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DMing Puzzles: Not Too Easy, Not Too Hard, What's Just Right?
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<blockquote data-quote="Stormonu" data-source="post: 5840552" data-attributes="member: 52734"><p>Judging whether a puzzle is too hard or easy is a difficult thing; it's all relative to what the Players (not their characters) have run into in the past. I've run across puzzles that have just clicked for me, others that I'd never have figured out without help (Yours above would have been one that I don't think I would have solved without clues).</p><p></p><p>I agree that when designing a puzzle, you should look to include around 3 clues to help make it easier for the players to solve. How they get these clues (found in a book, Int checks, skill checks) is up to the DM, but they should there to help the game move on if the characters just don't grok the puzzle (and it's important for them to solve it to move on - if it's just a side puzzle, clues are optional...). Though I am loathe to do it, I've pitted parties against puzzles I had to somewhat metagame giving clues out for them solve. It happens, especially if the original "riddle" turns out to be too vague (or you do like I once did and screw up the math in the puzzle...).</p><p></p><p>Personally, I have no problems with lowering XP from the puzzle if the players don't use their own brains to solve it or reducing XP for each clue given out (advancement can be its own reward).</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5840552, member: 52734"] Judging whether a puzzle is too hard or easy is a difficult thing; it's all relative to what the Players (not their characters) have run into in the past. I've run across puzzles that have just clicked for me, others that I'd never have figured out without help (Yours above would have been one that I don't think I would have solved without clues). I agree that when designing a puzzle, you should look to include around 3 clues to help make it easier for the players to solve. How they get these clues (found in a book, Int checks, skill checks) is up to the DM, but they should there to help the game move on if the characters just don't grok the puzzle (and it's important for them to solve it to move on - if it's just a side puzzle, clues are optional...). Though I am loathe to do it, I've pitted parties against puzzles I had to somewhat metagame giving clues out for them solve. It happens, especially if the original "riddle" turns out to be too vague (or you do like I once did and screw up the math in the puzzle...). Personally, I have no problems with lowering XP from the puzzle if the players don't use their own brains to solve it or reducing XP for each clue given out (advancement can be its own reward). [/QUOTE]
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