A Prismatic Wall spell is neither a trap nor a glyph, and find the path doesn't just fail outright at the first sign of danger along the way. If the only possible path out of the room leads through the Prismatic Wall, that's the way the spell will point, whether taking the path is harmful or not.Corsair said:Part 1: While I think your answers to the divinations were completely useless taken on their own, the fact that the Find the Path showed you could walk right through the wall should have been enough for the party to just walk through. Considering FtP avoids traps/glyphs/etc, that should have been enough of a clue for the party to just follow it through, assuming you and the players are both clear on how exactly find the path works.
Question said:For the 2nd why didnt you just roll some knowledge checks and say something like "Magic seems to be holding these constructs together....perhaps a dispel magic or anti-magic field would disable them."
Infiniti2000 said:As evidenced from the thread about riddles, riddles/problems are only fun if the players solve them. Quite honestly, reading through your scenario one made me angry because if I were playing in that game I would be very frustrated.
Right. This is what happened in both cases.Also, it is not necessary that your players figure out either one of these. Sooner or later, they will leave through the wall. Sooner or later, they will avoid the flying objects.
I understand what you are saying, but I only stated it this way because I was trying to be "cryptic", as per the spell description. In the future I am just going to give the players a short, informative answer when they use Divination. After all, it is a 4th level spell and it is supposed to provide help for the party.I don't think that was a fair answer. He didn't ask "bypass the harmful effects FROM THIS SIDE OF THE WALL", he asked "bypass the harmful effects of the wall". Which means your answer is false often. Stepping through the wall does not bypass the effects of the wall 50% of the time, it just does it from from one side. So the answer needed to imply that.
In addition, you said "the most difficult journey", which is again a misleading answer. It's actually the LEAST difficult journey.
Yup, thats basically what I was trying to do. In the first scenario I didnt want to just *give* the party the answer. Now, however, using this as an experience, I am just going to let the Divination spell provide help. In the second scenario, the situation was awkward because I was trying to use an encounter that I translated from a 2nd edition module. Once again, I didnt just want to *tell* the players what was happening and how to get around it, but just wanted to give them clues.As a player, I would much rather figure things out than have the DM tell me the answer straight up. The OP appears to want to give clues/hints rather than blurting answers out.
Sorry for the confusion, I didnt give *all* the details of the room and module because I did not think it was necessary. However, the puzzle was simply getting *in* the room. It was not meant to be a problem getting out.You want your players to solve the puzzle using their own brains but the puzzle itself just ins't logical.