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We're Going To Do Return to the Tomb of Horrors and One Player has Freaked Out!
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<blockquote data-quote="jodyjohnson" data-source="post: 2135070" data-attributes="member: 5590"><p>ToH and RttToH are great modules to read. And probably fun to play with a 1e feel. Lots of henchmen, retainers, hirelings, and a good total of PCs.</p><p></p><p>Trap dungeons and even the high level game illustrate why I'm starting to respect the huge parties of 1e vs. the 3.x 4 player party.</p><p></p><p>To show off traps and all those cool monster abilities you need 'red shirts' to use them on.</p><p></p><p>Losing a trusty henchman or hireling to 'super cool unavoidable blade of death trap' is tragic but not a session ender.</p><p>Having 1/4 of the party killed by said trap is not so cool. And 'realistically' once you lose a PC you retreat (end of session).</p><p></p><p>The fun of trap dungeons and special creature abilities is getting to show them off. The problem lies in the dynamics of what happens when they work.</p><p></p><p>I would do either of these with an ongoing campaign. However, the normal 4 person party gets beefed up to several times its normal number in pets, cohorts, hirelings, and NPCs. With 1/2 the party as an acceptable loss and no perma deaths for PCs the party can play through and recover. I'd run a much higher level party. RttToH has at least 2 creatures that have Epic write-ups in 3.x. And with the number of encounters the majority would need to be a EL much lower than the party to avoid: 4 encounter, rest. 1 encounter, rest. 3 encounter, rest. I prefer each locale to be a 'day' of adventuring rather then 10 minutes of adventuring and 23 hours of recovery, repeat.</p></blockquote><p></p>
[QUOTE="jodyjohnson, post: 2135070, member: 5590"] ToH and RttToH are great modules to read. And probably fun to play with a 1e feel. Lots of henchmen, retainers, hirelings, and a good total of PCs. Trap dungeons and even the high level game illustrate why I'm starting to respect the huge parties of 1e vs. the 3.x 4 player party. To show off traps and all those cool monster abilities you need 'red shirts' to use them on. Losing a trusty henchman or hireling to 'super cool unavoidable blade of death trap' is tragic but not a session ender. Having 1/4 of the party killed by said trap is not so cool. And 'realistically' once you lose a PC you retreat (end of session). The fun of trap dungeons and special creature abilities is getting to show them off. The problem lies in the dynamics of what happens when they work. I would do either of these with an ongoing campaign. However, the normal 4 person party gets beefed up to several times its normal number in pets, cohorts, hirelings, and NPCs. With 1/2 the party as an acceptable loss and no perma deaths for PCs the party can play through and recover. I'd run a much higher level party. RttToH has at least 2 creatures that have Epic write-ups in 3.x. And with the number of encounters the majority would need to be a EL much lower than the party to avoid: 4 encounter, rest. 1 encounter, rest. 3 encounter, rest. I prefer each locale to be a 'day' of adventuring rather then 10 minutes of adventuring and 23 hours of recovery, repeat. [/QUOTE]
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We're Going To Do Return to the Tomb of Horrors and One Player has Freaked Out!
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