The Dungeon Masters Guild
Game System Supplements

 

                                      Puzzles For Players  
                                                        by
 "The Dungeon Master"

For: All editions

I
have used real world puzzles in my game. I have also used in game puzzles.

One example is a fall apart cube that must be unexpectedly reconstructed ($2.50 at a toy store!). This was a TIME SENSITIVE puzzle.

Another example was a map that uses a set of symbols representing directions and only a small (and subtle) clue to the probable meaning of ONE of the symbols, to get them
started.

Here is the way you manage these puzzles:

You multiply their intelligence by X (a number you determine) and that is how many seconds they have in REAL TIME to solve the puzzle before they must excuse themselves
from the discussion on it.

When their "INT TIME" runs out, you the DM tell them to clam up and apply 1000 XP penalties per syllable or gesture they offer to help further.

This multiplier can obviously be adjusted for the type of puzzle it is. You could reverse engineer it and decide that the puzzle MUST be solves in, say, ten minutes. No problem. That's 600 seconds. So you would say that the multiplier (X) is 33.3 seconds per INT point
(600 divided by 18 equals 33.3). Obviously the next question that gets asked is: what if they have a 22 INT? Answer: nothing. they just get more time to solve the problem! This represents their faster than normal thinking and while it is more than the proscribed
10 minutes you set in REAL time, you simply rule that the 22 INT character did it in ten minutes of GAME time. That can be a real bonus to having the Fox's cunning spell
handy.

Min/Maxers will think to say "well I'll try it, then bob will try it, then Suzy..." to extend the time they have to talk about it. That's fine for some puzzles that have no exterior time
threat in which case I'd say "cool". Allow them to "pass around the finger puzzle" and give them each the time you have allowed, based on their INT. BUT...BUT...If there is any external time pressure what-so- freakin-ever (crushing walls, lowering pendulums, political deadlines, and anything in which failure has an immediate negative consequence, like taking 20) then they must use the "Aid Another" rule in the PHB. They roll their INT check, DC 10 and success adds an effective +2 to the persons effective INT score. IF they choose to do this, then they must all clam up and say not a word while the "solver" works on it. Players can choose to either use the Aid another rule, or they can choose to simply contribute to the discussion until their time runs out. Not both. This will make life easier on the DM and present yet another tactical choice (and I am sure another opportunity to roleplay!) for the group.

In this way you make INT a very real determiner of how much mental effort a player can apply to a problem and it creates urgency in the players as well, which is ALWAYS exciting for everyone.

When doing this, don't worry about actual turns too much unless something they want to try takes a very definite block of time (like trying to take 2 minutes to take 20 on part of their
investigation). Let them try to do whatever they can do in the REAL time allowed by their INT.

One last note: Test out the puzzle beforehand on someone so that you can be fair about the time. A lot of times you won't need to do that, but I recommend doing it anyways, just so that you do not place an UNREASONABLE deadline on them.

What do you do if the PCs have unlimited time
For instance if the puzzle is getting a magical door open to get into the dungeon of suck, they have no time limit per se. How do you deal with that?

They may each *individually* try to solve it using the "Finger Puzzle" approach if you allow
it, although a door situation like this sounds more like a group discussion to me.

You may want to let them choose a "solver" using the Aid Another rule while everyone else is quiet.

Perhaps half the players may "Aid Another" and shush-up while the other half don't so they can join the discussion until their INT time runs out. The great thing is, in a non critical situation, you could do any of them. In a critical situation, the DM calls the shot. In any event, the only mechanic you need to know is the time you are allowing and what that is per INT.

The rule is also a game mover. Lets say you decide that 20 minutes is either going to produce an answer or it wont (and that, at any rate, that's as long as you want them to take with just one door!).

So 1200 seconds/18 INT yields players 66.6 seconds per INT point.

...CLICK CLICK CLICK CLICK CLICK CLICK goes the clock...

Just apply the rule and at the end, if they haven't figured it out, they need to bash it in, hire a rogue or sage, or go another route.


No more time spent will yield the answer. Players leave befuddled til next level. This has the
unintentional added benefit of forcing them to interact with locals more.

This speeds up game play and emulates their INT's limiting effects on problem solving and makes problem solving a little more exciting and urgent. It's an easy mechanic to learn as well.

Here again, make sure to be fair in your appraisal of the task at hand, while also considering and factoring in how long you really want to spend on any particular challenge you place in their way.

I know it titilates some DM's to watch an exuberant player who "thinks he's got it" get the rest involved in the completely wrong line of thinking and spend hours figuring out why something only half-worked or not at all. I know that's fun. And if it is being ENOUGH fun, ignore this rule for that instance. But most of the time, the DM gets as frustrated as the players and instead of spilling the beans.

and devaluing the work you did on this excellent puzzle, you now have a means to control the time spent on it while adding to the fun by putting on the pressure.