arscott
First Post
My Character speaks common, elven, draconic and orc. He does not speak english
My Character can play three dagger gambit, elven battlegems, and seventeen bones. He can't play chess. He can't even play checkers.
I like puzzles and riddles quite a bit. I'm good at them. But I don't like it when a DM or module author forgets about the world that the puzzle is in. If it doesn't make some kind of sense in the context of the game world, then It ruins the suspension of disbelief and destroys the sense of fun.
Alternately, If a puzzle doesn't make sense in the context of the real world, even if it does make sense in the context of the game world, it's unsolvable. If a puzzle requires me to know what a troll is, or that it can be damaged by fire or acid, that's cool. But if a puzzle requires me to know how many hp a troll has, or which energy resistances a Marilith Tanari has, I'm not going to get it.
The best puzzles to use in D&D are riddles that don't involve the pronunciation or spelling of a word, or abstract logic puzzles that don't require any real world OR in game knowledge.
For example: the chess game above, where the peices would attack if you stepped into a square where the peice could capture you isn't that bad, but I'd feel kind of dishonest getting through that because by elven rogue doesn't play chess.
If instead it was a game of elven battlegems, and you couldn't step in the triangles covered by your opponent's rubies or by either side's emeralds, then my rogue couldn't get through the puzzle because I just made the game up to illustrate a point. But if instead there were obelisks that indicated which squares were to be avoided by their orientation and markings, but without any added dimention of game, The puzzle wouldn't be any harder to solve, but there wouldn't be that element of dishonesty that the chess peices add.
Of course, that's assuming you're not in a world that speaks english, or has chess. If that's not the case, then the rules change somewhat. But never have a metagame solution to an in-game riddle, and never have a game-only solution that the players are incapable of discovering.
My Character can play three dagger gambit, elven battlegems, and seventeen bones. He can't play chess. He can't even play checkers.
I like puzzles and riddles quite a bit. I'm good at them. But I don't like it when a DM or module author forgets about the world that the puzzle is in. If it doesn't make some kind of sense in the context of the game world, then It ruins the suspension of disbelief and destroys the sense of fun.
Alternately, If a puzzle doesn't make sense in the context of the real world, even if it does make sense in the context of the game world, it's unsolvable. If a puzzle requires me to know what a troll is, or that it can be damaged by fire or acid, that's cool. But if a puzzle requires me to know how many hp a troll has, or which energy resistances a Marilith Tanari has, I'm not going to get it.
The best puzzles to use in D&D are riddles that don't involve the pronunciation or spelling of a word, or abstract logic puzzles that don't require any real world OR in game knowledge.
For example: the chess game above, where the peices would attack if you stepped into a square where the peice could capture you isn't that bad, but I'd feel kind of dishonest getting through that because by elven rogue doesn't play chess.
If instead it was a game of elven battlegems, and you couldn't step in the triangles covered by your opponent's rubies or by either side's emeralds, then my rogue couldn't get through the puzzle because I just made the game up to illustrate a point. But if instead there were obelisks that indicated which squares were to be avoided by their orientation and markings, but without any added dimention of game, The puzzle wouldn't be any harder to solve, but there wouldn't be that element of dishonesty that the chess peices add.
Of course, that's assuming you're not in a world that speaks english, or has chess. If that's not the case, then the rules change somewhat. But never have a metagame solution to an in-game riddle, and never have a game-only solution that the players are incapable of discovering.