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<blockquote data-quote="Crimson Longinus" data-source="post: 8189518" data-attributes="member: 7025508"><p>1. Assuming the characters can read, anyone probably could figure out it is an anagram. If no one does, the GM might give a hint or correct answer on an Int roll. Though this is really not an interesting puzzle. Ideally I would probably build puzzles so that it would require using both in-character knowledge and players' wits, and would be thematically connected to the setting. For example skill rolls would reveal elemental associations of local deities and puzzle would require players to figure out how to use the associated element on the statues of said deities.</p><p></p><p>2 and 4. It's really the same situation. Skills for knowing these things exist in the game for a reason. You roll them to know the correct answer, and if you fail you roleplay not knowing it. Now of course GM may declare that some things simply are common knowledge, and it might be good idea to coordinate that with player knowledge. But that's GMs call. And ultimately a more experienced player shouldn't have advantage over newbies on this matter. It simply is unfair if a newbie invest on knowledge skills and a veteran player just bypasses all that because they have memorised the Monster Manual. Now the GM may of course change things, but this should not be required.</p><p></p><p>5. If I put a low Int score on my character, I will definitely roleplay it in some manner, and consider doing so to be a part of the etiquette. Now Int 8 is not some drooling moron, they're just a bit below average, so this doesn't necessarily require much. But the players are free to assign their ability scores how they see fit, so if they don't want to RP that, then they shouldn't put the 8 in Int; simple as that.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 8189518, member: 7025508"] 1. Assuming the characters can read, anyone probably could figure out it is an anagram. If no one does, the GM might give a hint or correct answer on an Int roll. Though this is really not an interesting puzzle. Ideally I would probably build puzzles so that it would require using both in-character knowledge and players' wits, and would be thematically connected to the setting. For example skill rolls would reveal elemental associations of local deities and puzzle would require players to figure out how to use the associated element on the statues of said deities. 2 and 4. It's really the same situation. Skills for knowing these things exist in the game for a reason. You roll them to know the correct answer, and if you fail you roleplay not knowing it. Now of course GM may declare that some things simply are common knowledge, and it might be good idea to coordinate that with player knowledge. But that's GMs call. And ultimately a more experienced player shouldn't have advantage over newbies on this matter. It simply is unfair if a newbie invest on knowledge skills and a veteran player just bypasses all that because they have memorised the Monster Manual. Now the GM may of course change things, but this should not be required. 5. If I put a low Int score on my character, I will definitely roleplay it in some manner, and consider doing so to be a part of the etiquette. Now Int 8 is not some drooling moron, they're just a bit below average, so this doesn't necessarily require much. But the players are free to assign their ability scores how they see fit, so if they don't want to RP that, then they shouldn't put the 8 in Int; simple as that. [/QUOTE]
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