1/2 Puzzles are certainly old school #DND but I'm not a fan. Testing the players (who should be tested) not the characters (who should also be tested).
We spent 1/2 of last night's session trying to figure out a puzzle. Maddeningly, earlier "very close" attempts gave no clue…
— Doug Pirko, a lifelike facsimile of himself. (@waiwode) July 25, 2019
It very much depends on the group, AND the GM’s knowledge of this precise challenge. If a puzzle is to be implemented, consider multiple means of solving/discovering the solution through various skills/hints. Modular elements of revealing them help keep the players invested.
— Matthew Mercer (@matthewmercer) July 25, 2019
Even so, puzzles are a very delicate thing to do well, and should be used sparingly, if at all. I know I’ve used them in the past and ended up only frustrating my players and pulling them out of the game. I’m still learning, and for that reason I keep them rare.
— Matthew Mercer (@matthewmercer) July 25, 2019
Also using puzzle “elements” as part of another challenge (or part of a combat) can be a fun way to keep the pace, without over complicating it. Straight up brain puzzles? That’s a reeeeeeally risky walk.
— Matthew Mercer (@matthewmercer) July 25, 2019