[RPG] How to make puzzles a challenge for the character, rather than the player

adventure-writinggm-techniquespuzzlesystem-agnostic

I'm designing an adventure, in which at one point the party meets a giant who will only let them pass if they solve some puzzles. However, the problem is that the riddles are a test for the player, not for the character- a very bright person playing a character with average intelligence would probably solve the riddles, while his character may not. I've considered having the players roll a DC 10 Intelligence check after solving the riddles, but that doesn't seem fair.

So my question is, how can I make puzzles a challenge for the character, instead of the player?

I don't want advice tied too deeply into a particular game's mechanics – this is a common problem found in most of the trad games I've played. It tends to reduce to "player figures it out" or "player makes some roll to solve it without needing to think about it," both of which have their problems.

Best Answer

The reason the rolls seems unfair is a problem called Goblin Dice.
When talking about combat, d20 decide if a goblin lives or dies - but we all know sooner or later he will kick the bucket.
When we use d20 to determine the success of one-of-a-kind events (like making a bluff check, a diplomacy check or a riddle-solving check), the high variability of the dice makes it for the bad results you named in your comment: "a really smart character rolls a terrible number and unfairly loses the challenge".

This can be solved by rolling several d20, akin to how D&D 4e manages Skill Challenges.
Asking for several intelligence checks and having the puzzle solved when at least N rolls are successful introduces a bell curve in the results, making each single roll less important and less able to influence the results. Smarter characters get less chances to botch all the rolls; dumber characters get less chances to win by pure luck.
The exact number of total rolls and needed successes determines the probability of having the smart character fail or the uneducated character go "Eureka!".

One way to have players work for their result despite only working on the character's skill is turning the series of rolls into a tactical exercise (like "you can choose to have this roll count as a loss and get a +2 to all following rolls").


A second method involves having players consider their character's intelligence. This is obviously prone to metagaming and harder for the not-so-smart-guy-playing-a-wizard.
Seriously? Don't.


Included for completeness, some ideas that involve player and character skill in different ratios:

  • Give out hints based on character's intelligence score, then let players solve the riddle.
  • As above, but give out hints based on the result of a single intelligence check (maybe the worst choice)
  • As the first, but give out hints based on the number of intelligence checks successfully passed.

Note: Goblin Dice as a name was born on Magician's blog