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Help Making a Puzzle Room
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<blockquote data-quote="Shiroiken" data-source="post: 8240716" data-attributes="member: 6775477"><p>IMO there's two ways to go about this: as a simple puzzle or a skill challenge.</p><p></p><p>A simple puzzle is where the players aren't making any rolls, except those related to the traps. They're simply working out as a group how to traverse the maze. They're sucking up the attacks from the warforged, unless they figure out a method to stop it (such as killing it). This allows the entire group to be part of the puzzle, but it also runs the risk of "quarterbacking," where one person just calls the play. This is the fastest method to handle the room, and will work more as Theater of the Mind, rather than a battlemap situation.</p><p></p><p>A skill challenge will be set up in rounds, where everyone takes an action each time, and it looks like this is something you're looking for. In this setup, you'll need to design the size of the squares, since PCs will be taking up a 5 ft space, making the party work as a conga line if the squares are only 5 ft. In addition to taking actions dealing with the warforged, players might make checks, take the Help action, or cast spells towards getting through the maze. Suggestions for checks:</p><ul> <li data-xf-list-type="ul">Str/Athletics to rotate an adjacent section 90 degrees</li> <li data-xf-list-type="ul">Wis/Insight to determine which direction to rotate (if the section is a turn, it's different)</li> <li data-xf-list-type="ul">Wis/Perception to determine location of traps</li> <li data-xf-list-type="ul">Int/Investigation to determine how big the overall room is (opens new options, should be a high check)<ul> <li data-xf-list-type="ul">Int/Investigation to determine direction to nearest edge</li> <li data-xf-list-type="ul">Int/Investigation to determine number of squares to edge</li> </ul></li> </ul></blockquote><p></p>
[QUOTE="Shiroiken, post: 8240716, member: 6775477"] IMO there's two ways to go about this: as a simple puzzle or a skill challenge. A simple puzzle is where the players aren't making any rolls, except those related to the traps. They're simply working out as a group how to traverse the maze. They're sucking up the attacks from the warforged, unless they figure out a method to stop it (such as killing it). This allows the entire group to be part of the puzzle, but it also runs the risk of "quarterbacking," where one person just calls the play. This is the fastest method to handle the room, and will work more as Theater of the Mind, rather than a battlemap situation. A skill challenge will be set up in rounds, where everyone takes an action each time, and it looks like this is something you're looking for. In this setup, you'll need to design the size of the squares, since PCs will be taking up a 5 ft space, making the party work as a conga line if the squares are only 5 ft. In addition to taking actions dealing with the warforged, players might make checks, take the Help action, or cast spells towards getting through the maze. Suggestions for checks: [LIST] [*]Str/Athletics to rotate an adjacent section 90 degrees [*]Wis/Insight to determine which direction to rotate (if the section is a turn, it's different) [*]Wis/Perception to determine location of traps [*]Int/Investigation to determine how big the overall room is (opens new options, should be a high check) [LIST] [*]Int/Investigation to determine direction to nearest edge [*]Int/Investigation to determine number of squares to edge [/LIST] [/LIST] [/QUOTE]
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