The way I like to handle riddles (and also puzzles) is to devise them in a way that I can provide 3-5 hints.
The riddle or puzzle is then presented to the players to solve. If they aren't quite sure of the solution, they can engage their characters' traits to get them a hint (something along the lines of an ability check related to the problem at hand - usually an Intelligence check, and adding proficiency bonus if there is a proficient skill or tool or language related to the riddle/puzzle.)
That way things are not handled entirely by "there is a puzzle - roll to solve it" methods or by forcing the players to solve it despite the difference in problem-solving aptitude between them and their characters.
I should also note, however, that I do not believe it to be of use to refuse a solution coming from a player on the grounds "your character wouldn't know that." for two reasons: 1) Without an exhaustive list of literally everything a character has heard in their life, we can't actually say that with any real accuracy because people hear random thing throughout their life and who knows what sticks and what doesn't, and 2) Unless there are no characters present who could have come up with the idea in-character, the player solving the puzzle out-of-character could just as easily be telling the other player who then has their character be the one to make the in-character solve.
Thanks, this could be the best way to handle riddles. I'm kind of embarrassed that I didn't think of hints myself! Thanks for the help.
No reason to be embarrassed by that. It took me years to think of it, and there are tons of games out there that are written by professionals that didn't think to suggest it either.
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The way I like to handle riddles (and also puzzles) is to devise them in a way that I can provide 3-5 hints.
The riddle or puzzle is then presented to the players to solve. If they aren't quite sure of the solution, they can engage their characters' traits to get them a hint (something along the lines of an ability check related to the problem at hand - usually an Intelligence check, and adding proficiency bonus if there is a proficient skill or tool or language related to the riddle/puzzle.)
That way things are not handled entirely by "there is a puzzle - roll to solve it" methods or by forcing the players to solve it despite the difference in problem-solving aptitude between them and their characters.
I should also note, however, that I do not believe it to be of use to refuse a solution coming from a player on the grounds "your character wouldn't know that." for two reasons: 1) Without an exhaustive list of literally everything a character has heard in their life, we can't actually say that with any real accuracy because people hear random thing throughout their life and who knows what sticks and what doesn't, and 2) Unless there are no characters present who could have come up with the idea in-character, the player solving the puzzle out-of-character could just as easily be telling the other player who then has their character be the one to make the in-character solve.