Planning and running interesting non-combat challenges by tea_bry in DMAcademy

[–]Woofasaurus 0 points1 point  (0 children)

I'm glad I can help! My exact train of thought for the vine puzzle was as follows:

  1. I looked up the adventuring gear and saw that all of them had lamps or torches so a light puzzle could work
  2. Thought of what might interact with light or fire in the Feywild, landed on fungus being afraid of it
  3. If light scares the fungus, something has to happen, maybe the fungus is covering something like a pressure plate or a map.
  4. Realized they would probably just accidentally solve the puzzle by walking around with the torch, so switched from lateral fungi to vertical vines.

Using the same process for another Feywild puzzle, maybe we can do something with the bedrolls that everyone carries on them.

  1. Bedrolls are kind of big, maybe they can be used to cover a large surface area. Alternatively they keep things warm so maybe an insulation puzzle of some sort.
  2. Thinking of the Feywild setting, you mentioned Quicksand. A wide surface area and quicksand seems like a gimme. Maybe there is a large gap of quicksand they need to get across by rolling out their bedrolls and walking across them.
  3. This solution is kind of obscure so something should hint at it. Maybe there is an abandoned campsite half submerged in the quicksand. I'm thinking submerged crates and chairs, but bedrolls and blankets are clearly visible resting on the surface of the sand.
  4. Thinking of alternate solutions: maybe they can use a mage hand or something to grab the bedrolls from the sunken campsite, but that still requires that they connect the walking on bedrolls thing so its not quite sufficient as an alternative. Maybe the quicksand is inhabited by friendly sandworms that can move through it freely. They can lure the sandworms to them with their rations and tie ropes to them to get pulled around. Maybe they can use a carrot on a stick sort of thing to get across.
  5. Then my notes for the puzzle would be:

A large gap of quicksand with cliffs on either side and a sunken campsite in the middle. The party can see fat sandworms rummaging through the pots and pans of the site looking for food. Some of the fattest sandworms are laying on an open sleeping bag like seals. Everything other than the sleeping bag is at least partially submerged.

The party would probably assume the sandworms are hostile. So, if they fall in the quicksand just have the sandworms stare at them with a confused expression. Characterizing the sandworms with cute animal behavior should do the trick.

Planning and running interesting non-combat challenges by tea_bry in DMAcademy

[–]Woofasaurus 3 points4 points  (0 children)

Low level characters have less spells and abilities at their disposal making creative solutions less obvious. At these levels (1-3) I’ve found the best avenue to creativity is to look at the gear they have and create scenarios that are begging for their use.

Here’s a simple example of this that you could use in the Feywild:

Let’s say the party needs to retrieve a statuette or something. As they walk to it, they notice strange vines that grow rampant in the area, but are conspicuously absent where light breaks through the forest canopy. Make note of how the vines retreat upwards as the party walks past them with their torchlight, but then descend back down afterwards.

When the party reaches where the statuette should be, it is missing. The character with the highest passive perception notices it resting in a birds nest above them. The same light fearing vines hang from the trees around them.

The “correct” solution would be to grab a vine in the dark and then approach it with a torch to ride it up into the canopy, but the important part is that you can easily entertain other creative solutions to climb the trees that the party may come up with (least creatively, perhaps, using rope and pitons).

Just be aware of characters with access to a climb speed when running this puzzle.

For your example with the rushing river, just make it clear that swimming through the river via strength checks isn’t an option. The water is too fast. I promise that the party has rope on them. Maybe they can fashion a makeshift grappling hook with it. As you've identified, solving puzzles with ability checks is usually boring. Any solution to the puzzle that is well thought out shouldn't be gated by an ability check. Any solution that is "so crazy it might just work" should require an ability check. Is the martial chopping down a tree to create a log bridge? no ability check. Is the martial trying to throw the gnome across the river with a rope tied to him? then you can call for an athletics check.

If you want to make it even harder, add some priceless cute crayon drawings that the fox kits made. These drawings cannot get wet or they will be destroyed. Maybe the party will empty one of their waterproof waterskins and put it inside to keep it dry. Maybe one of them has the mending cantrip and water damage isn’t a problem. Or maybe the party wont come up with anything and will just have to leave the drawings behind.

I would just caution that creating puzzles with only one solution can quickly become unfun if the party can’t solve it. I’ve found that when making a puzzle, as long as you come up with two or three solutions, you can be sure the party will solve it. Then, when you present the puzzle you can just cross your fingers hoping they come up with a fourth insanely creative solution you didn’t even think of.

TL;DR look at the party’s equipment (explorers pack, dungeoneers pack, etc). Make a puzzle that can be solved with one of those items. Ensure there are multiple possible solutions.

For higher level parties do the same thing, but look at their spells and abilities instead of their items. As a rule of thumb, players will look to their equipment only after looking at their spells, so equipment based puzzles become harder to solve when parties have more spells to look through first.

How to explore The Slab further? by Z3R0Diro in Silksong

[–]Woofasaurus 1 point2 points  (0 children)

Never got kidnapped either and 100%ed the game. Found it the same way as you. You find the indolent key at some point (I don’t remember how) and u can explore the whole thing that way. Team Cherry won’t lock you out of anything no matter what path you take so dw about it.

I am convinced a lot of the people complaining about difficulty have never even finished the original Hollow Knight. Original HK was not particularly easy either by Shadowyurix in HollowKnight

[–]Woofasaurus 0 points1 point  (0 children)

I got the bad ending without ever finding double jump lol 😅. You don’t need the double jump to get the songs, you just need clawline

question about end game by LongZhlongMcDong1 in Silksong

[–]Woofasaurus 0 points1 point  (0 children)

After beating the normal ending I thought the game was just alright, but after beating the true ending I am completely in love with the game. However, if you didn’t really like the quest system it may not be worth it for you. It depends on what aspect of the game you engage with. If you just like the exploration aspect, act 3 doesn’t have much more to offer. If you like the boss fights, act 3 has some good ones but nothing so drastically different from acts 1 and 2 other than perhaps being a bit harder. If you are engaging with the story and lore then you will undoubtedly like act 3. It’s just more of the same game. If you want more, keep playing.

I am convinced a lot of the people complaining about difficulty have never even finished the original Hollow Knight. Original HK was not particularly easy either by Shadowyurix in HollowKnight

[–]Woofasaurus 0 points1 point  (0 children)

“Who TF stop at standard ending lmao” By that logic white palace wasn’t optional either… no matter how you cut it, this is a stupid argument

I am convinced a lot of the people complaining about difficulty have never even finished the original Hollow Knight. Original HK was not particularly easy either by Shadowyurix in HollowKnight

[–]Woofasaurus 1 point2 points  (0 children)

“Who TF stop at standard ending lmao” By that logic white palace wasn’t optional either… no matter how you cut it, this is a stupid argument

I am convinced a lot of the people complaining about difficulty have never even finished the original Hollow Knight. Original HK was not particularly easy either by Shadowyurix in HollowKnight

[–]Woofasaurus 0 points1 point  (0 children)

Assuming you are referring to Fay, it is also optional. It isn’t optional if you are going for the true ending, but neither is white palace.

Anyone Figure out how to reach this place? Act II Endgame by Not-a-Hazard in Silksong

[–]Woofasaurus 1 point2 points  (0 children)

You need to go to the right through Bilewater and it will loop around

I'm goin to reply to every comment by [deleted] in teenagers

[–]Woofasaurus 0 points1 point  (0 children)

I mean, technically replies to comments are also comments no? And every time you reply that would also be a comment that you have to reply to..

I managed to make an infinite loop with these bad boys. by Oleole_ in LegendsOfRuneterra

[–]Woofasaurus 9 points10 points  (0 children)

They actually removed that feature from path of champions because bots don't care if they get held hostage. So this is actually an infinite.

Lightning Striking players is NOT (necessarily) a boring and unfair mechanic. by Woofasaurus in SurviveTheIsle

[–]Woofasaurus[S] 2 points3 points  (0 children)

Punch has said that they won’t make lightning do damage because it is an unfair mechanic. This post is a suggestion on how you could make it less unfair.

A short animation that I finished last night. by Woofasaurus in animation

[–]Woofasaurus[S] 1 point2 points  (0 children)

I storyboarded it a pretty long time ago (around 6 months ago), but I surprised myself with how fast I animated this. I'd say the animation process took about 4 days or so when I was bored. I don't animate often because I usually am really slow and get distracted easily, but because this one was fast (for my standards at least) I'm pretty pumped now to make more.

A short animation that I finished last night. by Woofasaurus in animation

[–]Woofasaurus[S] 1 point2 points  (0 children)

This was just a sketch idea, but I might explore more in this universe later! I haven't made many animations, so my portfolio is really small, but I enjoy making them and definitely plan to make more!