by Squeejee » Thu Dec 09, 2010 5:45 pm
As a GM, I find it's best to "cheat" my players in the Gygaxian sense - lots of deadly traps, some of which the Rogue can avoid, but others that don't fall into the purview of trapfinding and therefore require the players to recognize them using their heads instead of their dice. As an extension of that, creating puzzles that have no apparent solution (ie, the object you need to get is enclosed in a mini sphere of force that resists attempts at standard dispelling, what do you do?) is also a good tactic to make your party think outside their stats for a solution, and generally makes for a more memorable gaming session. Typically I don't even come up with a solution to these puzzles myself, but when my players describe a solution that sounds like it might work, I give them a fair go at it (in this case, they smashed a wand of dispelling against the force sphere until it broke, releasing the pent up abjuration energies within while the wizard focused it into a single powerful dispelling effect - one spellcraft check later, the item was theirs).
Admittedly, you run the risk of introducing a dangerous precedent into your campaign on the latter method, but you can always BS your way into nullifying it next time it comes up (like, say, a powerful enemy Wizard counterspelling the effect, meaning they broke the wand for nothing and will think very hard on risking that again). The trick there is to let the broken tactics work occasionally, but be thwarted when it really matters - if you need justify it, obviously the forces that the players are working against are saving their resources for those times when it really does matter, so it's totally logical for them to counterspell you this time and not those other times.
It can also be used to create a thrilling scene - the party needs to get to a similarly protected object or area, but the broken wand method won't work until they can take care of the evil wizard's apprentice, who is readying a counterspell action every turn while they square off with the man himself. The party now needs to come up with a tactical solution that renders the apprentice disabled for one turn so they can get the device and use it on the wizard to kill him permanently instead of watching him regenerate every round. Sounds like a campaign finale to me!
Location: Bat Country
Status: Drugs taking hold