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<blockquote data-quote="Flareanthia" data-source="post: 7014292" data-attributes="member: 6871868"><p>Oh my gosh, first of all thanks for all the replies everybody, big help for real! </p><p></p><p>Vroot, so, it's normal for people to trip into the first spike trap? 'XD I did not think about using passive perception to give them hints! Awesome, side rooms or bonuses it is <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>akr71 so you're on the same page, awesome. Means I am on the right track with this then. I like the way you described the clues, and I TOTALLY did not think about having more than one puzzle solution! I love it, I'm definitely going to be doing that from now on! X)</p><p></p><p>Thanks for the link Elfcrusher! I will definitely check that out </p><p></p><p>Quickleaf, thank you for your warm welcome dude. x3 Yes! I did read the section in the DMG <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> when it comes to this, I out-right asked my players what they like most about each game, and since then have gotten a bit of a feel for what kinda events each of them loves most. They got to try out one puzzle, and then when I asked for feedback they told me they were up for trying more, but I would like to model them in a way that they can realistically solve <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> From what I remember of the puzzle I gave: It was a round plate, which could turn like a locker pad lock left and right, 4 symbols of weapons on the outside ring. There were the same 4 symbols elsewhere, and they quickly figured out that the weapons were the weapons they had on them in the party, they even quickly figured out the order the weapons were meant to go. What took forever was for them to realise what number of left or right turns they needed to go in. I knew the solution going in of course, but it seemed kinda odd. They got all but one of the requirements to answer the puzzle super soon <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>Quickleaf I liked all your suggestions! It seems y'all are way more experienced than me, and everything you guys are telling me I am honestly hearing for the first time. That wheel codex decoder looks insane!!! XD I can't even read it, lol, this decoder is too advanced for my level of "Game master" ;D</p><p></p><p>Thanks again everybody for taking the time! Any other suggestions are totally welcome too x3</p></blockquote><p></p>
[QUOTE="Flareanthia, post: 7014292, member: 6871868"] Oh my gosh, first of all thanks for all the replies everybody, big help for real! Vroot, so, it's normal for people to trip into the first spike trap? 'XD I did not think about using passive perception to give them hints! Awesome, side rooms or bonuses it is :D akr71 so you're on the same page, awesome. Means I am on the right track with this then. I like the way you described the clues, and I TOTALLY did not think about having more than one puzzle solution! I love it, I'm definitely going to be doing that from now on! X) Thanks for the link Elfcrusher! I will definitely check that out Quickleaf, thank you for your warm welcome dude. x3 Yes! I did read the section in the DMG :D when it comes to this, I out-right asked my players what they like most about each game, and since then have gotten a bit of a feel for what kinda events each of them loves most. They got to try out one puzzle, and then when I asked for feedback they told me they were up for trying more, but I would like to model them in a way that they can realistically solve :D From what I remember of the puzzle I gave: It was a round plate, which could turn like a locker pad lock left and right, 4 symbols of weapons on the outside ring. There were the same 4 symbols elsewhere, and they quickly figured out that the weapons were the weapons they had on them in the party, they even quickly figured out the order the weapons were meant to go. What took forever was for them to realise what number of left or right turns they needed to go in. I knew the solution going in of course, but it seemed kinda odd. They got all but one of the requirements to answer the puzzle super soon :D Quickleaf I liked all your suggestions! It seems y'all are way more experienced than me, and everything you guys are telling me I am honestly hearing for the first time. That wheel codex decoder looks insane!!! XD I can't even read it, lol, this decoder is too advanced for my level of "Game master" ;D Thanks again everybody for taking the time! Any other suggestions are totally welcome too x3 [/QUOTE]
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