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<blockquote data-quote="Shadowslayer" data-source="post: 2699532" data-attributes="member: 8400"><p>Holy cow! That's quite a thread. Unfortunately there's so many play styles represented that no one will ever reach a conclusion.</p><p></p><p>Zullithe, puzzles have been a part of D&D since the beginning. Anyone who has played for a long time has come across the "chess board room" and its ilk at some point or another. Those guys can argue all they want about whether it right or not.</p><p></p><p>You may want to keep in mind a couple of suggestions: </p><p></p><p>-Your adventure should not come to a grinding halt if the players can't solve it. Thats a biggie. (personally, I think DMs using puzzles like "You must answer my riddle or you never, ever get to leave this room, and no INT rolls either" should be flogged with their own DMG.) That's just aggravating for players. Don't center the whole thing around your puzzle. Keep it as a little aside...ie if they solve it, there's a few healing potions or some sort of reward, but if they don't, they just keep going. (EDIT:In going back to your initial post, I see you knew that already...sorry)</p><p></p><p>-Don't make it too tough. </p><p></p><p>-Leave some clues...the stairway is just a sucker trap if they don't have the solution. If you use the stairway, <em>make sure they find the solution somewhere</em> If they don't go into the room with it written on the wall, then have it on a slip of paper in the pouch of the first Goblin they destroy. (it's the DMs job to metagme a bit when he's creating a dungeon)</p><p></p><p>-If they come up with a reasonable way to bypass your puzzle, don't tell them they can't. Most chessboard puzzles are bypassable by a spider climb or something that makes them not have to touch the floor.</p><p></p><p>Um...I guess thats it.</p><p>Trev</p></blockquote><p></p>
[QUOTE="Shadowslayer, post: 2699532, member: 8400"] Holy cow! That's quite a thread. Unfortunately there's so many play styles represented that no one will ever reach a conclusion. Zullithe, puzzles have been a part of D&D since the beginning. Anyone who has played for a long time has come across the "chess board room" and its ilk at some point or another. Those guys can argue all they want about whether it right or not. You may want to keep in mind a couple of suggestions: -Your adventure should not come to a grinding halt if the players can't solve it. Thats a biggie. (personally, I think DMs using puzzles like "You must answer my riddle or you never, ever get to leave this room, and no INT rolls either" should be flogged with their own DMG.) That's just aggravating for players. Don't center the whole thing around your puzzle. Keep it as a little aside...ie if they solve it, there's a few healing potions or some sort of reward, but if they don't, they just keep going. (EDIT:In going back to your initial post, I see you knew that already...sorry) -Don't make it too tough. -Leave some clues...the stairway is just a sucker trap if they don't have the solution. If you use the stairway, [I]make sure they find the solution somewhere[/I] If they don't go into the room with it written on the wall, then have it on a slip of paper in the pouch of the first Goblin they destroy. (it's the DMs job to metagme a bit when he's creating a dungeon) -If they come up with a reasonable way to bypass your puzzle, don't tell them they can't. Most chessboard puzzles are bypassable by a spider climb or something that makes them not have to touch the floor. Um...I guess thats it. Trev [/QUOTE]
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