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<blockquote data-quote="akr71" data-source="post: 7012477" data-attributes="member: 6801213"><p>I try and telegraph traps based on the characters' passive perception scores similar to what [MENTION=6785649]Voort[/MENTION] described above. "You notice that there is wear pattern on the stairs" or "there are a number of footprints in the dust covering hallway, but they appear to be pressed tightly up against the wall" kinda thing. As a player, I hate traps that seem to have no rhyme or reason except to cause damage.</p><p></p><p>A well executed puzzle should be open-ended. I mean that there shouldn't be one single solution. Say the characters need to magically unlock a chest and the solution is to spell "key" by interacting with objects in the room. Maybe "unlock" or "open" should be close enough - it doesn't have to be the exact solution you came up with.</p></blockquote><p></p>
[QUOTE="akr71, post: 7012477, member: 6801213"] I try and telegraph traps based on the characters' passive perception scores similar to what [MENTION=6785649]Voort[/MENTION] described above. "You notice that there is wear pattern on the stairs" or "there are a number of footprints in the dust covering hallway, but they appear to be pressed tightly up against the wall" kinda thing. As a player, I hate traps that seem to have no rhyme or reason except to cause damage. A well executed puzzle should be open-ended. I mean that there shouldn't be one single solution. Say the characters need to magically unlock a chest and the solution is to spell "key" by interacting with objects in the room. Maybe "unlock" or "open" should be close enough - it doesn't have to be the exact solution you came up with. [/QUOTE]
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