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10

For both scenarios, it helped me to think about what would happen if the druid cast the Wall in the open, and then walked towards a stone wall. The first image/scenario has no precedent for occurring. The Wall can be a sheet or a ring, not an amorphous blob, at least without some other influence. If the tunnel walls somehow repelled magic without negating ...


9

The wall of fire should be a ring around the party. It shouldn't go into "secret" rooms that you are unaware of, only places that you know about. I would GM it the second way. You really do not want to get into distorting spell effect areas with natural terrain as that will be a constant problem and exploit.


7

For the most part, it’s the former: AD&D groups often had six, eight, or more people playing. When those adventures were written, tabletop gaming, and AD&D in particular, were extremely popular. You could find RPG clubs just about anywhere, and when the clubs met it was not uncommon to have ten gamers to a table. And remember, when they say 6 to 8 ...


4

Chris Perkins adapted Tomb of Horrors for D&D Next in Dungeon magazine, issue 213. D&D Next was sort of the "beta version" of fifth edition, but it should be very usable.


1

My personal opinion is that either of the drawn methods should be allowed. One style should be considered default; to cast the other style you must specify in advance. This will help prevent "the monster moves here" "but wait, I meant to have a fire wall there!" arguments. I wouldn't allow the fire wall to pass into non-visible areas. It's been a long time ...


1

This answer make me the feel like the crusty old DM. AD&D was far more based on roleplay than dicerolling (see What are the big differences between the D&D editions? ). Because of that it was fun and easy to get a group of friends together and play with a great deal of flexability and imagination. As an example the AD&D answer to this ...



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