To me, this post seems to bring out some of the fundamental issues with this idea of suboptimality - ie the relationship between portraying one's character and the goals of play.I never answered this: I hadn't really thought about it, but maybe it's because I've DM'd that adventure? Or the DM slipped up with his layering in our VTT? Or I noticed that every square with a Fibonacci number is trapped but my 7 Int barbarian wouldn't know that? Does it matter?
But that got me thinking. Let's say it's the math answer: I, the player, have realized there's a pattern to the traps, and with two squares to choose from, I'm pretty sure one is trapped, but my thick-skulled barbarian probably wouldn't know that. How does one handle it? (Note: I really don't want to make this about which option is "true roleplaying" I just think it's interesting to discuss how different people would do it.)
Here are some options I can think of:
- Act on it or announce it because...why not? What's the problem here? 7 Int isn't a vegetable, and sometimes not-bright people have flashes of insight.
- Say nothing and let the rest of the party decide what to do.
- Let the dice decide for you with an ability check
- Choose the correct path, but give a roleplaying reason, e.g. mysterious sixth sense for traps, "damn the torpedoes", etc. (Note: this doesn't necessarily mean you are deceiving the rest of the table; they may be ok with this style of play.)
- Intentionally make the wrong choice
What else?
Oh, and the follow-up question is: let's say the player is right and there is a trap on square 55...or at least the DM has previously decided there is one there...but the DM has their own ideas about how this should unfold. Is it ok to change the location of the trap after the player has made their decision? With or without saying anything aloud?
If a goal of play is to solve a puzzle - be that doing a crossword with friends, or playing Cluedo, or even something a bit more open-ended like working out how to get down the frictionless corridor with the super-tetanus-spiked pits in White Plume Mountain - then suggesting that, as a player, I have to refrain from solving the puzzle or keep my solution secret is just silly. I mean of course we get corner cases - if we're playing a back-and-forth riddle game and you use one of the riddles from The Hobbit and I remember it, then that's an unfair advantage; and if we put that into a group context, then it makes sense for me to tell everyone else "I know this one, so I'll sit out unless you all get stumped." But it would be a sign of things having gone wrong if all or even most of the play was like that. It was precisely to avoid such degenerate play that early D&D was so prolific in coming up with new tricks, traps and monsters.
I honestly don't know how Gygax, or Lewis Pulsipher, or anyone else from the early era approached INT scores in the context of Fibonacci puzzles like the one you describe. But speaking as an experienced game player and role player, in my view it would be ridiculous to include that sort of puzzle in your game but then insist that players mediate their solving of it via imaging themselves to be not very good at solving puzzles! So I doubt that they did it in that way.
In other words, the idea that RPGing means pretending to solve, or alternatively be stumped by, puzzles to which everyone already actually knows the answer strikes me as just silly. It's a byproduct of reuse of the early games tricks and traps, an of treating the goal of play not being to solve them, but to imagine what it might be like for someone to be confronted by them. That's typically not terribly interesting to imagine even as an audience - eg in LotR, when we come to the Moria door riddle, our focus as readers is on the solution to the riddle, not Gandalf's extended mental struggle trying to solve it - and it's doubly not that interesting to portray as a RPGer.
When I think about sitting down to portray my innumerate PC in a RPG, portraying his/her inability to solve a Fibonacci trap that has to be overcome to progress the game is not at the top of my list of anticipated gripping moments! (In one of our RM games, the scout PC was innumerate. So when he scouted a group larger than about three I would tell the player some or lots and he would duly report that back to the other players. It was a recurring joke, but not the highlight of the campaign.)