How to run puzzles that can result in a TPK?

2021.10.19 04:35 moraisg247 How to run puzzles that can result in a TPK?

TLDR: I'll be using a puzzle that will probably kill everyone in the party if they don't solve it. Is it okay to do it, how do players see this kind of encounter and how could I change it if it's too much?

I've been running this D&D 5e game for a couple years now but most of the encounters have been combat or social interactions, rarely a hexcrawl, so I've decided to use a few puzzles for a change.

For some context: A huge eruption has just occurred and a ton of elementals are attacking a big city because one of the seals that keeps an ancient and immortal elemental creature in a deep slumber has been damaged. The seals were put in place a long time ago by a powerful set of scholars and warriors that followed a particular monastic tradition that focuses equaly in mental and physical prowess. As a means of defense, they set a bunch of trials designed to test one's mind and body, so that only those who are worthy, preferably followers of their monastic tradition, could have access to that seal and fix it in case of emergency. The emergency is happening now and the group was chosen to take on the task.

One of those tests is a flooding maze. The mechanics are pretty simple: it's one of those generic mazes you find on any children's book, except it's vertical, so instead of going left/right and front/back, they will have to go left/right and up/down, so there will be a lot of athletics checks for climbing. To add a sense of urgency, the maze is flooding a bit every turn, so if they take a wrong turn and have to go back, there is a possibility that they'll have to swim. In the end, it's basically "find the right path or drown" and I don't know if most people would find it fun.

So what I'm asking is:

1: Would you as a player have fun facing this puzzle?

2: Should I add a couple of "emercency exits" so a failure won't result in a TPK? If so, what could they be?

PS: Not sure if relevant, but they're five 8th lvl characters (cleric, barbarian, fighter, monk, wizard/cleric)
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2021.10.19 04:35 nullol [React] How can I signal to a child component that a button in the parent component was clicked?

I am working on a small react app that shows surfing forecasts like wave height and weather data at local beaches so I can set it as my browser homepage and stare at it and hate myself while I'm inside at the office.
I'm using material ui to create a grid of waves that gets mapped from an array in a child component. Each grid item has different views available that transition when you click a link in the grid item like "waves" "weather" "water quality" etc using CSS transitions that will show finer details like hourly forecasts for the specific link you clicked. So if you click "waves" it'll transition to the waves view showing you more details about that. There could be 1 wave saved or 50. So I want to be able to click through each beach's different forecast categories which could leave them all in totally different "current view" states and I want to be able to click a single reset button in the header above the grid to indicate to them that they need to go back to the default view.
Each grid item/beach will manage its own "current view" state but get its initial forecast data from a prop.
I thought maybe using the useRef would be a good option here to indicate to the grid that they need to reset their views to the default but I'm not really sure how to do this without passing a value like reset = true which I'd like to avoid if possible because then I would have to go back and tell it to toggle back to false (maybe that's the best option?)
My basic structure and initial implementation idea (so far) for the refs is like this:

const WavesView = ({ waves }) => { const resetRef = useRef(null); return ( <>    ); } 
Inside WavesGridContainer I have something like:
const WavesGridContainer = ({ waves }) => { return ( { => {  }); ); } 
Inside Wave it's pretty simple presentation code where it checks what the currently selected view is and renders based on that using a switch statement like (very simplified):
let currentView = ''; switch (currentView) { case 'waves': setSomeClass break; case 'waterQuality': setSomeOtherClass break; default: setDefaultClass } 
and in each grid item there's an onClick to change currentViewlike onClick={() => currentView = 'someView'} and I'd like that reset button in the parent component to tell each grid item component that it needs to set currentView = '' so it'll go with the default case.
Is this something I should even be using useReffor? I am trying to avoid sending down a prop value that needs to be reverted later. I'm hoping there's a way I can do something where the components can be aware that the event occurred and know to change the current view like:
let currentView = ''; if (resetButtonRef.isClicked()) { currentView = ''; } switch (currentView)..... 
Should I even be trying to do it like this? If so how can I utilize useRef to indicate the click happened? I tried to look through the React docs but I can't seem to find much more than this basic example so if someone has a link to some docs that go into further details about everything useRef can do and its full methods etc I would greatly appreciate it! I know there's stuff like someRef.current someRef.current.focus() etc but I have no idea what's all available to me beyond their basic example.
Sorry if this is way more information and more verbose than anyone needed but I know it can be helpful to have the full context sometimes. Thanks for the help!
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I have a ton of Co-op games and I would be happy to play with anyone!

I just bought Back4Blood and have no hours.
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grim dawn
PoE (free ofc)
Far Cry 5 and New Dawn
Baldurs Gate and Divinity TOS 2 (haven't gotten past ACT2 but would love to)
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