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What are the classic adventure modules of 3E? (with a tally!)
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<blockquote data-quote="WizarDru" data-source="post: 316869" data-attributes="member: 151"><p>But see, here's the problem: the module is full of "Poof, you're dead" situations. There are multiple set-ups for make a save or die encounters and traps. Most of these don't have any warning or way that a clever character can avoid them. The "If you can read draconic and fail a Will save, you DIE" trap is one example. The Tombstone Golem who has a "Slay Living" power instead of Slow is another. Unless the cunning trap was "Don't play a class that has a weak save against this situation".</p><p></p><p>I understand that some folks find that enjoyable. My group didn't then, and we don't now. Some groups enjoy tapping with 10' poles and using the Paladin's Detect Evil power every two rounds as they LITERALLY crawl through the dungeon. Again, not us. I think parts of the module are brilliant. But my party threw up their hands after 9 sessions, and walked away from the dungeon. They told their patron to get someone else to deal with the problem, and their patron did.</p><p></p><p>To me, Tomb of Horrors works as a wargame abstraction, but not as an actual module. It's hilarious reading about the horrific traps and ways to slaughter characters. But I wouldn't have many friends left I actually used it on the characters my group has spent nearly 3 years leveling up.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 316869, member: 151"] But see, here's the problem: the module is full of "Poof, you're dead" situations. There are multiple set-ups for make a save or die encounters and traps. Most of these don't have any warning or way that a clever character can avoid them. The "If you can read draconic and fail a Will save, you DIE" trap is one example. The Tombstone Golem who has a "Slay Living" power instead of Slow is another. Unless the cunning trap was "Don't play a class that has a weak save against this situation". I understand that some folks find that enjoyable. My group didn't then, and we don't now. Some groups enjoy tapping with 10' poles and using the Paladin's Detect Evil power every two rounds as they LITERALLY crawl through the dungeon. Again, not us. I think parts of the module are brilliant. But my party threw up their hands after 9 sessions, and walked away from the dungeon. They told their patron to get someone else to deal with the problem, and their patron did. To me, Tomb of Horrors works as a wargame abstraction, but not as an actual module. It's hilarious reading about the horrific traps and ways to slaughter characters. But I wouldn't have many friends left I actually used it on the characters my group has spent nearly 3 years leveling up. [/QUOTE]
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