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<blockquote data-quote="Coroc" data-source="post: 7371132" data-attributes="member: 6895991"><p>Some word on Castle greyhawk which i also own but never played:</p><p></p><p>If you expect a balanced pregenerated adventure which will work for most parties like many of the 5 e adventures nowadays, it just did not work that way back then! I did a lot of 2nd ed and the buyable stuff was TPK if played as printed. You would not need ToH for that, no matter what you could simply not play these adventures as written. The Mobs were overpowered if not by stats but by their sheer numbers. Magic items on the other Hand were given out without thought of the power Level of the Party. But still you would not survive, because you did not have the hitpoints or healing resources, or the mob Groups were to large or their tactics to deadly.</p><p></p><p>I dunno how i can give a short example, but it was like that all the time: ...blah blah if the Party succeeds in killing underboss so and so the whole dungeon will be on Alarm, and you will Encounter wandering patrols every 10 minutes on a roll of 1-5 on a d6. Additionally if any Party member took so and so's magical +3 sword of doom with him, the party member will be targeted by a revenge fury demon of ultimate destruction the next day which will fight to the dead and gate in 1d4 additional demons if reduced below 50% health....</p><p></p><p>So, you can see a lot of homework was to be made by the DM to adjust for his players. Castle Greyhawk was an extreme example of this style.</p><p>It's dungeon microcosmos was designed bad, the factions in there did not make logical sense and it was a deathtrap. But i can still remember reading through this and burst into laughing, when i came to the place where some faces or so in different corridors would grant the Players permanent stat increases (very rare and valuable in 1e 2e)</p><p>but there was that one ugly grimace giving the Player a -2 to his Charisma permanently while his face turned into that depicted grimace.</p></blockquote><p></p>
[QUOTE="Coroc, post: 7371132, member: 6895991"] Some word on Castle greyhawk which i also own but never played: If you expect a balanced pregenerated adventure which will work for most parties like many of the 5 e adventures nowadays, it just did not work that way back then! I did a lot of 2nd ed and the buyable stuff was TPK if played as printed. You would not need ToH for that, no matter what you could simply not play these adventures as written. The Mobs were overpowered if not by stats but by their sheer numbers. Magic items on the other Hand were given out without thought of the power Level of the Party. But still you would not survive, because you did not have the hitpoints or healing resources, or the mob Groups were to large or their tactics to deadly. I dunno how i can give a short example, but it was like that all the time: ...blah blah if the Party succeeds in killing underboss so and so the whole dungeon will be on Alarm, and you will Encounter wandering patrols every 10 minutes on a roll of 1-5 on a d6. Additionally if any Party member took so and so's magical +3 sword of doom with him, the party member will be targeted by a revenge fury demon of ultimate destruction the next day which will fight to the dead and gate in 1d4 additional demons if reduced below 50% health.... So, you can see a lot of homework was to be made by the DM to adjust for his players. Castle Greyhawk was an extreme example of this style. It's dungeon microcosmos was designed bad, the factions in there did not make logical sense and it was a deathtrap. But i can still remember reading through this and burst into laughing, when i came to the place where some faces or so in different corridors would grant the Players permanent stat increases (very rare and valuable in 1e 2e) but there was that one ugly grimace giving the Player a -2 to his Charisma permanently while his face turned into that depicted grimace. [/QUOTE]
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