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<blockquote data-quote="der_kluge" data-source="post: 1338527" data-attributes="member: 945"><p>I love puzzles and riddles, but finding a non-impossible, yet-challenging one is a fine line.</p><p></p><p>One puzzle you can use is the 12-ball puzzle. It's nigh-impossible, but a slightly easier variation exists that is solvable.</p><p></p><p>You have 12 balls. One of the balls weighs either *more* or *less* than the other 11 balls. All balls look identical. You have a scale. You can weigh any number of balls exactly 3 times. Using the scale only three times, find the ball that is not like the others. </p><p></p><p>That's the easier version. The more difficult is the have the players tell you whether it weighs *more* or *less*. The solution is complex, but involves 3 weighings of 4 balls on each side. This weighing produces some number of potential outcomes. Depending on the outcome, a mathematical solution can derive which ball weighs either more or less. Through rudimentary logical thinking, the players should be able to find a way to weigh the balls to find the one that is different. It should spark about an hour's worth of discussion in either case. Perhaps if they also tell you whether it is more or less reveals a greater treasure horde, or some other reword. If they find the one ball, they have a 50/50 chance of getting it right, unless they actually figure out the harder version.</p><p></p><p>One fun thing I did once was to create a dungeon that was a circular room with levers in the center. The levers would move the dungeon clockwise or counter-clockwise depending on whether the lever was pushed forward or pulled back. There were 3 levers, one that moved it 5 feet, one that moved it 6 feet, and another that moved it 7 feet. This particular dungeon had a sealed door that would only open if the circular room was perfectly aligned with a counter-weight. So, they had to work out the sequence of levers to figure out how to get to the next chamber. Took them an hour or so. I'd never seen my players so involved. They were literally laying on table to try to figure it out. BTW, the map to this dungeon can be found in the cartography area, under the "donate your map" thread. Look on the first page, for the Djinni's dungeon map.</p></blockquote><p></p>
[QUOTE="der_kluge, post: 1338527, member: 945"] I love puzzles and riddles, but finding a non-impossible, yet-challenging one is a fine line. One puzzle you can use is the 12-ball puzzle. It's nigh-impossible, but a slightly easier variation exists that is solvable. You have 12 balls. One of the balls weighs either *more* or *less* than the other 11 balls. All balls look identical. You have a scale. You can weigh any number of balls exactly 3 times. Using the scale only three times, find the ball that is not like the others. That's the easier version. The more difficult is the have the players tell you whether it weighs *more* or *less*. The solution is complex, but involves 3 weighings of 4 balls on each side. This weighing produces some number of potential outcomes. Depending on the outcome, a mathematical solution can derive which ball weighs either more or less. Through rudimentary logical thinking, the players should be able to find a way to weigh the balls to find the one that is different. It should spark about an hour's worth of discussion in either case. Perhaps if they also tell you whether it is more or less reveals a greater treasure horde, or some other reword. If they find the one ball, they have a 50/50 chance of getting it right, unless they actually figure out the harder version. One fun thing I did once was to create a dungeon that was a circular room with levers in the center. The levers would move the dungeon clockwise or counter-clockwise depending on whether the lever was pushed forward or pulled back. There were 3 levers, one that moved it 5 feet, one that moved it 6 feet, and another that moved it 7 feet. This particular dungeon had a sealed door that would only open if the circular room was perfectly aligned with a counter-weight. So, they had to work out the sequence of levers to figure out how to get to the next chamber. Took them an hour or so. I'd never seen my players so involved. They were literally laying on table to try to figure it out. BTW, the map to this dungeon can be found in the cartography area, under the "donate your map" thread. Look on the first page, for the Djinni's dungeon map. [/QUOTE]
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