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Puzzles in 4th Edition
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<blockquote data-quote="kennew142" data-source="post: 4048142" data-attributes="member: 18490"><p>I use puzzles occasionally as a GM, but have to admit that I've had some pretty bad experiences with them as a player. In my upcoming 4e game, ruins left behind by the ancient scathovan magelords dot the landscape. They used mathematics and geometry to model the rules governing magic. As an emergency measure, all of the restricted areas in their facilities had puzzles that could bypass the locks. To a well-trained scathovan magelord, these puzzles were inherently obvious. Modern adventurers have to puzzle out the solution.</p><p></p><p>Of course, the characters can try to locate the appropriate key (sometimes possible; sometimes not). They can also use their skills to open the locks, or their skills to garner clues as to the solution.</p><p></p><p>Puzzles are only bad IMO when they have no authenticity in the game world. Personally, I despise simple substitution keys and the like.</p></blockquote><p></p>
[QUOTE="kennew142, post: 4048142, member: 18490"] I use puzzles occasionally as a GM, but have to admit that I've had some pretty bad experiences with them as a player. In my upcoming 4e game, ruins left behind by the ancient scathovan magelords dot the landscape. They used mathematics and geometry to model the rules governing magic. As an emergency measure, all of the restricted areas in their facilities had puzzles that could bypass the locks. To a well-trained scathovan magelord, these puzzles were inherently obvious. Modern adventurers have to puzzle out the solution. Of course, the characters can try to locate the appropriate key (sometimes possible; sometimes not). They can also use their skills to open the locks, or their skills to garner clues as to the solution. Puzzles are only bad IMO when they have no authenticity in the game world. Personally, I despise simple substitution keys and the like. [/QUOTE]
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