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General Tabletop Discussion
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Which Homebrew Rules do you use? Fixes, styles of game, pillars, etc.
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<blockquote data-quote="cbwjm" data-source="post: 7160697" data-attributes="member: 6788732"><p>I don't like providing an ability check to bypass/solve a riddle or puzzle, I prefer that the players solve it regardless of their PCs intelligence or wisdom. However, if I have a puzzle lock that the players have to solve before they can progress in an adventure, then I would make sure to leave clues around the place that they can find which will help them solve it since I also don't want them to get frustrated if they get stuck and can't progress. I guess I could also have them make ability checks similar to a 4e skill challenge to hand out clues, would have think on that though. I don't think most of my riddles/puzzles would be that difficult.</p><p></p><p>I had a friend who had an effective use of a riddle for our group which explained how to move across platforms. They all had numbers on with only pillars with prime numbers being safe, except for those with a 7 or 3 in them. I thought it was a good use of a riddle, although the riddle made it sound like 7 or 3 were safe so I ended up taking an acid bath, but otherwise, great riddle. We were a little focused though since we figured out which platforms were safe, but didn't figure out that shooting some statues with a ranged attack would let us ignore the slow time field that we were stuck in while trying to cross before a curtain of acid caught up to us. It was definitely a memorable encounter.</p></blockquote><p></p>
[QUOTE="cbwjm, post: 7160697, member: 6788732"] I don't like providing an ability check to bypass/solve a riddle or puzzle, I prefer that the players solve it regardless of their PCs intelligence or wisdom. However, if I have a puzzle lock that the players have to solve before they can progress in an adventure, then I would make sure to leave clues around the place that they can find which will help them solve it since I also don't want them to get frustrated if they get stuck and can't progress. I guess I could also have them make ability checks similar to a 4e skill challenge to hand out clues, would have think on that though. I don't think most of my riddles/puzzles would be that difficult. I had a friend who had an effective use of a riddle for our group which explained how to move across platforms. They all had numbers on with only pillars with prime numbers being safe, except for those with a 7 or 3 in them. I thought it was a good use of a riddle, although the riddle made it sound like 7 or 3 were safe so I ended up taking an acid bath, but otherwise, great riddle. We were a little focused though since we figured out which platforms were safe, but didn't figure out that shooting some statues with a ranged attack would let us ignore the slow time field that we were stuck in while trying to cross before a curtain of acid caught up to us. It was definitely a memorable encounter. [/QUOTE]
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Which Homebrew Rules do you use? Fixes, styles of game, pillars, etc.
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