Quickleaf
Legend
Haha, thanks!Sounds like a fantastic encounter that drove things forward. It resulted in action rather than stopping play. You had a means of bypassing the puzzle and even getting it wrong created an exciting complication.
I am totally stealing your idea for my own game![]()
The more player types you can engage with an encounter, the longer players will have fun with it, 2+ hours even. On the other hand when an encounter narrowly focuses on appealing to one player type, the rest of the group won't sit through more than 20 minutes or so IME.
That's why I prefer to blur encounter types, like I did with that example.
Holy cow your riddle hazards sound awesome? Does the "hazard" part come in if a PC makes a bad guess?My riddle hazards are also sources of information. Even after facing only two of them, the players are totally going to be seeking them out as successful answers are rewarded with information about the mythic underworld dungeon they are in. I've also flat out told the players that if they don't discover the information they need to discover before their other characters (in the same world but in another region) hit paragon, then the information won't be available when the campaign moves from the local to the global/planar level.
that's my thinking too, but maybe people object to puzzles so strongly because there are no rules to govern success? Tactics typically involve players working within a rules context to gain advantage, but puzzles are different. Does that ring a bell for anyone?No one cries foul that players need to be tactically-minded to do combat in addition to character abilities. Having players need to think is part of the game already.
Actually they choose the Bard. That's right, they sent their healer at the hideous door puzzle of death. I think they justified it because he was a gnome...Even with what you had, there could have been a level of player/character synthesis, if they though to have the toughest defender trying so as to best be able to take the backlash.