Insight Skill

szilard said:
Here's the quote in context:


What part of this indicates anything about puzzles or problem-solving?

From what is here, I'm getting "Sense Motive." There might be more to it than that, but I'm reading a lot of unfounded, wild speculation here.

-Stuart
To me, the quote doesn't necessarily indicate an Insight skill per se, but it does indicate that a skill should be rolled to garner insight. Maybe it's like rolling Knowledge: Dungeoneering to get info on aberrations.

Having said that, I wouldn't mind an Insight skill.
 

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heirodule said:
What would be better is allowing an action point to give a specific clue for a puzzle.

I just had a wonderful idea, assuming action points are a limited resource. What if you could spend an action point to get a clue, and then roll an int check. If you beat the DC, you get the action point back. Basically it takes a lot more "cinematic mojo" for the dumb barbarian to solve the puzzle than it does the 24 int wizard. Both can do it, but of course the wizard does it more frequently.


On to the subject of puzzles, I would always go with "provide hints, not answers". For example, one time we have a combination lock puzzle we had to solve. The guys over 14 int were provided the first number, and Mr. 22 int was provided the first 3.

Everyone got to enjoy working on the puzzle, but the smarter characters had the advantage. If a player with a low int character actually solved the puzzle first, that made him feel neat, while the high int characters got to enjoy "cheating" a bit.
 
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Celebrim said:
In most of my experience, 'idea' rolls in other systems tend to be very metagamey.

I'd argue its actually LESS metagamey than relying on player knowledge. After all, if the players had never encountered raksashas, heard of rasashas, etc, and the instant they fight one they break out the blessed bolts, wouldnt you count that as meta-gaming? You're relying on out of character knowledge... just like solving a riddle on your own (particularly if you knew the answer from previous exposure).

In CoC a typical use is with a successful idea roll, have the DM tell you where the next scene is supposed to take place. I never really liked that, but it does keep investigative games moving along when they stall.

Sort of. In that instance, it usually gives you a hint where you might find a decent clue, or help link 2 clues together. So its meeting you halfway. See the 3rd edition of the Challenge of CHampions series from dungeon magazine for examples of how skill checks can feed into player input in puzzles.
 

heirodule said:
Tweet should be designing, not playtesting.
Why? Wouldn't he be able to design better if he does some playtesting? I want the designers to be playing and playtesting.

Too many times I heard people complain about engineers who obviously never use/repair something. I think the same holds true for designers. If they don't playtest it, how can they know if they came up with a great design?
 

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