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Defeated by puzzle - campaign over
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<blockquote data-quote="TheAuldGrump" data-source="post: 2193594" data-attributes="member: 6957"><p>I tend to compromise, if the player makes an <em>effort</em> to roleplay the encounter then the DC is lower, if they say, 'yeah, I try to seduce the guard and got a 24' rather than making an attempt then the DC is higher, and the results not as good on a success.</p><p></p><p>But it is the attempt that matters, not how silver the tongue of the player. Though since I started using this system it seems like the players who <em>do</em> have kissed the Blarney Stone have been putting higher scores in Cha and related skills. But we have one player who though he makes the attempt just does not have the gift of gab, because he sitll tries he still gets the bonus. (The standard +2 rolplay bonus is what I think of it as).</p><p></p><p>Solving problems I handle in a similar fashion, letting the players handle as much as they can through roleplay, only making it come down to a roll if they get seriously stuck or bored. (Boredom being the worse state.) Though I have not had to do so with my current group at all. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Except for one fellow they have created intelligent characters, and are handling them well. </p><p></p><p>***Warning! - Boring bit about Cyphers Follows - Warning!*** </p><p></p><p>Then again, I don't do puzzles as puzzles, so it is not quite the same thing. I will however give them a cyphered message and, depending on the cypher, a key. I am fond of shifting key cyphers, and you <em>need</em> a set of keys to decode one. A high Knowledge (cryptography) skill roll may tell you what type of cypher it is, and a long, long, long period of slogging through the cyphered message will decode it (gotta love Take 10 or Take 20...), or if the players can figure out the key it will take a lot less time. Finding clues to the key will also help. (Long, long, long refers to game time not real time, it is likely handled by saying - 'it takes you 24 hours to decypher the message'.</p><p></p><p>My favorite, that the party eventually figured out, was a 26 cypher key being used as a bookmark in the volume that was used to choose the keys. For a long time biblically keyed cyphers were <em>the</em> unbreakable cypher. Using the keys as a bookmark was the result of having a lazy villain. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>***Boring Cypher Bit Ends***</p><p></p><p>Mr. Stephen Fox, yes, keeping an eye out for bored players is important. Almost as important as keeping an eye out for bored Dungeon Masters! Bad things can happen if the DM gets bored... (Though not in my case, I have the patence of a dead man.)</p><p></p><p>The Auld Grump</p></blockquote><p></p>
[QUOTE="TheAuldGrump, post: 2193594, member: 6957"] I tend to compromise, if the player makes an [i]effort[/i] to roleplay the encounter then the DC is lower, if they say, 'yeah, I try to seduce the guard and got a 24' rather than making an attempt then the DC is higher, and the results not as good on a success. But it is the attempt that matters, not how silver the tongue of the player. Though since I started using this system it seems like the players who [i]do[/i] have kissed the Blarney Stone have been putting higher scores in Cha and related skills. But we have one player who though he makes the attempt just does not have the gift of gab, because he sitll tries he still gets the bonus. (The standard +2 rolplay bonus is what I think of it as). Solving problems I handle in a similar fashion, letting the players handle as much as they can through roleplay, only making it come down to a roll if they get seriously stuck or bored. (Boredom being the worse state.) Though I have not had to do so with my current group at all. :) Except for one fellow they have created intelligent characters, and are handling them well. ***Warning! - Boring bit about Cyphers Follows - Warning!*** Then again, I don't do puzzles as puzzles, so it is not quite the same thing. I will however give them a cyphered message and, depending on the cypher, a key. I am fond of shifting key cyphers, and you [i]need[/i] a set of keys to decode one. A high Knowledge (cryptography) skill roll may tell you what type of cypher it is, and a long, long, long period of slogging through the cyphered message will decode it (gotta love Take 10 or Take 20...), or if the players can figure out the key it will take a lot less time. Finding clues to the key will also help. (Long, long, long refers to game time not real time, it is likely handled by saying - 'it takes you 24 hours to decypher the message'. My favorite, that the party eventually figured out, was a 26 cypher key being used as a bookmark in the volume that was used to choose the keys. For a long time biblically keyed cyphers were [i]the[/i] unbreakable cypher. Using the keys as a bookmark was the result of having a lazy villain. :) ***Boring Cypher Bit Ends*** Mr. Stephen Fox, yes, keeping an eye out for bored players is important. Almost as important as keeping an eye out for bored Dungeon Masters! Bad things can happen if the DM gets bored... (Though not in my case, I have the patence of a dead man.) The Auld Grump [/QUOTE]
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