Puzzles, Enigmas, Logic Challenges


Advice


So I am currently being GM of a PF party, and I want to throw some thinking challenges, besides the "splat the monster and grab the moneybag" challenge.

Any recommendation of where I could find some intel? I don't want to think, I want a book that shows me cute puzzles to put them into my campaign


Zeth Ryon wrote:

So I am currently being GM of a PF party, and I want to throw some thinking challenges, besides the "splat the monster and grab the moneybag" challenge.

Any recommendation of where I could find some intel? I don't want to think, I want a book that shows me cute puzzles to put them into my campaign

Here's my advice for running puzzles: Always have multiple solutions. Moreover, prepare to accept a solution that sounds correct, even if it's not the one you thought of. Logic puzzles have a bad habit of going bad, really quick, if the DM only has one solution that the party has to try to guess.

As a DM, I'm sure you've had plenty of times where you throw a line, offhandedly, to try to give a little flavor to the environment, and the party just latches on to it for 30 minutes. This happens even more so with puzzles, and the like, since the party knows they're supposed to be looking for something, and chances are what they latch onto won't be what you thought.

Another idea would be to not even have a solution planned out, but instead just give them a ton of resources, and rely on the party to come up with something that sounds good, with those resources. This is a bit more difficult, since if they get stuck, there's no direction to nudge them, and it's more of a hassle for PF, than for other games, since it's more difficult to give them resources for a single 'puzzle' that don't have the potential for issues latter on (like if you have a chest of scrolls as part of the 'resources', there's nothing stopping the wizard from hanging on to the rest of them, and screwing up a plan you have later, by having the exact right scroll for the job). It requires you know your party a lot more, but can come off really well, if you know your party can handle it, and you can handle it as a DM.

Sovereign Court

Let's start with a good example of players coming up with an alternate solution to logic puzzles: Test of the Mind

Accepting alternate solutions is good. Sometimes players will decide that rather than solving the puzzle to open the lock, they'll use Stone Shape to detach the door from the wall. That's valid; it probably cost them more resources than solving the puzzle would've costed.

In a way, logic puzzles can be a "reward": if you can solve the puzzle you can complete this part of the dungeon for a discount because you didn't have to tunnel through walls or spent lots of healing to recover from a trap. It can be faster to solve the puzzle than to use brute force, which may be important if you're not alone in the dungeon.

Edit: make sure your players are aware that this is a tabletop game, not a CRPG, and that you're more flexible in these things than a computer running a scripted dungeon.


I agree, in fact, i am all in of giving EXP bonus to those that solve the puzzles in a different way, but the thing is, that I need a source of puzzles, easy ones, little, not too long.

The Book of Puzzles or something like that, from D&D 3.0 gave me some good ones, but they are kinda long, I need "How to open this door" puzzles.


"How do we open the door?"

"Anyone have an adamantine weapon?"

At least thats how most challenges of this kind go in my group. You'll need to set up a situation where it incentivizes them not to choose the brute force approach.


Claxon wrote:

"How do we open the door?"

"Anyone have an adamantine weapon?"

At least thats how most challenges of this kind go in my group.

I can back this up.

My Barbarian has forgotten how doorknobs work.

I'm just waiting for the moment when I scare the s%~! out of someone waiting on the other end.


Claxon wrote:

"How do we open the door?"

"Anyone have an adamantine weapon?"

At least thats how most challenges of this kind go in my group. You'll need to set up a situation where it incentivizes them not to choose the brute force approach.

Adamantine weapons don't ignore adamantine's hardness, and you can simply rule that certain attack types are flat-out ineffective against doors, like piercing or slashing. There's also magically hardened doors, which have double the hardness, as I recall.

Alternatively: Give your door regeneration that can only be bypassed by the solution of the puzzle. Regeneration makes all damage nonlethal unless it's bypassed. Objects are immune to nonlethal damage.

EDIT: Not that I check, you need a Con score to regenerate, which can be solved by DM fiat, and I can't find where I read that reneration converts all damage to nonlethal except when bypassed.


Oh, I can't break through the door?

What's the wall made of around it?


Some classics that I've used at various times...

Pick the Truthful One:
Two projections (or statues or animated doors, or whatever) block your path. The PCs all hear in their heads (or can read on the statues, etc.) "One of these is always truthful and one always lies. Ask a single question to one or the other and then make your choice. Think wisely before asking." The gist of the question is (to either statue) "What would your partner tell me is the proper door, path, etc.?" The answer is to choose the one that is opposite of the answer provided (if they ask the one on the right they should always choose the one on the left, say). You need to know which one is truthful and which one lies in order to provide an answer to the question.

Division:
Work this puzzle in as best you can, but generally it is used as a type of key to bypass something. Nine balls or cubes of equal size and apparent weight sit on a table next to a scale. A plaque instructs those with the wisdom to do so to discover which one of the nine weighs more than the others in 2 measures or less. Now, you need to know which one is actually different. The PCs may actually get lucky and guess right, but there is a way to figure it out in 2 weighings. Divide the nine into groups of 3 and weigh the first two groups of 3. If they weigh the same then the oddball is in the third trio. If not, then the heavier side of the scale contains the trio with the oddball. Take that identified trio and grab 2 of them to weigh. Same procedure as above. Voila! Reap the rewards.

I like puzzles, but not all players do. If the players stumble on my puzzles I generally give them Int or Wis checks for access to clues or suggestions that their characters might know about. Good luck!


Claxon wrote:

Oh, I can't break through the door?

What's the wall made of around it?

Maximized explosive runes that are immune to force damage and as such don't destroy each other when they're set off.


So they explode when your players look at them? Which has nothing to do with destroying the wall. Also, that helps destroy the wall.

A good way to handle this sort of thing is to place lots of creatures in earshot where actively destroying things will attract their attention. Trying to forcibly restrict your players means you will either kill them by setting up an unavoidable trap, or strain believability by making everything adamantine or permanent walls of force.


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I love logic puzzles, and use them in several of my home campaigns. I've found that some of the "activities for kids" books for long road trips can have challenges that flummox a party of grown gamers. They whimper when I pull out the Department of Agriculture's Kids Page printouts. :)

Sovereign Court

Try using traps that if triggered will collapse ceilings, set fire to treasure and otherwise destroy the dungeon, making the expedition a failure. Then key them to puzzles to get past them.

As for a source of puzzles: it doesn't have to come from the RPG world. Just google for puzzles and riddles until you find some nice ones, then invent a story around them to make it fit into the world.


As to people just smashing their way through the door or wall.
I usually just DM fiat that "all your attacks don't even scratch the door."


Here's a logic puzzle I've used before:

3 switches:
You're in a room with 3 switches that you are told light 3 lightbulbs/torches in another room. They are clearly marked On/Off, and you may switch them back and forth as often as you like, for as long as you like. Once you are satisfied, your trial is to leave this room, walk down the hallway to the room with the bulbs/torches, and identify which switch corresponds to which bulb/switch.

Solution:
Turn one off, one on. For the last, turn it on for a while, then turn it off just before you leave the room. When you get to the 3 lit objects, one should be on, while two are off, one of which should still be warm from having been left on for a while previously.


Another:

Get them across the river:
You have a chicken, a bag of feed, and a fox that you need to get across the river intact. Unfortunately, the boat is only large enough for you to carry one of them across at a time, and if you leave the chicken with the feed it will eat it; likewise, the fox will eat the chicken if left alone with it. How do you get them all across?

Solution:
Take the chicken across first, leaving the fox with the feed. Next, go back, grab the feed and bring it across to the other side. Now, take the chicken BACK to the starting side, and swap it for the fox, which you bring across and leave with the feed. Finally, you return to pick up the chicken and reach the other side with all 3.


I've also come up with a puzzle that uses a tiled surface like a chess board, but where the edge of each square teleports a character crossing the threshold to another square on the board. Each edge has its own destination, and players may enter squares facing a different direction than they were when they started their movement.

For example:

ABCDE
12345
FGHIJ
67890

If you step down off of A, you may end up entering J from the right side. Stepping up off of A may have you enter from the bottom of 6.

Add some dangers, that have to be dealt with, or a time limit for getting across.

Spoiler:
As a hint, I was thinking of having the twisting, turning hallways leading up to this room actually be the solution...right turn, straight, right turn, left turn, straight, etc...corresponding to the directions on the chessboard.


I agree with Tholomyes, you need to be prepared for if the party does something out of left field but would work.

Like have you ever seen the anime or manga called HunterxHunter? I admit the situation is not a puzzle, but rather a binary choice, but bear with me.

There is a scene, where they cast is trapped and on a timer. They have to get to the end of the maze in under something like 30 minutes.

They are trapped in a room with two doors out that are right next to each other in a room full of weapons and a cage. They have two options.

One, abandon one of them in the cage and get a door that leads them to the end in ten minutes.

Two, don't and take the door that will take hours.

They go for three, they pick two and use the weapons provided to hack into the wall between doors as the the passages are right next to each other.

They make it just under the clock.

Like "Pick the Truthful One", there might be off book ways around that depending on the context.

Like if it's in a building, what's stopping them from going through the ceiling or the floor if they have the ability to do so?

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