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Puzzles in 4th Edition
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<blockquote data-quote="Quickleaf" data-source="post: 4049452" data-attributes="member: 20323"><p><strong>How would a 4e puzzle look?</strong></p><p></p><p>Traditional puzzles rarely involve decisions of consequence for the players, but they should. Making decisions is fun - players enjoy having the option to choose the quick & dangerous route or the safe & tedious route, whether to use stealth/strength/trickery to penetrate a fortress, and which son of the king to trust.</p><p></p><p>There are 2 sides about how to role-play puzzles: Player decision vs. Character aptitude. I think a well-crafted puzzle challenges players but can be more easily overcome based on character aptitude. My bias is I prefer a balance of both player imagination and modeling character intelligence/skill.</p><p></p><p>4e design philosophy embraces: (1) All players involved all the time, (2) Hazards/traps don't just require a roll, but require a series of checks coupled with decision-making, (3) Most hazards/traps still pertinent even with access to flying & teleportation magic at higher levels, (4) Other hazards/traps can swap out with monsters to make combat more difficult, and (5) Minimize dice rolling (when possible).</p><p></p><p>How would a 4e puzzle look?</p><p></p><p><span style="font-size: 15px"><strong>Tomb of the Barrow Kings</strong> (Puzzle, timed)</span></p><p><em>Trapped inside a tomb, the PCs must uncover the mystery of its construction to gain their freedom before flash floods drown them.</em></p><p></p><p>At the base of granite foothills, the barrow mounds sit in an old river valley filled with alder and willow trees. Here are buried the unnamed kings of bygone days who assassinated the High Priest of Pelor and were cursed to never attain the afterlife. Over the years, the barrows were forgotten and were overgrown by the untended wilds.</p><p></p><p><strong>The Dark:</strong> Though the Barrow Kings were entombed under the supervision of Pelorites, surviving followers were able to build enchantments into the tomb that would warn future generations of the treachery of the High Priest of Pelor.</p><p></p><p><strong>Hints:</strong> Hints may be gained in several ways: (1) Divination magic, (2) Superior planning and research, or (3) Spending an action point. A PC may only gain a number of hints equal to their Intelligence modifier (+0 means no hints for you), regardless of how they get the hints.</p><p></p><p>(Arcana)</p><p>(History/Lore)</p><p>(Nature)</p><p>(Religion)</p><p></p><p><strong>Encounter:</strong> <em>Tomb of the Barrow Kings</em> counts as an elite opponent during combat encounters, effectively replacing 2 normal monsters. Suitable monsters include barrow wights, crypt guardians, wraiths, ghosts, and skeletons.</p><p></p><p><strong>How to get the PCs involved:</strong> </p><p>* While exploring the barrow mounds, the PCs fall into the tomb through a pit trap.</p><p>* Betrayed by the recently murdered king's vizier, the PCs are locked inside the tomb while paying their respects. </p><p>* As relatives of the recently murdered king, it is cultural expectation that the PCs will be buried alive with the king in his ancestors' tomb.</p><p>* Having hidden themselves within the tomb, the PCs wait for the funeral procession to end so they can steal a relic.</p><p>* Facing overwhelming enemies, the PCs find themselves pinned down inside the tomb. Will it become their grave too? </p><p></p><p><strong>Timed:</strong> This puzzle must be solved before flash floods begin. If flash floods don't suit your campaign geography/time of year, you could substitute running out of water, enemies invading the tomb, or the annual awakening of the dreaded Barrow Kings.</p><p></p><p><strong>Breaking Points:</strong> Teleportation & earth shaping magics can allow the PCs to escape, though they won't learn about the Barrow Kings.</p><p></p><p><em>EDIT: the full puzzle coming...</em></p></blockquote><p></p>
[QUOTE="Quickleaf, post: 4049452, member: 20323"] [b]How would a 4e puzzle look?[/b] Traditional puzzles rarely involve decisions of consequence for the players, but they should. Making decisions is fun - players enjoy having the option to choose the quick & dangerous route or the safe & tedious route, whether to use stealth/strength/trickery to penetrate a fortress, and which son of the king to trust. There are 2 sides about how to role-play puzzles: Player decision vs. Character aptitude. I think a well-crafted puzzle challenges players but can be more easily overcome based on character aptitude. My bias is I prefer a balance of both player imagination and modeling character intelligence/skill. 4e design philosophy embraces: (1) All players involved all the time, (2) Hazards/traps don't just require a roll, but require a series of checks coupled with decision-making, (3) Most hazards/traps still pertinent even with access to flying & teleportation magic at higher levels, (4) Other hazards/traps can swap out with monsters to make combat more difficult, and (5) Minimize dice rolling (when possible). How would a 4e puzzle look? [SIZE=4][b]Tomb of the Barrow Kings[/b] (Puzzle, timed)[/SIZE] [i]Trapped inside a tomb, the PCs must uncover the mystery of its construction to gain their freedom before flash floods drown them.[/i] At the base of granite foothills, the barrow mounds sit in an old river valley filled with alder and willow trees. Here are buried the unnamed kings of bygone days who assassinated the High Priest of Pelor and were cursed to never attain the afterlife. Over the years, the barrows were forgotten and were overgrown by the untended wilds. [b]The Dark:[/b] Though the Barrow Kings were entombed under the supervision of Pelorites, surviving followers were able to build enchantments into the tomb that would warn future generations of the treachery of the High Priest of Pelor. [b]Hints:[/b] Hints may be gained in several ways: (1) Divination magic, (2) Superior planning and research, or (3) Spending an action point. A PC may only gain a number of hints equal to their Intelligence modifier (+0 means no hints for you), regardless of how they get the hints. (Arcana) (History/Lore) (Nature) (Religion) [b]Encounter:[/b] [i]Tomb of the Barrow Kings[/i] counts as an elite opponent during combat encounters, effectively replacing 2 normal monsters. Suitable monsters include barrow wights, crypt guardians, wraiths, ghosts, and skeletons. [b]How to get the PCs involved:[/b] * While exploring the barrow mounds, the PCs fall into the tomb through a pit trap. * Betrayed by the recently murdered king's vizier, the PCs are locked inside the tomb while paying their respects. * As relatives of the recently murdered king, it is cultural expectation that the PCs will be buried alive with the king in his ancestors' tomb. * Having hidden themselves within the tomb, the PCs wait for the funeral procession to end so they can steal a relic. * Facing overwhelming enemies, the PCs find themselves pinned down inside the tomb. Will it become their grave too? [b]Timed:[/b] This puzzle must be solved before flash floods begin. If flash floods don't suit your campaign geography/time of year, you could substitute running out of water, enemies invading the tomb, or the annual awakening of the dreaded Barrow Kings. [b]Breaking Points:[/b] Teleportation & earth shaping magics can allow the PCs to escape, though they won't learn about the Barrow Kings. [i]EDIT: the full puzzle coming...[/i] [/QUOTE]
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