Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
Meta - Forums About Forums
Archive-threads
WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Bullgrit" data-source="post: 5616462" data-attributes="member: 31216"><p>Something to keep in mind, maybe, is that AD&D clerics could not swap out spells memorized for cure spells. So if the cleric went into the Tomb with a bunch of divination type stuff, or poison-proof stuff, or anything other than cure X wounds, this damage could add up over time with no healing. Though it would be a very foolish group to let damage add up so much that someone might die before backing up to a safe spot and resting a couple days.</p><p></p><p>Yeah, it kind of looks like it's just a race for the Players to explain multiple methods of opening the doors in less than one minute (round). It was claimed in another thread, that the Tomb isn't about attrition, but this area does seem to be all about only attrition of hit points.</p><p></p><p>Something just came to me, after writing all the above: does the party have to search and find the secret doors before they can try to open them? If they have to search, doesn't it take a turn (10 minutes) to search each wall? So that's at least 10d6 damage minimum for each secret door. And with a 1 in 6 chance of any one PC finding it, that damage can get pretty serious.</p><p></p><p>Now, the targeted character gets a save vs. Spells against each bolt, so that will cut down on the damage somewhat, but still. There is potentially a lot of damage to be taken in this area.</p><p></p><p>If the doors can be opened by just trying to push/pull/lift/etc. each wall without knowing there is a secret door, it just goes back to a race to describe vs. the 1 minute timer. And how many Players are going to blindly continue trying to push/pull/lift/etc. on a wall when they keep getting hit by magic bolts? Is this an example of the Players need to just have faith and continue doing something that hurts them until something good happens?</p><p></p><p>I wonder how many Players would figure the problem to be solved in this area is to mitigate the damage? I could imagine a lot of time trying to figure out and protect themselves from the bolts, only for that time to be wasted. The problem to be solved here isn't the trap, it's the door opening methods. They just kind of have to suck up the damage and move as fast as they can.</p><p></p><p>Bullgrit</p></blockquote><p></p>
[QUOTE="Bullgrit, post: 5616462, member: 31216"] Something to keep in mind, maybe, is that AD&D clerics could not swap out spells memorized for cure spells. So if the cleric went into the Tomb with a bunch of divination type stuff, or poison-proof stuff, or anything other than cure X wounds, this damage could add up over time with no healing. Though it would be a very foolish group to let damage add up so much that someone might die before backing up to a safe spot and resting a couple days. Yeah, it kind of looks like it's just a race for the Players to explain multiple methods of opening the doors in less than one minute (round). It was claimed in another thread, that the Tomb isn't about attrition, but this area does seem to be all about only attrition of hit points. Something just came to me, after writing all the above: does the party have to search and find the secret doors before they can try to open them? If they have to search, doesn't it take a turn (10 minutes) to search each wall? So that's at least 10d6 damage minimum for each secret door. And with a 1 in 6 chance of any one PC finding it, that damage can get pretty serious. Now, the targeted character gets a save vs. Spells against each bolt, so that will cut down on the damage somewhat, but still. There is potentially a lot of damage to be taken in this area. If the doors can be opened by just trying to push/pull/lift/etc. each wall without knowing there is a secret door, it just goes back to a race to describe vs. the 1 minute timer. And how many Players are going to blindly continue trying to push/pull/lift/etc. on a wall when they keep getting hit by magic bolts? Is this an example of the Players need to just have faith and continue doing something that hurts them until something good happens? I wonder how many Players would figure the problem to be solved in this area is to mitigate the damage? I could imagine a lot of time trying to figure out and protect themselves from the bolts, only for that time to be wasted. The problem to be solved here isn't the trap, it's the door opening methods. They just kind of have to suck up the damage and move as fast as they can. Bullgrit [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Meta - Forums About Forums
Archive-threads
WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
Top