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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="Celebrim" data-source="post: 2180346" data-attributes="member: 4937"><p>Return to the Tomb of Horrors <strong>IS</strong> a ridiculous and unfair PC shredder which noone has a reasonable hope of surviving unless the DM is going to cake walk them through it. There are several cases in which as written the PC's have ZERO options but to take obscene ammounts of damage. RttToH is an absolutely unfair module as written.</p><p></p><p>This is very different from the original Tomb of Horrors which simply wastes anyone that goes charging in recklessly, but can actually be survive by a smart party of low levels because there are virtually no cases where you absolutely must take damage, and virtually no required combat anywhere in the module. Most the monsters that you have to fight in the Tomb are exceptionally weak for the level of character suggested for the module. It's not the monsters which kill you, but the failure to take an appropriate level of caution and heed the hints scattered throughout the module. The only encounter in the whole module that basically unwinnable for the PC's as written is with Acererak himself, and that encounter not withstanding, you could probably get a party of 1st levels through the module alive if you played well enough. The original Tomb is therefore not unfair, but it is very different and will absolutely waste twinks, munchkins, roll players, and such. </p><p></p><p>Actually, I don't think Tomb of Horrors is nearly as difficult of a dungeon for 10th-12th level characters (the original level suggested) as Ravenloft presents 6th-7th level characters. If a DM plays Strahd ruthlessly, Ravenloft is virtually unwinable at that level. For that matter, I don't think that Tomb of Horrors is nearly the player shredder that White Plume Mountain is. Again, ToH damage is completely avoidable. White Plume Mountain damage frequently isn't.</p><p></p><p>I can see where the player is coming from. If your goal is to stay alive, then by all means avoid RttToH and RttToEE. But, if your goal is to have fun, and your DM is not particularly sadistic, then I don't see any reason why you should not keep playing. After all, alot of homebrew stuff is every bit as deadly as RttToH and his character could die in any number of ways that don't involve the Tomb. I happen to know that someone on the boards has an ongoing RttToH campaign going, and his PC's seemed to enjoy it (though I think he did end up with a TPK at one point). </p><p></p><p>IF the player was completely insistant, I'd let him retire his character and offer to let him play an NPC of equivalent power who would join the adventuring group as the sorcerer's replacement. In this way, his sorcerer was sure to survive. But, shirk the risks and you lose the rewards. If the party does survive, his sorcerer will now be well behind them in ability, experience, and loot. His great character will then be a footnote in the history of the campaign. Those are the risks.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 2180346, member: 4937"] Return to the Tomb of Horrors [b]IS[/b] a ridiculous and unfair PC shredder which noone has a reasonable hope of surviving unless the DM is going to cake walk them through it. There are several cases in which as written the PC's have ZERO options but to take obscene ammounts of damage. RttToH is an absolutely unfair module as written. This is very different from the original Tomb of Horrors which simply wastes anyone that goes charging in recklessly, but can actually be survive by a smart party of low levels because there are virtually no cases where you absolutely must take damage, and virtually no required combat anywhere in the module. Most the monsters that you have to fight in the Tomb are exceptionally weak for the level of character suggested for the module. It's not the monsters which kill you, but the failure to take an appropriate level of caution and heed the hints scattered throughout the module. The only encounter in the whole module that basically unwinnable for the PC's as written is with Acererak himself, and that encounter not withstanding, you could probably get a party of 1st levels through the module alive if you played well enough. The original Tomb is therefore not unfair, but it is very different and will absolutely waste twinks, munchkins, roll players, and such. Actually, I don't think Tomb of Horrors is nearly as difficult of a dungeon for 10th-12th level characters (the original level suggested) as Ravenloft presents 6th-7th level characters. If a DM plays Strahd ruthlessly, Ravenloft is virtually unwinable at that level. For that matter, I don't think that Tomb of Horrors is nearly the player shredder that White Plume Mountain is. Again, ToH damage is completely avoidable. White Plume Mountain damage frequently isn't. I can see where the player is coming from. If your goal is to stay alive, then by all means avoid RttToH and RttToEE. But, if your goal is to have fun, and your DM is not particularly sadistic, then I don't see any reason why you should not keep playing. After all, alot of homebrew stuff is every bit as deadly as RttToH and his character could die in any number of ways that don't involve the Tomb. I happen to know that someone on the boards has an ongoing RttToH campaign going, and his PC's seemed to enjoy it (though I think he did end up with a TPK at one point). IF the player was completely insistant, I'd let him retire his character and offer to let him play an NPC of equivalent power who would join the adventuring group as the sorcerer's replacement. In this way, his sorcerer was sure to survive. But, shirk the risks and you lose the rewards. If the party does survive, his sorcerer will now be well behind them in ability, experience, and loot. His great character will then be a footnote in the history of the campaign. Those are the risks. [/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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