Hehe, that's not a bad perspective to be coming from - since you're the kind of person that Wizards really needs to avoid annoying with this new edition.
I want to design a dungeon around the idea of Tomb of the Cybermen: the tomb was built to attract curious adventurers, and only allow the smartest into the center for conversion.
I've experimented with logic gates and calculation mazes.
@BESW Yeah, I don't know what you are doing, but I have played a lot of different types of games where they end up being general knowlage rather than pure intelegence
@Vi I either need a broad set of puzzles that are each easy for people who think that way and rough but not impossible for people who don't, or to tailor the whole dungeon to the group I'm running it for.
One concept: doors that unlock when logic gates are completed. Each door's open/closed state sends a 0 or a 1 to the next door's logic gate circuit. I would provide clear lights and lines indicating state and relation.
@Vi I either need a broad set of puzzles that are each easy for people who think that way and rough but not impossible for people who don't, or to tailor the whole dungeon to the group I'm running it for.
@BESW Regular tests will help as well, but they probably put more of an emphasis on the reader having memorised a pile of things in school that will leave them with dead-ends everywhere they go.
Another cool one is to play through the original Dungeon Master
One thing they did was present you with puzzles that required a certain number of keys to pass a door, so they could hit you with ones that were harder but give you enough variety to mean that most people would get through
Their puzzles weren't always that hard, but I'm thinking they might help you with design
Plus it is a crazily fun game XD
Hope at least one of those helps. Problem with being a puzzle designer is that you have to be several levels smarter than anyone who solves it simply so that you can prevent them giving a legitimate answer that doesn't open the door. XD