Mistakes running the Tomb of Horrors...
Posted: Sun Aug 10, 2008 1:01 pm
Well I briefly mentioned I was running this in another thread but here's a bit more background and what's been happening.
I was all set to run my regular campaign when it got derailed at the last minute. I have 5 players but due to some unfortunate circumstances, 3 failed to show and 2 of those were last minute. Being undaunted and set to game but realizing that there was no way the current campaign could continue, I decided to pull out the Tomb of Horrors.
We've done a full session of it and I'm looking back at some of the mistakes I have made thus far. That isn't to say we didn't have fun though.
The first BIGGEST mistake was choosing to run through this module with ZERO prep time. Needless to say, I always put in a good deal of prep into my adventures -- this includes getting all the encounters ready and familiarizing myself with the adventure. Unfortunately I have never ran through this particular module before and have not actually read it.
Considering the short notice of the impromptu change to our regularly scheduled game, it is certainly a forgivable mistake but really it's an adventure that benefits from having the DM familiar with it.
The second mistake was simply how I chose to run it under C&C and convert it on the fly as I did.
There is a slight power scale difference between C&C and 1st Edition AD&D which I hadn't really considered at the time we embarked on this thing. I refer to the classes in this case. I used the pregens at the back of the module as a 'base' for the characters we created for this adventure. A 14th level cleric is a good deal more powerful in C&C than a 14th level cleric is in AD&D. For instance, the highest level spell level they had access to originally was 6th! Needless to say that various characters benefited from little power bumps. Since I don't use multi-classing as introduced in AD&D, some classes which were predominantly used in combination with something else got 'single-class' treatment. No racial level maximums either. Of course using the EPP of a 14th level Wizard as a guide... you might be able to imagine the level of the Rogue.
Of course, I immediately compensated for this by how I gaged the Challenge Levels of the Saves and Checks. Some might think I 'over-compensated'. Challenge Level was 10 + d12. I think it worked well though it might have made certain traps or checks even deadlier than the original.
Seeing that this is for the 'thinking player' ... the adventure is not suffering much at all which means the Tomb can be easily scaled up or down to fit the needs of the CK (DM). If I were to do it again... and I will... I'll go with a 900,001 XP per character. This would make the classes like the cleric level 12... the wizard level 11... a paladin level 10... and a rogue level 15. I'd also alter how I would do the Challenge Level and probably establish them before hand.
As a side note, I decided to check out the 3.5 conversion WOTC did which was available online. They set it up for a party of 9th level characters but seem to have thrown a couple of things in to pimp one of their products (Libris Mortis). Those bastards!
M
_________________
"You face Death itself in the form of... 1d4 Tarrasques!"
Partner to Brave Halfling Publishing
http://www.arcanacreations.com
I was all set to run my regular campaign when it got derailed at the last minute. I have 5 players but due to some unfortunate circumstances, 3 failed to show and 2 of those were last minute. Being undaunted and set to game but realizing that there was no way the current campaign could continue, I decided to pull out the Tomb of Horrors.
We've done a full session of it and I'm looking back at some of the mistakes I have made thus far. That isn't to say we didn't have fun though.
The first BIGGEST mistake was choosing to run through this module with ZERO prep time. Needless to say, I always put in a good deal of prep into my adventures -- this includes getting all the encounters ready and familiarizing myself with the adventure. Unfortunately I have never ran through this particular module before and have not actually read it.
Considering the short notice of the impromptu change to our regularly scheduled game, it is certainly a forgivable mistake but really it's an adventure that benefits from having the DM familiar with it.
The second mistake was simply how I chose to run it under C&C and convert it on the fly as I did.
There is a slight power scale difference between C&C and 1st Edition AD&D which I hadn't really considered at the time we embarked on this thing. I refer to the classes in this case. I used the pregens at the back of the module as a 'base' for the characters we created for this adventure. A 14th level cleric is a good deal more powerful in C&C than a 14th level cleric is in AD&D. For instance, the highest level spell level they had access to originally was 6th! Needless to say that various characters benefited from little power bumps. Since I don't use multi-classing as introduced in AD&D, some classes which were predominantly used in combination with something else got 'single-class' treatment. No racial level maximums either. Of course using the EPP of a 14th level Wizard as a guide... you might be able to imagine the level of the Rogue.
Of course, I immediately compensated for this by how I gaged the Challenge Levels of the Saves and Checks. Some might think I 'over-compensated'. Challenge Level was 10 + d12. I think it worked well though it might have made certain traps or checks even deadlier than the original.
Seeing that this is for the 'thinking player' ... the adventure is not suffering much at all which means the Tomb can be easily scaled up or down to fit the needs of the CK (DM). If I were to do it again... and I will... I'll go with a 900,001 XP per character. This would make the classes like the cleric level 12... the wizard level 11... a paladin level 10... and a rogue level 15. I'd also alter how I would do the Challenge Level and probably establish them before hand.
As a side note, I decided to check out the 3.5 conversion WOTC did which was available online. They set it up for a party of 9th level characters but seem to have thrown a couple of things in to pimp one of their products (Libris Mortis). Those bastards!
M
_________________
"You face Death itself in the form of... 1d4 Tarrasques!"
Partner to Brave Halfling Publishing
http://www.arcanacreations.com