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Smart vs. Intelligence and Combatless Roleplaying Sessions
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<blockquote data-quote="Nebulous" data-source="post: 2699749" data-attributes="member: 31465"><p>I've used homemade puzzles and riddles sparingly in the past; they're fun to write up, and can really trip/reward players. But i see what others mean that it can cause problems with the character/player continuity.</p><p></p><p>I just had the following idea: let's say you have a real brainteaser of a riddle/ puzzle to spring on the players. Rather than give them open-ended time to figure it out (or fail, and end the adventure prematurely because of their mental ineptitude), the DM can set an XP goal, say, 500 per player. Then counting off on a stopwatch, they have five minutes to solve it collectively. Each passing minute ticks off another 100 XP. If at the end of 5 minutes they can't figure out, give it to them in a glorious epiphany. That way it's more of game, rather than "do or die" kind of pressure. They're rewarded for pulling it off but not penalized. </p><p></p><p>Just a thought anyway.</p></blockquote><p></p>
[QUOTE="Nebulous, post: 2699749, member: 31465"] I've used homemade puzzles and riddles sparingly in the past; they're fun to write up, and can really trip/reward players. But i see what others mean that it can cause problems with the character/player continuity. I just had the following idea: let's say you have a real brainteaser of a riddle/ puzzle to spring on the players. Rather than give them open-ended time to figure it out (or fail, and end the adventure prematurely because of their mental ineptitude), the DM can set an XP goal, say, 500 per player. Then counting off on a stopwatch, they have five minutes to solve it collectively. Each passing minute ticks off another 100 XP. If at the end of 5 minutes they can't figure out, give it to them in a glorious epiphany. That way it's more of game, rather than "do or die" kind of pressure. They're rewarded for pulling it off but not penalized. Just a thought anyway. [/QUOTE]
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