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Updating Tomb of Horrors to 4e...and 4e seems to wussy.
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<blockquote data-quote="Skallgrim" data-source="post: 4911894" data-attributes="member: 79271"><p>It would be nice if you would actually be honest.</p><p></p><p></p><p></p><p>First, given the number of postings here and elsewhere about TPKs in 4e, your statement that you can 'hardly die' must either be viewed as woefully uninformed, deliberately false, or as a claim that many posters on multiple boards are lying through their teeth about TPKs.</p><p></p><p></p><p>Second, I own the original Tomb of Horrors. There are many, many points in the tomb where the party can backtrack and simply rest. I believe, in fact, that it might be ASSUMED that you were doing so to recover and prepare more spells. I don't think there would be any chance that the party would have the specific sequence of spells needed to kill the demilich (since it was a new monster), and I think it would be even less likely that the party would STILL have all of those spells available after moving through the entire dungeon. I don't know any group that didn't either rest, repeatedly, or go into the dungeon with a HUGE party (10+ characters). The original TOH doesn't scale the adventure to your party size, unlike the suggestions for 4e, so you could have simply gone through the adventure with 15+ characters had you been so inclined. So the issue of 'resets' which completely invalidates TOH in 4e would seem to exist in the original module, which would mean, apparently, that the original module was itself invalid.</p><p></p><p>Third, if, for some reason, you do feel the need to run TOH in such a way that it is done "all in one run", despite that being contrary to the original edition, all you have to do is deny the party an exit (the doors close behind you) and deny them rest (the ghostly atmosphere of the tomb prevents you from getting more than a moment's (a short ) rest). Poof. Now they have no ability to recover daily powers, no ability to recover used healing surges, and no ability to recover daily magic item charges. </p><p></p><p>Finally, and this is not directed towards you, if the goal of rewriting Tomb of Horrors is to slavishly replicate the exact mechanics of the original module, why not just run the original module in the original game? If the 'rewrite' isnt' going to take advantage of any of the features or differences between AD&D and 4e, and is instead going to actively downplay the differences and change the game to make it more like AD&D, wouldn't using AD&D be the better, simpler option?</p></blockquote><p></p>
[QUOTE="Skallgrim, post: 4911894, member: 79271"] It would be nice if you would actually be honest. First, given the number of postings here and elsewhere about TPKs in 4e, your statement that you can 'hardly die' must either be viewed as woefully uninformed, deliberately false, or as a claim that many posters on multiple boards are lying through their teeth about TPKs. Second, I own the original Tomb of Horrors. There are many, many points in the tomb where the party can backtrack and simply rest. I believe, in fact, that it might be ASSUMED that you were doing so to recover and prepare more spells. I don't think there would be any chance that the party would have the specific sequence of spells needed to kill the demilich (since it was a new monster), and I think it would be even less likely that the party would STILL have all of those spells available after moving through the entire dungeon. I don't know any group that didn't either rest, repeatedly, or go into the dungeon with a HUGE party (10+ characters). The original TOH doesn't scale the adventure to your party size, unlike the suggestions for 4e, so you could have simply gone through the adventure with 15+ characters had you been so inclined. So the issue of 'resets' which completely invalidates TOH in 4e would seem to exist in the original module, which would mean, apparently, that the original module was itself invalid. Third, if, for some reason, you do feel the need to run TOH in such a way that it is done "all in one run", despite that being contrary to the original edition, all you have to do is deny the party an exit (the doors close behind you) and deny them rest (the ghostly atmosphere of the tomb prevents you from getting more than a moment's (a short ) rest). Poof. Now they have no ability to recover daily powers, no ability to recover used healing surges, and no ability to recover daily magic item charges. Finally, and this is not directed towards you, if the goal of rewriting Tomb of Horrors is to slavishly replicate the exact mechanics of the original module, why not just run the original module in the original game? If the 'rewrite' isnt' going to take advantage of any of the features or differences between AD&D and 4e, and is instead going to actively downplay the differences and change the game to make it more like AD&D, wouldn't using AD&D be the better, simpler option? [/QUOTE]
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Updating Tomb of Horrors to 4e...and 4e seems to wussy.
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