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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="Beginning of the End" data-source="post: 5601799" data-attributes="member: 55271"><p>Ultimatecalibur addressed this. But it should also be noted that this would make a very poor interpretation of how gates work: With the way most people walk, this would result in their arms being sheared off as they swung them back and forth while walking through the arch. The Tomb of Horrors is cruel; but that's probably excessive. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p></p><p>In this case, of course, it works just fine.</p><p></p><p>But, in general, the point isn't that any one of these methods is foolproof in all possible situations. It's that smart parties will gather information before committing themselves full-force and irrevocably to a course of action. And by 10th-14th level, AD&D parties have <em>a lot</em> of resources available to them for gathering information. And if those means of gathering information fail to satisfactorily elucidate the situation while other possible courses remain open to them, then smart parties will also walk away.</p><p></p><p>If you treat the tomb like a big slot machine where you just poke at stuff randomly until you are either killed or rewarded as a result, then your life expectancy is going to be short. If you treat the unknown with healthy respect; try to learn as much as you can; and then make as informed a decision as possible, then your odds of survival will greatly increase.</p><p></p><p>(And while the Tomb of Horrors certainly intensifies this, I've found it to be generally pretty true in virtually any situation: Smart parties that investigate before leaping in will tend to survive longer and suffer fewer TPKs than parties that are reckless and thoughtless.)</p></blockquote><p></p>
[QUOTE="Beginning of the End, post: 5601799, member: 55271"] Ultimatecalibur addressed this. But it should also be noted that this would make a very poor interpretation of how gates work: With the way most people walk, this would result in their arms being sheared off as they swung them back and forth while walking through the arch. The Tomb of Horrors is cruel; but that's probably excessive. ;) In this case, of course, it works just fine. But, in general, the point isn't that any one of these methods is foolproof in all possible situations. It's that smart parties will gather information before committing themselves full-force and irrevocably to a course of action. And by 10th-14th level, AD&D parties have [i]a lot[/i] of resources available to them for gathering information. And if those means of gathering information fail to satisfactorily elucidate the situation while other possible courses remain open to them, then smart parties will also walk away. If you treat the tomb like a big slot machine where you just poke at stuff randomly until you are either killed or rewarded as a result, then your life expectancy is going to be short. If you treat the unknown with healthy respect; try to learn as much as you can; and then make as informed a decision as possible, then your odds of survival will greatly increase. (And while the Tomb of Horrors certainly intensifies this, I've found it to be generally pretty true in virtually any situation: Smart parties that investigate before leaping in will tend to survive longer and suffer fewer TPKs than parties that are reckless and thoughtless.) [/QUOTE]
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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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