I need a good riddle, and how do you handle initiative with large groups?

Darkness said:
Let's see.

Well done Darkness ;) Although I quite got lost near the end of the explanation, and I am not sure which of the previous numbers apply exactly. To check it out yourself:

[sblock]Pirate number 5 can keep for himself up to 997 pearls.
There are actually 2 equivalent solutions.[/sblock]
 

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I don't get it ---- what if one of the pirates *
pirate #3 in the previous solve
*
says "The heck with that solution... if we get down to 4, then we can all have 250! Throw him overboard!"

That's better for everyone in that solution... no?
 

devilish said:
I don't get it ---- what if one of the pirates *
pirate #3 in the previous solve
*
says "The heck with that solution... if we get down to 4, then we can all have 250! Throw him overboard!"

That's better for everyone in that solution... no?
It's a logic problem; it's not supposed to make sense. ;)
Heh. If you go beyond the guidelines (by letting the pirates cut deals out of turn, say), many solutions become possible. Real pirates would certainly act more like you suggest but, just like with D&D rules, flavor text mustn't be considered in the solution or the point of the riddle is missed.

Of course, if you can force the issue, like Alexander with the Gordian Knot, you certainly can go beyond the parameters. Likewise if the riddle-giver is exceedingly lawful or otherwise bound by his word and can be tricked into accepting a solution that meets the letter, but not the spirit, of the rules.
Otherwise, you'll have to find a solution within the established parameters if you want your answer to be accepted by the riddle-giver, though.

Enabling the players to win through guile is a good idea, IMO, as riddles that have only one solution make it possible that the PCs get stuck.
I personally hardly ever use single-solution riddles as "gates" to important plot points because of that. Sure, I could make the riddle ridiculously easy but that's only cool every once in a while, not if every riddle is that easy.
Still, I sometimes use riddles that reward the PCs (with additional clues, treasure, or other useful things) if they solve them but aren't required to proceed in the plot.
 

It's a RIDDLE, come on! :D

You're not giving the riddle to the players in the form of "You meet 5 bloodthirsty pirates arguing in front of a sack of pearls, and they ask you to help them share their treasure...". You're doing it with something like "The guardian of the portal/tomb/vault is an ancient sphinx/golem/flumph who's going to let you pass only if you answer his riddle...".

The point of a ridde is for the players to find the correct answer, not a way to cheat it, right? ;)
 

Moridin said:
For tracking initiative, I cannot reccommend The Game Mechanics' Initiative Cards enough. I had never used them before I started my current Shackled City campaign and they have made combat bookkeeping a thing of the past. It also makes stat tracking and HP tracking really, really easy. I cannot give them high enough praise, and heck, they won an ENnie fer crying out loud! Go download them and try them once in your game, I think you'll be hooked.

Here's the webpage they're on: TGM Freebies

And here's the direct link to the file: Initiative Cards ZIP file

These are great. I've used them in several games. A bonus is that you as DM have the skills that the DMG suggests you roll for the players so they don't know the result--it makes the roleplaying in my game stronger. It's also much easier to deal in new combatants with the cards; and to deal out the defeated. TGM has a file of preprinted cards for about 1/2 the monsters in the SRD for sale at rpgnow, which I intend to buy ASAP. I have even taken to scanning the bad guys' stat blocks from the module, printing on card stock and trimming to use as init cards. Works great.

My prior system was the combat planner from 3e. I think it's in the DMG. The only problem was occasional skipping of people since the numbers are not sequential and may change due to delay or ready. But, it worked reasonably well.
 

cmanos said:
here's a classic

Round she is, yet flat as a board
Altar of the lupine lords
jewel on black velvet, pearl of the sea,
E'erchanging but unchanged, eternally.

I would think that one is really hard if you don't what lupine means, and really easy otherwise. Have you tried using it?

...Luna...
 

Li Shenron said:
It's a RIDDLE, come on! :D

You're not giving the riddle to the players in the form of "You meet 5 bloodthirsty pirates arguing in front of a sack of pearls, and they ask you to help them share their treasure...". You're doing it with something like "The guardian of the portal/tomb/vault is an ancient sphinx/golem/flumph who's going to let you pass only if you answer his riddle...".

The point of a ridde is for the players to find the correct answer, not a way to cheat it, right? ;)

I know...I know. But I was thinking about it in the vein of the original question
of presenting a riddle to the players and not as the "sphinx asks you the following.."

Then again, the players would probably kill all 5 pirates and take the pearls for
themselves.

But then my point is ... why would pirate 3 see 2 pearls as a good deal.
I think I just need that point of logic explained.
 

Li Shenron said:
If they like more logical than poetry riddles, here's one I like very much.

Five greedy and bloodthirsty pirates found a treasure of 1000 pearls. From the one of lowest rank up to the chieftain, each pirate will make a suggestion about how to split the treasure: if the suggestion is accepted by majority, that's how the treasure it split, otherwise he'll be thrown to feed the sharks, and the next pirate will make his suggestion.

What must the first pirate suggest? :cool:

Give a single pearl to the third and to the fifth. Give nothing to the second and fourth. Take the other 998.

This one took a lot of free time. :)

[edit] Hmmm... From reading others posts, it appears that I am slightly off. Had the right idea, though.

The way I saw it:

In a single pirate (P1) case, you take it all and you're happy.

In P2, you must give it all to the second pirate (#4). Otherwise, he will vote against you (#5), making you lose the majority and leaving him to P1.

In P3... nevermind I just confused myself. I don't think I can express this in words...
 
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devilish said:
I know...I know. But I was thinking about it in the vein of the original question
of presenting a riddle to the players and not as the "sphinx asks you the following.."

Then again, the players would probably kill all 5 pirates and take the pearls for
themselves.

But then my point is ... why would pirate 3 see 2 pearls as a good deal.
I think I just need that point of logic explained.

It has to do with the fact that he would be only get 1 if you are killed or the others would have him killed. It's very complicated...
 

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