• juliebean@lemmy.zip
    link
    fedilink
    arrow-up
    27
    ·
    6 months ago

    i mean, if i was the referee, and they weren’t in that architecturally precarious situation, i’d think that’s a mighty fine solution to the puzzle, actually.

    • dfyx@lemmy.helios42.de
      link
      fedilink
      arrow-up
      10
      ·
      6 months ago

      No, no, TTRPGs are all about solving the DM’s convoluted logic and linguistics puzzles that don’t make sense inside the world and have exactly one solution. Not about creative problem solving /s

    • Zorsith
      link
      fedilink
      English
      arrow-up
      12
      ·
      6 months ago

      Or just knock. Not the spell, literally knock on the door.

      • JackbyDev@programming.dev
        link
        fedilink
        English
        arrow-up
        12
        ·
        6 months ago

        Look, I get it, it’s embarrassing to try and pull a push door. It doesn’t mean it’s witchcraft. Just try pushing!

        • BloodBrandy@ttrpg.networkOP
          link
          fedilink
          English
          arrow-up
          6
          ·
          6 months ago

          So the door itself had a sorta embossing design of an incomplete web. You would have to complete the webbing but there is a trap part that, if connected, triggers active, offensive traps. With a good investigation roll, my arcana and a Web spell from the rogue’s cloak, we did the puzzle and the door opened itself

  • Xanthrax@lemmy.world
    link
    fedilink
    arrow-up
    17
    ·
    6 months ago

    The worst one would be a petrified tree. They’re a massive cylinder that looks like the roof of the cave, and then it falls loose and smashes you.

  • orenj@lemmy.sdf.org
    link
    fedilink
    English
    arrow-up
    2
    ·
    6 months ago

    The dwarven lockpick (Adamantium hammer) is an adventuring staple for a reason; its fun and empowering to pick locks barbarian style.