Holding or Delaying an Action (D&D 4e) - A lot of people are surprised that this is no longer a thing in 5e. Like flanking, it was probably kept out for simplicity's sake. But I've also heard it was because delaying actions complicates effects that last until the end of your turn. As a DM, I would still allow it, within reason. If nothing else, in the first round of combat, I'd allow PCs use it to rearrange their initiative order.
Monday, August 31, 2020
Remembrance of Rules Past
Holding or Delaying an Action (D&D 4e) - A lot of people are surprised that this is no longer a thing in 5e. Like flanking, it was probably kept out for simplicity's sake. But I've also heard it was because delaying actions complicates effects that last until the end of your turn. As a DM, I would still allow it, within reason. If nothing else, in the first round of combat, I'd allow PCs use it to rearrange their initiative order.
Friday, August 28, 2020
Campaign Ideas: Death in Barovia
Except, no, at his table, if a character dies, that player is out of the group. They can't roll up a new character, they just aren't welcome at the table again until the next campaign. Basically he's treating his campaign like a reality show. Several people tried to explain to him why this was a bad idea, at least if he enjoys having friends, but he would not be swayed.
Oh well. Hopefully they had fun. At least he wasn't proposing to kill the players in real life.
Here's the thing, though. Curse of Strahd is a horror campaign. Some DMs think this means they're supposed to make it as difficult as possible, but that kind of difficulty is just math. I'm not afraid of numbers. I haven't had bad dreams about math since high school. Anybody can design a D&D monster with high damage dice, but that alone doesn't make it frightening.
The Curse of Strahd book devotes an entire page to tips on ramping up the creep factor ("Marks of Horror", page 7), and none of their suggestions involve making the module more deadly. Instead, it concentrates on being extra descriptive, recommending that the DM point out any smells, shadows, and claw marks that might give greater depth to a scene. If I ran it, I'd even have us play by candlelight and have some gothic music playing in the background.
One of the things that makes CoS scary is the utter lack of hope. Early in the campaign, the PCs should discover that once you enter Barovia, escape is impossible. If they try to leave the edge of the map, the fog becomes so thick that they can barely breathe. Even if they manage to press on through the exhaustion, no matter what direction they go through the fog, they'll just pop out somewhere else at the edge of Barovia's boundries. Strahd's domain is inescapable.
But you really don't get a sense of just how screwed you are until the first time you die. It's not until then that you witness the totality of Strahd's power - even in death, your spirit can't escape his cursed lands. And this is why, IMO, it's important that you allow at least some manner of resurrection in CoS.
The first time a PC dies in your CoS campaign, try reading the following:
You find yourself floating in the air, looking down at your own body. You can’t feel anything. No heat, no wind, it’s as if you’re not there. You suddenly find yourself compelled to look up toward the sky. Most of it is obscured by thick fog, but as you watch, a hole opens up in the clouds, revealing a bright, blue sky behind it. A beam of light shines on you, and you can feel the warmth of that beam. You feel yourself being pulled towards the light, helpless to stop it. You start hurtling towards it, faster and faster. Something about the light makes you feel at peace, happy even. Instinctively, you know you are being pulled toward your eternal reward.
But suddenly, black clouds start to coalesce, in the shape of giant skeletal hands. The hole closes, and the beam of light vanishes. A ghostly pair of giant red eyes opens up behind the fog. One of the misty hands points at you.
You hear a voice. “Leaving so soon? But we were just getting started! I have so much more fun planned for the days ahead. *sigh* But I suppose, in the spirit of fairness, I should give you a choice. Accept my dark gift now, and I will return you to your body. Otherwise, I will scatter the remains of your soul, eliminating all traces of your existence forever. Make your choice.”
If the player rejects Strahd's offer, their soul is obliterated forever, and they might as well tear up their character sheet. If the player chooses to come back to life, they have no memory of their deal with Strahd, but those red eyes haunt their nightmares until Strahd is defeated. The other PCs didn't see anything that went on in the sky, and they're completely surprised when their fallen friend regains consciousness. Even if the dead character had been torn to pieces, their body is now whole again.
Give the revived player one of the random gifts from the Adventurer's League "Expanded Dark Gifts" table. Most of these curses contain both a benefit and drawback, along with a bit of body horror. It keeps the game going, and it hints that in Barovia, there are fates worse than death.
This doesn't mean you have to keep resurrecting them this way. I'd say Strahd is willing to revive a PC twice before he gets bored with that character and ignores their fate. After that, they're on their own. Maybe the rest of the party can get them to a cleric, but if not, their soul bounces around Barovia, still unable to escape to their own afterlife. Maybe they'll be reborn as an infant to a Barovian family, or maybe they'll become a restless spirit wandering one of the area's many haunted sites.
All I'm saying is, if you use permadeath in CoS, you're robbing the module of one of its greatest horrors. And that would be a shame.
Thursday, August 27, 2020
Campaign Ideas: Start With A Bang
Not terrible, but zzzzzzz...
If I've learned anything from video games, it's that you should stick an exciting scene right up front. Let's look at one of my favorite games, Skyrim. It's starts with you on your way to be executed. As the executioner raises his axe, a dragon swoops down and attacks the site, and the scene erupts into chaos. You spend the next few minutes running around, avoiding the creature's fire. Every time you think you've found a safe spot, the dragon knocks down a wall and breathes fire in your direction.
It's very cinematic, and gets your blood pumping right off the bat. Of course the scene is actually very easy, and is scripted in such a way that you're never really in much danger. But at the time it very much feels like you could die at any second.
Another good example is The Last of Us. The first few minutes have you watching the world fall apart around you, peering through car windows as your father drives you through the early stages of a zombie apocalypse. Eventually you have to get out and continue on foot, running through the streets while crowds of panicked civilians flee around you. It's one of the most exciting scenes I've seen in a game, and it's right there in the first fifteen minutes.
Wednesday, August 26, 2020
Racism in D&D
Tuesday, August 25, 2020
The Ridiculous Hills We Die On
It's funny the things we consider deal breakers. A while back I posted my impressions of Pathfinder 2e. I listed several of the rules that stood out to me, some good, some bad. While I don't still don't think I'd like it as much as D&D 5e, I do want to give P2e another chance.
Of all the rules I looked at, only a couple really feel like barriers to my enjoyment. The first is the overabundance of feats. It's not that I dislike feats, it's just that there's so many of them, and they're so wordy. Of course I'm going to read every available feat before I pick one, which means I'll take forever to create my character or level up.
The good news is that it's only a problem while building my character, so it doesn't slow down gameplay. And I can always look up character builds online if I don't want to think about it. The PHB even has its own suggested builds, which is a wonderful time saver.
The bigger issue is the one that shows how crazy I really am. Movement. I just don't like 5,10,5,10 diagonal movement. Moving is fundamentally one of the simplest actions one can make in an RPG, and therefore it should be kept as easy as possible. Having to keep track of how many diagonal squares I've moved so far breaks the immersion for me.
Look, you can whine about realism all you want, but the fact is, grid-based battles are going to be abstract no matter what you do. I mean, you can move in way more than eight directions in real life. Hell, everything about battle is an abstraction. Hit points represent a combination of stamina, damage taken, luck, spirit, and probably even your will to live. And do you really think every fireball is going to make a perfect circle of flames?It's not like moving diagonally actually gives you any sort of advantage. As long as the monsters can move diagonally too, then everyone's on the same footing. There are just some shortcuts we take in order to streamline the game, some acceptable breaks from reality that keep us from tearing our hair out at the abundance of rules.
If it helps you, don't think of a square as being exactly five feet. Think of them as closer to four feet. You're moving four feet whenever you move North, South, East, or West, and you're moving 5.66 feet (thank you, internet) when you move diagonally. If you use both NSWE and diagonal movement on your turn, then you probably moved an average of five feet per square.
For example, if your character can move 30 feet, just go North twice and diagonal four times. That adds up to 30.64 feet, which is close enough IMO. Then you can pat yourself on the back for being more realistic, and the rest of the table doesn't have to share your pedantry.
It's not like that's my only unreasonable RPG pet peeve. It's just that P2e manages to avoid most of my other grievances. I've already ranted about my feelings on rolling stats, and P2e pleases me by having an absolutely beautiful system for generating your ability scores. I don't like the slow healing in older editions, but P2e has the "Treat Wounds" skill that should speed things up a bit. I'm not in love with P2e's "bulk" system for encumbrance, but I'm also not one of those players who loots everything they see.
So while a lot of P2e's changes make me raise my eyebrow a little, the only one that drives me nuts is one that's true of a lot of RPGs. Heck, even my beloved D&D 5e lists 5,10,5 as an optional rule in the DMG. I freely admit that it's a silly objection, and in my defense, it wouldn't actually stop me from playing in a P2e campaign. I'd accept the rule and make the best of it. But I'd still roll my eyes whenever I had to move diagonally in battle.
Saturday, August 22, 2020
Daggerford: Dino Crisis
Game Date: 8/22/2020
Location: Roll20Campaign: Daggerford, Session 2
System: D&D 5e
DM: Rusty
The Party:
The Session:
Sunday, August 16, 2020
My RPG Bucket List
I recently started playing in a new campaign, as a Bard. It's my first Bard in 5e, despite Bards being my favorite class in previous editions. So I can finally cross "5e Bard" off my bucket list. I thought I'd list a few more things I've been wanting to play. Hopefully I can check these off eventually. I'll probably keep editing this blog as I think of more.
Characters I Want To Play:
Fairy/Pixie/Sprite - Don't judge me, but I like fey characters. There was a playable pixie race in one of the later 4e books, but we stopped playing 4e before I got a chance to play one. I have no desire to ever play 4e again, but I wish 5e would get an official fairy race at some point. Of course, I could always just play Shadow of the Demon Lord.
Tabaxi - I'm a huge cat lover. When I was a kid, I even drew comics about anthropomorphic cats that looked pretty similar to the Tabaxi. I would bet that one of my next three 5e characters ends up being a Tabaxi.
Warlock - Of all the classes I've never played, Warlock is probably my favorite. My next character might just be a Tabaxi Warlock, which would kill two birds with one stone.
Divine Soul Sorcerer - From Xanathar's. Sorcs are one of my favorite classes, and I like it when non-healing classes are given the option to do a bit of healing. I've been wanting to try this subclass for a while.
Cleric or Paladin of Sune - I think the concepts of Love and Beauty are underrated in D&D. Smart characters tend to worship brainy gods, strong characters tend to worship the war gods, and sneaky characters tend to worship luck gods. It's trite, but I've always wanted to play a character that believes in using the power of love to vanquish evil.
Settings/Campaigns/RPGs I Want To Play Or Run:
Spelljammer - God help me, but Spelljammer is so goofy looking, I want to give it a try sometime. I have no desire to use the AD&D based rules, but if they ever make a 5e version, I'm going to be all over it.
Curse of Strahd - This is my favorite published 5e module. I've read it cover to cover, but I don't think that would spoil much because some of the story's elements are random. If I ran it as a DM, I'd really want to go all out - candles, music, etc. I'm not sure I could pull it off, but I'd like to try. But not until we're able to start playing in person again.
Expedition to Barrier Peaks - A classic D&D adventure that mixes in some sci-fi elements. I'd be happy to play it or run it. There's a 5e version available from Goodman Games.
Star Wars - Let's face it, Star Wars is my life. There have been several Star Wars RPGs, but I've never played one. I came really close to getting into a Star Wars campaign right before I started playing D&D 4e. Currently there's a very well done fan-made SW RPG based on D&D 5e, and I'd really like to try it someday.
Alien RPG - Alien and Aliens are two of my favorite movies. Last year they released a new Alien RPG. I've read it, and it does a good job of capturing the feel of the movies. It has two modes - a cinematic mode designed for one-shots, and a more fleshed out version for longer campaigns. I don't know if I'd be up for a full campaign, but I'd love to try the cinematic mode.
My homebrew campaign - I've run a campaign before, but honestly, it was really more like a series of one-shots that happened to use the same characters. I've been writing a campaign lately, designing a setting and an organization for the PCs to join. I'd love to run it someday, as an actual long-running campaign, with a reliable group. I'm not the best DM, and I would prefer to run it for inexperienced players.
Saturday, August 15, 2020
Keep It Simple Stupid
Scouting ahead, the party rogue tiptoes through the dungeon. She hears a loud snoring on the other side of a partially open door. Carefully slipping through the doorway, she sees a sleeping orc. Scattered about the room are several empty wine bottles, and she can smell the alcohol on the orc's breath from here. While killing a sleeping foe isn't exactly sporting, she can't risk leaving any of them alive. She draws her dagger and holds it to the monster's throat...
What happens next? Well, that depends on the edition. In some RPGs, the rogue gets a free hit in before initiative is rolled. Or maybe initiative is rolled right away, but the orc can't act in the first round. Maybe the rogue gets advantage on the roll, maybe she auto crits, maybe she gets some sort of "coup de grace" bonus. In some editions, the orc's armor makes the AC so high that the rogue still misses, even though she was holding the dagger to the orc's bare throat.
If I were the DM, she wouldn't even have to roll. Not to attack, not for damage. A single drunk, sleeping orc with an exposed throat does not present enough of a challenge to warrant a roll. IMO, that would be a roleplay scenario. But some DMs want to roll for everything. For them, as soon as a weapon is drawn, it's a combat scenario.
Note that I'm not here to tell anyone that they're having fun wrong. Whatever is fun for you is your business, assuming the rest of the table is having fun too. Most of my rambling rants are just me thinking out loud, and musing about things I'd like to see. It's not my place to criticize what other people enjoy, though I probably do it more than I mean to.
A few months ago I posted a blog on Simplified Death and Dying Rules, which got a bit of negative feedback. Granted, the internet is a minefield. I could tweet "kittens are cute" and get 100 responses claiming I hate dogs.
But regarding my blog about dying rules, I wasn't suggesting they change the rules in 5e or any other existing system. It was more of a general "If I were to design an RPG" kind of thing. I think about that a lot, what elements I would put in an RPG.
My primary goal would be to keep the rules as simple as possible, and keep the character sheets small. I'd love to have all my stats printed on a playing card. I'd cut out D&D's system of having both stats and stat bonuses, and just use the bonuses. I'd also trim the six stats down to three.
There's an indie RPG called "Warrior, Rogue, and Mage" which gives you three stats: Warrior, Rogue, and Mage. If you're rolling a check that is something a Rogue would do (like sneaking), you roll the die and add your Rogue stat. Attacking with an axe? Roll your Warrior stat. And so on. I haven't played it, but I can get behind the idea. Though I think they missed the boat by not calling it "WTF" (Wizard, Thief, Fighter).
For my own RPG, I think I'd go with the stats "Brains, Brawn, and Style". Brains would be a combo of INT & WIS, Brawn would be STR & CON, and Style would be DEX & CHA. Instead of a long list of skills taking up room on the character sheet, I'd probably just have you roll one of the three main stats for whatever skill they govern.
I'd also reduce the spell list to remove redundancies, instead turning the variations into customizations. Like instead of Acid Splash, Fireball, Magic Missile, etc, you'd have one basic projectile spell. You would decide if it's fire, acid, etc. Higher level customizations of the same spell would change things like how many squares it hits, whether it's multiple projectiles, whether it auto-hits, if it leaves a zone, overall range, ongoing damage, status effects, and so on.
Similarly, all healing spells would be reduced to a single spell, with variations for range, whether it heals other status effects, raises the dead, etc. The D&D 5e PHB's chapter on spells is 82 pages long. I bet my own RPG wouldn't need more than 10 pages of spells.
A lot of people look at the size of an RPG's rulebook and are reluctant to learn the hobby. I believe that at its core, D&D is a very simple game. The PHB might be over 300 pages long, but most people don't use more than twenty pages of it. Personally I think Monopoly is harder to learn. Someday I want to run an RPG where the rulebook isn't much thicker than that of a board game.
But then we have powergamers and rules lawyers. I honestly believe that 70% of the rules are just patches to keep certain players from exploiting the rules. And another 20% is there to keep killer DMs from going on a power trip. That final 10% is all that's needed to run the game, and in the perfect gaming group, that 10% is all they'd need to print.
So when I say, "With the right group, you barely need dying rules at all," that's all I mean. It's not that I think D&D overdid dying rules, or that I get confused by all of Pathfinder 2E's rules, or that my current group is anything less than perfect. I'm just saying that....sometime in the future.... in addition to several dozen other RPGs I'd like to play... I want to try a truly simple RPG, with a group that is just as enthusiastic as I am to try it.
Saturday, August 8, 2020
Daggerford Militia: First Session
Location: Roll20
Campaign: Daggerford, Session 1
System: D&D 5e
DM: Rusty
The Party:
The Session:
Wednesday, August 5, 2020
Character Notes - Vanya Bennett
Tuesday, August 4, 2020
New Game... Finally
Friday, April 24, 2020
Saving The Tomb of Horrors
There's a great blog here about why this module isn't particularly fun (actually his exact words are "worst, shittiest, most disgusting piece of pig vomit ever published"). And I agree, ToH should probably be avoided by most modern groups. But I think there is some appeal to unusually deadly dungeons.
Everyone knows that I'm not into hardcore campaigns. But if you go into a session knowing it's going to be deadly, with a stack of characters you're not attached to, it could be a great time. Much like Dragon's Lair, and it could be fun to go through it just to see all the different ways you can die. DMDave recently posted a "Neverending Dungeon" module that's so deadly that it's practically a Roguelike, and it looks pretty fun. I could see taking a similar approach to the Tomb of Horrors.
Tomb of Horrors is a very trap-heavy dungeon. I don't really have a problem with that, but I prefer traps that require actual problem-solving skills to detect and dismantle. An awful lot of ToH's traps rely on random chance, and many are instant-death traps. This makes playing the module more like gambling than storytelling, though that's not a deal breaker.
Overuse of traps creates paranoid players. I've seen old school gamers who tap every tile with a ten-foot pole, and use their other hand to dangle string to detect wind currents. Remember that epic scene in Fellowship of the Ring when they tapped every tile with a pole because they were afraid it might be trapped? Me neither. It's a silly visual, and it makes games tedious.
I've seen DMs get frustrated at players who slow down the game by over investigating. Sometimes these are the same DMs who turned them paranoid by making every third chest a mimic. If you do this to your players, you have no right to complain about what they become.
But if you do use a lot of traps, just remember to make them clever, make them detectable, and make them survivable. Any idiot can randomly declare "the floor opens up and drops you in the lava." There should always be clues. A player should never have to flip a coin to decide whether to pull the lever left or right, especially if a wrong pull means instant death.
I want to look at a couple of ToH's specific traps more in-depth. Let's start with the Arch of Mist. One of the first doorways you come across is filled with mists. As the players approach the arch, three of the stones glow in different colors, hinting that you should press the stones before entering the arch.
If you enter the arch without pressing the stones, you'll be teleported to a prison area. If you press the stones in the right order, the mists will clear. Entering the arch while clear will teleport you to one of two other locations, depending on whether you are standing on the two-foot wide path of red tiles on the floor.
It's not a particularly deadly trap. Even the worst result just sends you to a prison room, where another badly-clued puzzle can either help you escape or get you killed. The problem with the Arch of Mist is that there's no real hints at the order to press the tiles. It's an "experiment until you win" puzzle, and one of many in the dungeon.
The intro to the original version of Tomb of Horrors stressed that "this is a thinking person's module" and not suitable for "hack and slay" groups. Except very few of the puzzles actually require problem solving skills. You try the wrong thing, it doesn't work, you try the right thing. If you get killed, you pull out another character and try again. This "brute force" approach would be great for a first level dungeon when you have a stack of pregens ready, but the original module was designed for character levels 10-14. That's much too late in a campaign to die from bad dungeon design.
My other issue with the Arch of Mist is having to stay on the path for a better result. See, different players go into different degrees of detail when describing what they're doing and when. I've seen players who act out the way they sling their satchel as they turn, how they lean against the wall with their elbow, and how they sit by the fountain with one ankle resting on their knee. And I've seen other players who just say, "yeah, I'm in the room too."
When walking through the entrance hall of the Tomb of Horrors, some players are going to resolve to stay on the red tiles. Some will do this by describing every five feet of movement in detail, and others are going to say "I stay on the red path" once at the beginning of the hall, and never mention it again. When the latter reach the Arch, the DM might ask "Are you still on the red path?"
That kind of question is always a red flag, and the player will decide right then whether they had been on the red path the whole time. Or the DM might not ask, and base it on whether they remember the PC mentioning they were on the path before. This is the kind of thing that leads to arguments about who said what.
My fix: I'd have the red path stop at the entrance to the Arch, and leave it out of the puzzle. If you enter the Arch without pressing anything, you appear back at the tomb's entrance. Enter after pressing the wrong combination, you teleport to the prison. Enter after pressing the right combination, you go the further into the dungeon.
I would have an actual clue somewhere about the correct combination. The colors are yellow, blue, and orange. So how about we make the correct combination Blue-Orange-Yellow, and have a clue involving the word "boy" somewhere? "Trust the boy to lead you forward." Beats the trial-and-error method.
Next I want to talk about one of my favorite rooms in the module, the Pillared Throne Room. This is a huge room with eighty stone columns, with a throne on the South wall. If a PC touches one of the columns, they magically become weightless, and start floating helplessly around the room. There is a gentle breeze that pushes them towards a pair of devil faces on the NE and NW sides of the room, each of which teleport the PC to other locations.
This is a fun trap. The imagery is whimsical, and it's a lot more creative than the usual spike pit trap. It's not exactly deadly (though the locations it teleports you to can be), and it's slow enough that the other PCs can scramble to rescue you with lassos or spells. Overall, it's a great trap.
However, I'm unsure about how it gets triggered within the narrative. The description says, "any character who touches a pillar with or without intent" triggers the trap and floats upward. Like I mentioned above, different players describe their actions differently. Some players will specifically mention touching a column, but others are just going to say "I walk toward the throne."
Arbitrarily telling a player that they touched a column seems unfair. You don't know if they're the kind of character who brushes every wall, or who keeps their hands in their pockets out of fear of triggering a trap. Do you just pick a PC at random? Is there any way to ask them if they've touched a column without making it clear that it's some sort of trap?
My fix: Give them a reason to want to touch a column. Have the columns encrusted with expensive looking jewels (actually colored glass, but you can't tell without prying one off). Touching a jewel, even with the tip of a knife, triggers the trap. Also, just for the fun visual, have them blow up like Violet Beauregarde (the magic makes their clothes expand too) and bounce off the columns like a pachinko machine on their way to the devil faces.
Finally, I want to discuss the infamous Face of the Great Green Devil trap in the module's first hallway. I don't know if this trap even works any more, because it's so well known. It has to have reached "It Was His Sled" status in D&D circles. But its reputation as a party killer doesn't make sense to me. To be clear - I'm not bothered by the fact that it's an instant death trap, I'm bothered by killer DMs who allow entire parties to wander into the thing.
The idea - at least when I see it described by other people - is that the first person enters the mouth, thinking it's a secret tunnel. He dies, but the other party members just see him disappear into the darkness, so they follow and die too. Devious, simple, and early enough in the dungeon that you still have enough night left to find a better module to run.
Except the description as printed in the module doesn't necessarily imply a TPK. Here is the actual text from the original AD&D module, which hasn't changed much in the modern version:
The Face of the Great Green Devil: The other fork of the path leads right up to an evil-appearing devil face set in mosaic at the corridor's end. (Show your players Graphic # 6). The face has a huge O of a mouth; it is dead black. The whole area radiates evil and magic if detected for. The mouth opening is similar to a (fixed) sphere of annihilation, but it is about 3' in diameter - plenty of room for those who wish to leap in and be completely and forever destroyed.I've seen two misinterpretations. One is that the mouth is a tunnel leading to the actual sphere, but because the inside of the mouth is magical darkness, the rest of the party don't see victim get disintegrated. Except the description doesn't mention a tunnel. The description implies that the darkness is the sphere.
The other misinterpretation I've seen is that sticking any body part in the mouth instantly disintegrates you, but to the rest of the party, you look like you just teleported, leading them to follow suit. But unless I'm missing something, there is nothing in there that implies that either.
Look, I know Gary Gygax designed this dungeon to kill off high level characters, in order to put them in their place. But going strictly by the text, that particular trap is open to interpretation. The way I read it, it is just as believable that the rest of the party sees the victim die, and knows they are dead. It's actually a pretty good way of showing the rest of the party how deadly the dungeon is, so they are that much more careful.
Plus, the way a Sphere of Annihilation works is a bit nebulous as well. My question: Does touching the thing instantly disintegrate your entire body, clothes and all? Or does it only disintegrate the part that touches it? If I touch it with my finger, do I lose the finger or my life? If I crawl into the mouth head first, does the party just see my body go limp as my head disintegrates?
To answer this, I looked up both the AD&D and 5e versions of the sphere. Here's what the AD&D DM guide has to say:
A sphere of annihilation is a globe of absolute blackness, a ball of nothingness 2' in diameter. A sphere is actually a hole in the continuity of the multiverse, a void. Any matter that comes in contact with a sphere is instantly sucked into the void, gone, utterly destroyed - even wishes and similar magicks have no effect!And here's the updated description from 5e:
This 2-foot diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to the damage from a sphere of annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.That's actually a pretty big change. So originally, touching the sphere meant you were sucked into it, like a black hole. The party would likely see this happen, and I can't imagine it looking like a positive thing. You might start to enter the sphere under your own power, but once you're a few inches in, you're suddenly pulled in the rest of the way. The difference in how you move won't be subtle to those watching.
But the 5e version describes the sphere differently. It says that it only destroys what touches it, and even spells out what happens if something touches it without being totally engulfed. You are not going to be totally engulfed at once by a three foot sphere, unless you take a running leap at it. Some part of your body is going to touch it first. When the party sees you take that 4d10 force damage, they're not going to want to follow suit.
My fix: Just don't act like a 10-year old on a power trip. The text of this trap doesn't actually need fixing, it just needs to be interpreted differently. Have the first PC to touch it lose a finger. If they jump into the mouth head first, make sure the rest of the party sees what happens and make it look painful. Even if you decide to go with the original "black hole" version, describe it in a way that discourages the rest of the party from repeating the mistake.
"As you touch the darkness of the Devil's mouth, your fingers seem to elongate as they are pulled into the void. You feel your entire body being dragged by an overwhelming force. Your skin is ripped from your fingers, your eyes pulled from their sockets, and you barely have time to scream before you are completely drawn into the inky blackness, never to return. Not even your soul is able to escape the relentless pull of this shadowy vacuum, dooming you to an eternity of darkness."
Hell, maybe even have the Devil face belch for comedic effect. Hopefully the rest of the party won't see this and say, "That looks like fun, me next!"
But patching this module one trap at a time is like trying to stop a flood with a sponge. If I were to run the module myself, this is what I would do.
My Overhaul:
"You have been hired by your guild to oversee the excavation of the Tomb of Horrors. Your guild has hired fifty Dwarven miners to explore the tomb and uncover its secrets."
In my version of the Tomb of Horrors, the established PCs might never enter the tomb at all. Instead, they manage a party of expendable henchmen, using sheer numbers and brute force to explore every inch of the dungeon. This way they get to see most of the deaths without a TPK ending the session early, and without losing beloved characters they've been playing for years.
The Dwarven mining company consists of forty fighters, five rogues, and five wizards. Feel free to play with that ratio, but use the same three pregens for all the miners. I'd say make the pregens about 10th level. Or use the sidekick rules from the Essentials box - these don't need to be full characters.
The PCs decide how many miners go into the tomb at a time, and what combination of classes. The rest of the miners, along with the PCs, set up camp outside the tomb. They are given sending stones to communicate with the miners currently inside the tomb. The explorers stay in constant contact with the PCs, letting them know which way they're going and how they defeated certain traps. The PCs are free to go in themselves at any time, and might even have to in order to defeat the final boss.
The miners are brave, but they're not stupid. Don't let the players get too cavalier about sending them into obvious death traps. Warn the players that for every fallen miner, a reward will be paid to their family. This comes out of the final payment to the PCs. Challenge them to finish the module with the fewest possible deaths. When the module is finished, reward them based on puzzles solved and surviving miners.
But wait, there's more! On the way to the tomb, the miner caravan has to pass through a forest protected by fey spirits. They are stopped by dryad guards and brought before the Forest Queen. The Queen is supportive of their plan to defeat the evil in the tomb, because the tomb's encroaching miasma was causing her trees to wither. The Queen sends a fairy emissary with them.
This fairy companion accompanies the miners into the tomb. She can't help them fight or solve any puzzles, but if the party is completely stuck she can drop hints based on fey intuition. She can't cast spells, but she can be used as a light source. She is immune to most of the tomb's death traps (don't call attention to this, just always have her flying out of harm's way), and she can deliver messages to and from the tomb in case the sending stones are destroyed. If there is a TPK in the tomb, she escapes and leads the next party to where the last party left off, warning them of how the previous explorers died.
Is that too tame for something with the word "Horrors" in the title? Perhaps. But played as written, a lot of groups don't end up making it far enough into the tomb to see a lot of horror. At least with my method, you get to see more of the carnage. Heck, you might even use this opportunity to dial the horror up to 11.
I know, Gary Gygax is rolling over in his grave, but he and I saw this game very differently.
Links:
DM Dave's Neverending Dungeon
https://www.patreon.com/posts/neverending-1-35922622
John Wick Presents - Worst Adventure of All Time
http://johnwickpresents.com/updates/the-worst-adventure-of-all-times/




















