| Frost_Spawn |
Ok, some groups don't like riddles or puzzles. That said, let me offer some advice.
First, reward player effort. I don't mean let them bypass your carefully laid out plans by repeating the same idea over and over again, but when they do trot out something like "looking for wear and tear" set a DC that is basically 5 or 10 LOWER than the trap and roll to get a "clue" that gives them a bonus. You can tell them they are sure about one of the symbols, but not the rest. Or you can give them a bonus on a different skill roll (like +2 circumstance bonus) if those are applicable.
And skills should be applicable. The players aren't their characters, some game device should be used to have character abilities figure in.
Lastly, if you want to avoid players doing this sort of thing...avoid giving them combination traps. Split a dozen symbol type glyph around the dungeon/ruins that monster are guarding. Make sure they find more than 4 before they get to the ominous free-standing obelisk (that acts as a teleport gate) with the 3 depressions that happen to be the same size as the square the glyph are mounted on. When 3 glyph are pressed into the 3 slots if they are the correct 3 in the correct order the gate opens. Regardless if the order is correct or not, all the glyph (all 12) disintegrate and new copies are created in their holders. Make sure there is some ancient story that gives a clue as to what symbols go in which order pictured in the room or on the obelisk itself.
Or have a blank slate that the right symbols must be drawn in. Or the answer needs to be spoken. Or a certain list of spells might be cast in the correct order. Or one spell per "trap", if the wrong spell is cast the trap is activated. Success bypasses the trap, failure triggers the trap but the party gets to advance anyways.
If you want the party to stop doing the same stuff to bypass the same puzzle, change the puzzle. Don't try to punish the party because they won't play your way, because that never goes well.
first off i want to thank everyone for all you diff kinds of advice.
2nd i'd like to point out i did at the start of the campaign go over with everyone what style of gameplay they like and expect. everyone agreed a good mix of combat, role playing, and puzzles was what they wanted.with that said i'll be using some of these things mentioned to help get through my coming campaigns.
Meirril I really like your idea of have players get pieces to a puzzle type thing and have to insert them in correct order, or giving them more pieces than holes so they need to figure out which ones to use! I will definitely use this in the future but for my current puzzle it won't work.