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.