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Why I hate puzzles
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<blockquote data-quote="Grog" data-source="post: 3933825" data-attributes="member: 6183"><p>I don't have any problem with puzzles in D&D. What I do have a problem with is a DM going to ridiculous lengths to make sure that solving the puzzle/riddle/whatever is the ONLY way to proceed. A door that opens when the answer to a riddle is spoken aloud is fine; if that same door is completely impervious to the barbarian's adamantine greataxe and all the party's magic, and there's NO other way to get to the other side and continue the adventure, that's silly and railroady. Plus, if the players can't solve it, the game grinds to a halt.</p><p></p><p>There are two ways to deal with this, I've found (besides just not using puzzles or riddles at all):</p><p></p><p>1) Have puzzles in the game, but only ones that give the players a bonus reward if they solve them. Have a puzzle door that opens into a small cache of treasure that the player's wouldn't otherwise get; don't have it at a choke point on the path to the BBEG. That way, if the players can't solve the puzzle, the adventure can continue.</p><p></p><p>2) Have other ways to get past the area with the puzzle, even if they come at a cost (the players have to use spells, fight a dangerous battle they could have otherwise avoided, etc.) Again, solving the puzzle provides a bonus, but doesn't stop the game if they can't do it.</p><p></p><p>I think these are good compromises for puzzle-loving DMs.</p></blockquote><p></p>
[QUOTE="Grog, post: 3933825, member: 6183"] I don't have any problem with puzzles in D&D. What I do have a problem with is a DM going to ridiculous lengths to make sure that solving the puzzle/riddle/whatever is the ONLY way to proceed. A door that opens when the answer to a riddle is spoken aloud is fine; if that same door is completely impervious to the barbarian's adamantine greataxe and all the party's magic, and there's NO other way to get to the other side and continue the adventure, that's silly and railroady. Plus, if the players can't solve it, the game grinds to a halt. There are two ways to deal with this, I've found (besides just not using puzzles or riddles at all): 1) Have puzzles in the game, but only ones that give the players a bonus reward if they solve them. Have a puzzle door that opens into a small cache of treasure that the player's wouldn't otherwise get; don't have it at a choke point on the path to the BBEG. That way, if the players can't solve the puzzle, the adventure can continue. 2) Have other ways to get past the area with the puzzle, even if they come at a cost (the players have to use spells, fight a dangerous battle they could have otherwise avoided, etc.) Again, solving the puzzle provides a bonus, but doesn't stop the game if they can't do it. I think these are good compromises for puzzle-loving DMs. [/QUOTE]
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