{"id":2512,"date":"2021-03-15T16:31:46","date_gmt":"2021-03-15T16:31:46","guid":{"rendered":"https:\/\/levelupcorner.com\/?p=2512"},"modified":"2021-03-15T16:36:02","modified_gmt":"2021-03-15T16:36:02","slug":"how-to-make-dd-puzzles","status":"publish","type":"post","link":"https:\/\/levelupcorner.com\/how-to-make-dd-puzzles\/?","title":{"rendered":"How To Make D&D Puzzles"},"content":{"rendered":"\n

How to make D&D puzzles involves a lot of steps. You can make a puzzle with almost no effort, but that doesn’t mean it will be good. In fact! IF YOU DON’T MAKE A GOOD PUZZLE, IT WILL HURT YOUR GAME!!! That is why we are going over how to make D&D puzzles. <\/p>\n\n\n\n

When considering how to make D&D puzzles, you need a few things. First, give useful hints, options, and a purpose. <\/em><\/strong><\/p>\n\n\n\n

We will go over some puzzle examples and different types of puzzles you can make later on in the article. We will also cover many different aspects of what puzzles can do and why you should make them.<\/p>\n\n\n\n

Giving helpful hints<\/h2>\n\n\n\n

“The sun rises when I set.
The Earth is my companion, and I am seen by all.
You all have seen me. What am I?”<\/p>\n\n\n\n

Now some of you might be screaming the answer. I just came up with that riddle, and the answer was: MOON. As in, the moon. But what if you or your players didn’t get that? <\/p>\n\n\n\n

The players could have thought of something else. Star, planets, dark matter or some other weird answer that is not moon. Most DMs will be in this situation at some point, despite using techniquest that should make this situation not happen. So, in this instance, what do you do?<\/p>\n\n\n\n

There are a few options that you can use:<\/p>\n\n\n\n

  1. Use a skill check.<\/strong><\/li>
  2. Give an extra hint.<\/strong><\/li>
  3. Let the player’s answer be the answer.<\/strong><\/li><\/ol>\n\n\n\n

    For using a skill check, the players just need to be stumped. Have them roll a wisdom\/intelligence check or a skill that pertains to the riddle. In this case, nature would also work. <\/p>\n\n\n\n

    Be broad when allowing skill checks since players might need some sort of help. This way you can practically give them the answer with a sense of satisfaction. Their characters are telling the story, so it makes sense they might know what the players don’t. Incase this doesn’t sit well with you or your players roll poorly, there is always an extra hint.<\/p>\n\n\n\n

    An extra hint can be given if the players don’t respond quick enough to the riddle. After 5 minutes the riddle device\/person is designed to give an extra prompt. Phrase it as if this was always the intent. “The image is slowly starting to change as you ponder this.” Have them panic for a little bit and then change it into the night sky showing the moon, stars, etc. <\/p>\n\n\n\n

    If your players STILL can’t get it, then you can always let their answer be good enough. The satisfaction of riddles comes from finally figuring out the puzzle. That is why even if you know how to make D&D puzzles, the players can’t always find the answer. They can’t read your mind, and some just might be terrible at puzzles.<\/p>\n\n\n\n

    If you still need help on how to drop helpful hints as a DM, we have an article dedicated to that here.<\/a><\/p>\n\n\n\n

    How to give helpful hints is important for when any puzzle fails, and that is why we put it right in the beginning. You will be stuck at times even when you create great puzzles, but now you have a safety net. With that safety net, let’s get into how to make D&D puzzles.<\/p>\n\n\n\n

    The 3 Clue Rule<\/h2>\n\n\n\n

    This is a technique that has been around for a while. Everyone links it when they talk about how to make D&D puzzles and I won’t be the exception. <\/p>\n\n\n\n

    If you are interested in reading the source material here it is,<\/a> but I am going to summarize it for you.<\/p>\n\n\n\n

    First, minimize points of failure. If you are making the party succeed\/fail in 4 specific skill checks, you have 4 points of failure. Low rolls happen just like how we talked about in the previous section. That is why I suggest that you do not make a puzzle’s sole success based on skill checks.<\/p>\n\n\n\n

    If you want your players to solve something, you need to give clues. Hence the three clue rule from the Alexandrian.<\/p>\n\n\n\n

    “For any conclusion you want the PCs to make, include at least 3 clues.”<\/em><\/strong><\/p>\n\n\n\n

    Players never make things go according to plan. They go in circles, zig zag through what you thought would be the narrative, and make dungeon masters question the concept of sanity. Because of this, you should have multiple points where players can get the answer that they need. This does NOT i<\/strong>nclude extra skill checks, extra hints, or player answers being acceptable. <\/p>\n\n\n\n

    In these multiple points, I highly suggest that you have multiple clues for your group. Put these clues at each point where they need to solve something in order to progress.<\/p>\n\n\n\n

    Here is an example: <\/p>\n\n\n\n

    Your group needs to find out that who the killer is. They have nothing to go on, but know where the murder scene is. The players go there and have a few options. They can talk to the witness to get a description, inspect the body to figure out who this was and investigate that angle, or find that the murder weapon is a special type of blade. One that is only made by a certain smith.<\/p>\n\n\n\n

    The Alexandrian talks about how you could use skill checks instead, such as allowing a medicine to find poison, investigate to get the letter tucked in a corner, or just roll a persuade to get the information from the witness. I strongly do not recommend using skill checks as your 3 points of failure!<\/strong> You might think that is okay, but players somehow surprisingly fail 3 checks that they should make a lot. <\/p>\n\n\n\n

    With that in mind, let us look at a different kind of puzzle.<\/p>\n\n\n\n

    Simplicity is key<\/h2>\n\n\n\n

    Here is the countdown puzzle. Watch it and then come back here.<\/p>\n\n\n\n

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