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General Tabletop Discussion
*Pathfinder & Starfinder
Challenging the player rather than the character
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<blockquote data-quote="Quickleaf" data-source="post: 5518580" data-attributes="member: 20323"><p>[MENTION=59248]mneme[/MENTION]</p><p>I guess I see a players character sheet as a menu of what they want in the game. If I see a character with high intelligence trained in multiple knowledge skills, the Linguist feat, and an academic background there's a good chance they want puzzles (of some form) in the game. I haven't met a player yet who would bring this type of character to the table then get angry or bored because I threw out a puzzle which challenged the players.</p><p></p><p>Part of the issue may be that we conveniently catalogue our encounters as "puzzle" or "combat" or "roleplaying" when it's far more interesting to have these things happening together. And that way you reach the widest audience without the puzzle feeling tacked on.</p><p></p><p>I guess as a last resort you could fade to black. "I don't know how I solved it but the dice say I did. Let's come up with something later?" >)</p><p></p><p>And completely unrelated...Is your handle the sound Nemo makes when trying to say "anemone"?</p><p></p><p>[MENTION=54877]Crazy Jerome[/MENTION]</p><p>Your point about optimizing is unrelated. If the DM is presenting multiple avenues to "win" an encounter, then they can do it with a puzzle such that there is a preset "answer" the DM has, but it's not the only answer. So it's optional in the same sense as every other encounter. Puzzles is no different.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5518580, member: 20323"] [MENTION=59248]mneme[/MENTION] I guess I see a players character sheet as a menu of what they want in the game. If I see a character with high intelligence trained in multiple knowledge skills, the Linguist feat, and an academic background there's a good chance they want puzzles (of some form) in the game. I haven't met a player yet who would bring this type of character to the table then get angry or bored because I threw out a puzzle which challenged the players. Part of the issue may be that we conveniently catalogue our encounters as "puzzle" or "combat" or "roleplaying" when it's far more interesting to have these things happening together. And that way you reach the widest audience without the puzzle feeling tacked on. I guess as a last resort you could fade to black. "I don't know how I solved it but the dice say I did. Let's come up with something later?" >) And completely unrelated...Is your handle the sound Nemo makes when trying to say "anemone"? [MENTION=54877]Crazy Jerome[/MENTION] Your point about optimizing is unrelated. If the DM is presenting multiple avenues to "win" an encounter, then they can do it with a puzzle such that there is a preset "answer" the DM has, but it's not the only answer. So it's optional in the same sense as every other encounter. Puzzles is no different. [/QUOTE]
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Challenging the player rather than the character
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