In-game riddles: Player shrewdness or Character intelligence check?

My general practice is to give an xp bonus if the players can figure it out without having to resort to a die roll. That seems to motivate them fairly well.

I've also set up situations where time was of the essence. Then I give the players more or less real time to solve a riddle/puzzle based on their character's INT scores (like and extra 30 secs per bonus). For example, it might take the player 2 minutes in the real world, but if their character has an INT of 14 then it really only takes 1 minute in-game.
 

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Hate to sound repetitive, but I go with a mix of the suggestions already mentioned.

1. The players can work together to solve the puzzle to simulate the effect of high-intelligence characters (who may be smarter than any of the players).

2. Characters can make relevant Knowledge, Intelligence or Bardic Lore checks to gain clues (really obvious clues for high rolls).

3. Solving a puzzle is never a requirement. The PCs can still get through on brute strength and luck. Solving a puzzle might allow the PCs to bypass an encounter (but they get an equal amount of XP for solving the puzzle), earn them a item that is particularly useful against the BBEG (bane ammunition, for example), allow them to discover some special ability or weakness of the BBEG which they can prepare for or exploit.

Standing around and twiddling thumbs while trying to solve a puzzle may happen in books and movies, but it is a real pain to play through.
 

I don't like puzzles and riddles. I'm not dumb, but I have a hard time with that type of thing in almost any type of game (pen and paper, computer or online RPG). I don't like seeing them, I hardly ever am able to solve them, and I just overall hate them.

So, for me, having riddles being unsolvable only through player knowedge/interaction is not fun.

It comes down to the dynamics of the group, in the end. If other players in the group I was with enjoyed them, I wouldn't say 'no puzzles'. I'd just use the time they were solving the puzzle to get a drink or whatever. However, if nobody in the group liked them, I wouldn't want to play in a game where the DM kept putting them in and required us to figure them out.
 

I don't use riddles in D&D, just because of the IC/OOC problems already mentioned.

I do use puzzles. The essential difference is that a riddle is clearly encountered by PCs (when they read or hear the riddle), whereas the presence or absence of a puzzle is less readily apparent. Puzzles have to be solved or circumnavigated by players but they do so by using their characters' abilities.
 

If your players want to use option 1, then don't bother with the riddle. Just say "You approach the Sphinx, he gives you a riddle, the DC is 24."

As soon as you state it in that way, the players will realize how ridiculous it is.

Of course, if all your players hate riddles, then maybe they will love it that way. You can just set DC's, or don't use riddles at all.

I agree with the other poster who said puzzle solving has always been a classic part of DnD. I'm terrible at riddles OOC, luckily, we have a couple good riddle guys in our group.

And of course, the DM must be careful that the riddle is not so do-or-die integral to the storyline that if the players can't solve it, the campaign stops.
 

I have to agree with what was mentioned earlier in the thread about having to know your players. If they, as players, like riddles then I wouldn't be allowing any rolling (though I might allow a roll for a hint if it was a relatively important riddle for that session). If the players do not enjoy riddles, then why include them?

I think I'm pretty lucky that the PC in my game has about the same intelligence as the player in my game, so this problem hasn't really reared its ugly head yet. If it did, I wouldn't hold the smart player playing the dumb/unwise PC at any disadvantage...I'm putting the riddle in there for the players, not the PCs.
 

One way to get around this problem is to have clues placed strategically in or around the area. As an example, while traversing a dungeon, the players find a message scratched into the wall - "Pass the light at night". You could make it mean nothing.... or you could have a special area that is blocked by a light barrier. Anyone who steps into the light take xD6 (or more if you like) fire damage. If they wait till night time, the barrier fades and they move forward. If for some reason the party didn't see the message, they could still try to figure out the solution (after someone gets burned of course).

The beauty of this tactic is that it encourages players to fully explore dungeons in their entirety, looking for possible clues to possible puzzles.
 

Using Cloud Kingdom's Riddle Books

I have to suggest using Cloud Kingdom's various riddle books here, which are available on their website and on amazon.

Each comes with at least two hints and a "check" showing the vowels and consonants of the answers.

If you players want, let them make an INT check on the following table, giving the information when needed.

DC Result
15 Hint #1
20 Hint #2
25 Hint #3 (if any) and Check Hint

This allows even my lamest players to figure out the riddle. You must include a mechanic for delivering the answer, otherwise they will blurt it out with other possibilities and it doesn't give them the chance to really think about it.
 

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