Started by AzaLiN, August 04, 2009, 05:25:07 AM
QuoteA good way to explain these arbitrary rules might be with a bit of simple magical handwavium. Perhaps the reason the gnolls fear and refuse to swim the river is because it is enchanted somehow?
Quote from: FredGarber on September 22, 2009, 01:34:44 PMJust an FYI, before you try this:With four gnolls and four guards, and a two person canoe ? There is no "In the box" solution.And the "standard" puzzle of 3x3 requires (at more than one point) two gnolls to row alone, and one to return alone to the guards with the canoe: not likely. There's even one point where all three gnolls are on the far side, and all three guards will be on the starting side. I agree with the poster in the other thread that if my GM gave me a "standard" puzzle like this I would just roll an INT, and then go Google the answer.-Fred
Quote from: Callan S. on September 22, 2009, 06:19:47 PMI sat down with it and it works out2. Player takes another gnoll (G2) to the other side. By strict wording of the puzzle, they attack when they are superior in numbers to PC on that side, and the PC is staying in the boat. He's not on that side! The wording doesn't describe them running off or anything, so they can be left there. Also it fits my imagination in that the player turfs the gnoll out of the boat and gets out of there pronto - but as I said before, I'm willing to patch the fiction to support the gamism. If you only want the fiction to happen how it'd just seem to happen...that's either sim or bitterest gamer territory.rings P4 over and then gets out himself. Ta da! Solveable! Where's my cookie!?