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Smart vs. Intelligence and Combatless Roleplaying Sessions
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<blockquote data-quote="Voadam" data-source="post: 2698233" data-attributes="member: 2209"><p>Best use of puzzles I've seen in a module was in Doom of Odin by Avalanche press. The puzzle was based on magical runes which are a setting element. IIRC they were on the floor and figuring out the puzzle showed the safe passage to get into a rune wizard's tomb. However, characters could jump past a certain number so as not to trigger them, or just suck it up and take the damage from triggering them, or rely on saves to partially mollify the effects.</p><p></p><p>Solving the rune puzzle made things easier. Failure just meant things were harder but not game stopping. And other tactics could bypass the puzzle.</p><p></p><p>I liked that style on many levels. It led to more immersion in the world and allowed many styles of tactics to be usefully employed and different character types to approach it differently and achieve "success".</p><p></p><p>I didn't like how they threw in a riddle skill to give away the answers with a simple roll though. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Voadam, post: 2698233, member: 2209"] Best use of puzzles I've seen in a module was in Doom of Odin by Avalanche press. The puzzle was based on magical runes which are a setting element. IIRC they were on the floor and figuring out the puzzle showed the safe passage to get into a rune wizard's tomb. However, characters could jump past a certain number so as not to trigger them, or just suck it up and take the damage from triggering them, or rely on saves to partially mollify the effects. Solving the rune puzzle made things easier. Failure just meant things were harder but not game stopping. And other tactics could bypass the puzzle. I liked that style on many levels. It led to more immersion in the world and allowed many styles of tactics to be usefully employed and different character types to approach it differently and achieve "success". I didn't like how they threw in a riddle skill to give away the answers with a simple roll though. :) [/QUOTE]
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