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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="Rogue Agent" data-source="post: 5717992" data-attributes="member: 6673496"><p>Speaking as someone who likes immersion and versimilitude a lot, I'd disagree. If anything I think it heightens immersion by eradicating the normally lethargic and disconnected mode of interacting with mechanics (in which a 10 second combat round could take 10 minutes to resolve) and forces a real-time response.</p><p></p><p></p><p></p><p>In general, I think the countdowns in the Tomb follow clear signs that trouble is afoot: The rumbling starts in area 2. The floor begins to slant in area 16. The imminent (albeit illusory) collapse in area 18. The pulsing light of the gem.</p><p></p><p>Area 18 is particularly notable because it is a fake alarm: If the DM reaches the end of the count and the PCs haven't done anything, there is no consequence. </p><p></p><p></p><p></p><p>The module tells you how to handle that: You resolve the actions after you finish counting.</p><p></p><p>I recommend prepping a "countdown sheet" with the numbers 1 thru 10 down one side. As you start counting have a pencil in hand; jot down names next to the numbers as people shout out their intentions.</p><p></p><p>The only action that matters in all of these cases is movement: If the PCs do anything other than movement, they may succeed but it will probably not have any impact on the outcome. (It's not that different from adjudicating actions in a system that requires action declaration at the beginning of each round. You're just ramping up the tension during the declaration phase and tweaking the resolution based on the quickness of response.)</p><p></p><p>The only adjustment I've made in practice is that I will answer observational questions while continuing the count. Thus:</p><p></p><p>DM: There's a deep rumble. Everything starts shaking. 10...9...</p><p>Wizard: What's happening?!</p><p>DM: The wall behind you is sliding shut. 8...</p><p>Fighter: <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />! I start running for the exit!</p><p>DM: 7...</p><p>Wizard: Does it look like it's going to close all the way?</p><p>DM: Probably. 6... </p><p>Wizard: I run! I run!</p><p></p><p>And so forth.</p><p></p><p>This is another example of where I feel the module does a good job of introducing its conventions and then sticking to them. It introduces the concept of the countdown and then plays around with it to good effect.</p></blockquote><p></p>
[QUOTE="Rogue Agent, post: 5717992, member: 6673496"] Speaking as someone who likes immersion and versimilitude a lot, I'd disagree. If anything I think it heightens immersion by eradicating the normally lethargic and disconnected mode of interacting with mechanics (in which a 10 second combat round could take 10 minutes to resolve) and forces a real-time response. In general, I think the countdowns in the Tomb follow clear signs that trouble is afoot: The rumbling starts in area 2. The floor begins to slant in area 16. The imminent (albeit illusory) collapse in area 18. The pulsing light of the gem. Area 18 is particularly notable because it is a fake alarm: If the DM reaches the end of the count and the PCs haven't done anything, there is no consequence. The module tells you how to handle that: You resolve the actions after you finish counting. I recommend prepping a "countdown sheet" with the numbers 1 thru 10 down one side. As you start counting have a pencil in hand; jot down names next to the numbers as people shout out their intentions. The only action that matters in all of these cases is movement: If the PCs do anything other than movement, they may succeed but it will probably not have any impact on the outcome. (It's not that different from adjudicating actions in a system that requires action declaration at the beginning of each round. You're just ramping up the tension during the declaration phase and tweaking the resolution based on the quickness of response.) The only adjustment I've made in practice is that I will answer observational questions while continuing the count. Thus: DM: There's a deep rumble. Everything starts shaking. 10...9... Wizard: What's happening?! DM: The wall behind you is sliding shut. 8... Fighter: :):):):)! I start running for the exit! DM: 7... Wizard: Does it look like it's going to close all the way? DM: Probably. 6... Wizard: I run! I run! And so forth. This is another example of where I feel the module does a good job of introducing its conventions and then sticking to them. It introduces the concept of the countdown and then plays around with it to good effect. [/QUOTE]
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