Starting Tomb of Horrors

Post/Author/DateTimePost
#1

Jasonite75

Sep 21, 2013 10:30:54

Hmm, it's been a while since I've been on here, I'm digging the new interface.!

Anyway, just a bit of advice I'm seeking. Our DM is starting us on the 4E Tomb of Horrors series of adventures. It's supposed to take you from "level 10 - 22" and we're starting out in the beginning at level 10. I've never played it or the 1E version before but am excited about it, and it's legendary difficulty. Our DM is willing to have us prepare two characters in case the first one dies. I'm just wondering if anyone has any tips for character creation that might help keep me alive all the way to the end! Nobody yet has said they're wanting to play a rogue, so I'm thinking either that or a cleric.

 

J

#2

Felorn

Sep 22, 2013 14:16:40

To be honest the 4e Tomb of Horrors is nothing like the 1e one in any way. The 4e one is a sequel. The orginal 1e one was immensely hard (and stupid because of the Gygaxian insta-die crap), and short, the dungeon was on 1 floor. The 4e one is huge and is more fair (though still difficult). But in terms of only haveing 2 players I would go with a paladin for 1 character, and just about any other class for the second. Maybe Ranger, or Fighter. 

(Reply to #2)

Chiba_Monkey

I don't think he said only 2 players.  He said each person gets to prepare 2 CHARACTERS, to have one as a backup if the first one dies.

 

To the OP: I haven't played it yet, but given the way most 4e prepublished material has been done, I'm sure it will be fun, but I doubt it will be lethal.  My suggestion is to pay what sounds like the most fun to you.  If a rgue sounds appealing, go for it.  I will say this, though.  I've been running 4e from the get-go, and I've noticed a trend in group formation.  In my experience (and this is an opinion), the best group combination is:

1 Defender

1 Leader

1 Controller

1 Melee Striker

1 Ranged Striker

 

If you have a 6th person, I recommend a 2nd defender, HOWEVER, 6 people is very taxing on 1 Leader, so one of the 2 defenders should be a class that minors in Leader, such as a paladin, or a Lifespirit Warden.

#4

Noctaem

Oct 23, 2013 10:38:50

I'll actually be running the adventures of the Tomb of Horrors book for 4e for my own party soon.  From a DM perspective this book is nothing like the 1E or even 3.x version of the tomb of horrors.  There's a certain amount of information that you should not get though if you're going to play with this as a player.  I would strongly suggest you be very careful about reading spoilers since it WILL take away from this adventure.

 

In 4E there's no longer a need for having a rogue totally dedicated to trap finding and disabling locks and such.  What you want for party optimization is basically what chiba is pointing out.  You want a leader, a defender, strikers and a controller.  Though if worse comes to worse, dropping the defender and getting another striker is fine as well.  Having a player play a wisdom primary or secondary build with perception trained is pretty much needed if you want to detect hidden opponents, traps or hidden loot.  Other than that, since you guys are in paragon, you should try to focus your efforts on strategies that reinforce teamwork.  If you post the characters of your group, we can give suggestions for this, since depending on builds the options can vary.

 

I would also recommend you post here:

http://community.wizards.com/forums/103476

 

That forum does exactly what you're asking and will provide a much wider audience for building a character/party build suggestions.

#5

Krusk

Oct 23, 2013 15:07:43

The original was difficult because of things like "You see two doors" "I open the left one" "Rocks fall from above killing you" Other players "OK we open the other one" "Rocks fall and kill you too". DM"You should have known about the invisible third door".

 

Super hard, but not for any reason outside of a jerk DM. 

 

The new one on the otherhand is probably pretty solid as far as published adventures go. I always recomend a dwarven paladin as the 4e class for not dieing. Tons of self healing, respectable tanking and can probably do OK on the damage dept. 

 

Archery in DND is also always a great tactic. "I stand in a place you can't get and shoot you. I win" is remarkably effective in every edition. As is "I run away faster than you can go and shoot you".