily replace.
Heh, I could come up with 100 more similar ideas and not even break a sweat. The beauty of the attrition approach is its much more fun. Nobody gets killed off right away, all the players get to squirm in their seats as the clock ticks away and every time they enter another room a few more surges get peeled away, a few more powers are expended, another PC gets an effect on them that will eventually kill them unless they can overcome the dungeon's hazards in time.
Anyone who thinks 4e can't do a better ToH than the original needs to engage their imagination.