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Tomb of Horrors was "how many ways can a GM kill a party with a straight face?"baeyorn said:am somewhat excited..
Tomb of Horrors is The penultimaate classic scare-your-chit right out of you module from the early days of AD&D.
In fact, the description for the module states ""or possibly found deep in a jungle".
Granted the original module was tough as hell.. but if the Tomb Of Annihilation is setup 1/8 as hard..
.. there will be wailing in the streets
.. people will be reading their clothes and walking around semi-nay-kid.
.. skeletal dogs and caturday survivors living together.
.. mass forum hysteria.
It will be GLORIOUS!!
-- sips coffee --
looks good to me!
Tomb of Horrors was one of the best short modules ever written... It was great for an evening of just sitting around the table and laughing together as one party member after another met a horrible end. It is one of the iconic D&D adventures... anyone who is an old school player, either heard about it, played it, or DMed it.baeyorn said:am somewhat excited..
Tomb of Horrors is The penultimaate classic scare-your-chit right out of you module from the early days of AD&D.
In fact, the description for the module states ""or possibly found deep in a jungle".
Granted the original module was tough as hell.. but if the Tomb Of Annihilation is setup 1/8 as hard..
.. there will be wailing in the streets
.. people will be reading their clothes and walking around semi-nay-kid.
.. skeletal dogs and caturday survivors living together.
.. mass forum hysteria.
It will be GLORIOUS!!
-- sips coffee --
looks good to me!
I must disagree with Aimeesellers.baeyorn said:am somewhat excited..
Tomb of Horrors is The penultimaate classic scare-your-chit right out of you module from the early days of AD&D.
In fact, the description for the module states ""or possibly found deep in a jungle".
Granted the original module was tough as hell.. but if the Tomb Of Annihilation is setup 1/8 as hard..
.. there will be wailing in the streets
.. people will be reading their clothes and walking around semi-nay-kid.
.. skeletal dogs and caturday survivors living together.
.. mass forum hysteria.
It will be GLORIOUS!!
-- sips coffee --
looks good to me!
Thats your opinion, and everyone has their own opinion about it. Some hated it... others loved it. Most I knew that played it loved it... because we played it for what it was... a stand alone dungeon designed to make people think, and laugh. Those that expected to blow through it with a hack and slash approach hated it. It also depended on your DM as well. DM's that just read off the page are boring... doesnt matter what module it is. DM's that put effort into running a game, could breathe life into any dungeon... even one off the shelf. 90% of the adventures we ran were custom built for custom worlds. The nights we ran modules were for taking a break from our campaign characters.thegreatmikey said:
I must disagree with Aimeesellers.baeyorn said:am somewhat excited..
Tomb of Horrors is The penultimaate classic scare-your-chit right out of you module from the early days of AD&D.
In fact, the description for the module states ""or possibly found deep in a jungle".
Granted the original module was tough as hell.. but if the Tomb Of Annihilation is setup 1/8 as hard..
.. there will be wailing in the streets
.. people will be reading their clothes and walking around semi-nay-kid.
.. skeletal dogs and caturday survivors living together.
.. mass forum hysteria.
It will be GLORIOUS!!
-- sips coffee --
looks good to me!
Actually, Tomb of Horrors was a gawdawful mess of a module that had so many, "You're dead because the module said so, no save" moments it was all but unplayable. Literally if you entered a certain room a colourless, odourless gas would make you dead no save. Or the "classic" touching a disguised Sphere of Annhialation where, "Oops, you're dead, no save." It was not a lot of fun to have so many railroaded character deaths. Note that TSR Inc. and the companies that bought them NEVER put out another module like it. They learned their lesson well. Cryptic better have learned that lesson from the Elemental Evil debacle.
If they really wanna do a scary dungeon they could always do Undermountain.
I would also like to point out that I spelled "colourless" and "odourless" correctly so spellcheck can just stop trying to tell me that my Canadian English is wrong. It's American English that's wrong!
https://youtube.com/watch?v=eZRGhfnIzFYghoulz66 said:New dungeon is pointless when you can't even motivate people to run the latest one. Wtf would this one drop, rank 4s and pearls?
my spider sense is telling me this would be the perfect place to release a shaman class.. maybe not when the mod 1st drops but sometime in that jungle shamans will join the fight against evilarsed badguys everywherehammbo1969 said:Got to be honest, unless they release a new class I'm out.
sky1stname said:Mount is the best
mythic maybe ???
If they are going to wait for the classes to be balances, then they will never release a new one. The last pass to receive a balance pass was the Cleric ... and that was in Mod 10. Lets assume they do the Rogue in mod 12. At once class every other module it will be years before they are done.greywynd said:I don't see a new class as the class balancing hasn't been announced as completed.
... this is why our players are glad I GM our weekly Roleplaying game and not you Aimee! They'd have no chance!aimeesellers said:
So... since they are going to do it regardless of what anyone says or thinks... the only way "Tomb of Annihilation" can be even close to "Tomb of Horrors"... is if they do things like this:
- The whole dungeon needs to be treated like a boss lair. You die... thats it, you are out.
- Traps need to be instant death... like the pits in eCC. The so called traps we have now most people ignore, and VIP players are immune to.
- The dungeon needs to be different EVERY TIME YOU RUN IT. The rooms and traps need to be randomly generated and placed when the map is created for the party... Diablo style.
If the only thing someone is concerned about is 'what lootz is drop", then perhaps they are in the wrong place.ghoulz66 said:New dungeon is pointless when you can't even motivate people to run the latest one. Wtf would this one drop, rank 4s and pearls?
Possibly but since this game has turned into "work" for some things/areas, don't we deserve to get "paid" for out effort? No one that I am aware of plays this game to stay average. We must "work" to enhance our characters. The system inside the game has necessitated that we use our "rewards" as stepping stones to better gear/boons/mounts/etc. If the rewards aren't appropriate, folks won't run new content. That may be a sad commentary on us as players but that's the "reality" that we live in in Neverwinter.litaaers said:
If the only thing someone is concerned about is 'what lootz is drop", then perhaps they are in the wrong place.ghoulz66 said:New dungeon is pointless when you can't even motivate people to run the latest one. Wtf would this one drop, rank 4s and pearls?
Agreed dungeons should no longer be an AD farm location. That is all they are nowgeriatrick#9029 said:
Professions need a total rework and loot/gear/currency for gear needs to start dropping in dungeons again.
Endgame players by definition do not have progression left. That said, this game definitely needs more endgame challenge, coupled with comparable rewards. But by definition these rewards can not be progression, but rather a tradeable currency (AD) or boasting rights (record times) because endgame challenge literally means challenge at the end of progression. If progression is gated behind content that is still challenging after said progression is achieved, either the content will be easy afterwards, or it will be downright impossible before said progress.arcanjo86 said:so far too soon for new expansion, its a good content but will be another one filled with bugs as always, another grind fest to keep player in game, end game trial/dungeon?? will it reward players for the time spent on the run? or will it rewards crappy r5 rewards to endgame players? basicly endgame player only thing doing is farm mastercraft ingredients/make mastercraft items to sell, make ad profit exchange to zen get some Dragon key from zen store and be ready for new expansion/dungeons.
Dungeons being AD farm locations is the best thing that can be. Running the most difficult dungeon content with a competent group needs to be the best AD farm value/time, otherwise there is no point in dungeons. I did 200 runs of FBI on my tank to complete my relic set. With my cleric it took me a lucky 12 runs (to find the pieces I need). If fbi was not an AD farm location, there would be 0 reason for me to ever run FBI again. And if you want content to stay relevant, you need to nuke droprates way lower, but I doubt anyone wants lower droprates. I can assure you that opening the 200th chest to find a wrong piece of equipment is frustrating. Or 500 chests without a legendary ring. But if we want to keep content relevant because of equipment drops, BiS equipment drop rates need to go down to a level where the average 'set completion' rate is counted in the hundreds, perhaps thousands of runs. For a casual player this is just unbearable.mynaam said:
Agreed dungeons should no longer be an AD farm location. That is all they are now