DonTadow
First Post
I'll go out and throw the whole "tactics" argument. Tactical objectives, are in essence, puzzles. The argument that "my character figures it out" is akin to saying "my millitary warlord figures out the right way to win the battle.Stalker0 said:Reading the puzzle thread over in general got me thinking:
The classic problem with puzzles in dnd is that mental stats are far harder to roleplay correctly than physical ones. While we all can imagine how strong a hercules could be, its hard to imagine what a man with a 25 int (higher than any human who has ever lived) could accomplish.
When a dm provides his players a puzzle, he rightly wants them to take time and solve it. But the players have the valid point that if there character is far smarter than they are (and often times a super genius) then they should be able to solve the puzzle with ease.
I'm curious to know if 4e has any techniques or mechanics to try and bridge this gap.
Tada
At that point we have wrapped up dungeons and dragons into a 20 minute session 5 or 6 rolls to determine the result and not the process. Just like combat is the process of fighting tactics, puzzles are the process of mental tactics.
I think there are just a lot of DMs who run puzzles wrong and that gives them a bad taste on many players. Puzzles just showing up with no explanation to the dungeon is like a creature showing up with no real reasoning. Sensible puzzles are usually there as a test or there to remind minions of things. I think DMs should also give players various different rolls and provide clues for solving certain puzzles. I've done spot checks to realize certain buttons were pushed first, intelligence/logic checks to discern a pattern and listen checks to hear clicking. But just like combats, there are certain players whom just won't like puzzles. That's part of the reasoning why you want to add other elements to it. Various checks I've previously said or you can throw in a combat that escalates as the time goes away.
There was a really crazy thread 2 years ago before the big crash when someone posted a save or die puzzles. That is what not to do. It's cool to have a puzzle apart be deadly or unpassable but pcs like their characters to die in combat.