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Access to Magic

Posted: Sat 05 Aug 2023, 02:20
by RandomFlashBANG
I'm working on another Dragonegg adventure, and it occurred to me; is a "magical" puzzle appropriate in this setting considering the smaller access to the magic skill for players compared to other magical systems? I was thinking about trying to skirt the issue with a 'Myths & Legends' check, but that will only get one so far logically.

The challenge in its current form is being able to identify the command to deactivate a magic seal. (with those of the Elementalism school being granted a boon)
Thoughts? maybe something like a fantasy post-it note under the desk for the thief to find? or am overthinking the rules of the world as they are?

Thanks for any thoughts you may have.
--Joe

Re: Access to Magic

Posted: Sat 05 Aug 2023, 11:03
by Short Fey
The challenge in its current form is being able to identify the command to deactivate a magic seal. (with those of the Elementalism school being granted a boon)
Thoughts? maybe something like a fantasy post-it note under the desk for the thief to find? or am overthinking the rules of the world as they are?
I think that it could be something along those lines personally. If your magically schooled you could easier see the solution, but having anyone else make a more common skill roll instead is viable, in this case i'd say myths and legends or a Language roll. The important thing is that it can't be something that stops the story in it's tracks because a lack of magical skill or not being trained in the "correct" skill.

I'd also say you could have a puzzle that could be solved by magic, but have the option for a non magical solution.
For example, let's say a puzzle requires you to burn a specific object. Blasting it with a fireball is the "intended" solution, but building a campfire under it, or sticking a lit torch at it also counts.

Re: Access to Magic

Posted: Sun 06 Aug 2023, 07:39
by RandomFlashBANG
thank you. That is largely where my thoughts fell as well