I'm good with digging through end-user interfaces and getting the most out of a published system. The extent of my coding experience is a bit of BASIC in middle school and playing RPGs with comp sci majors.
The basic conceit is a standard adventurer cliche: the tomb filled with untold wealth/knowledge/power is guarded by a series of clever traps that the adventurers are unusually well-suited to overcoming.
Then it turns out that the Thing(s) at the center of the tomb designed the traps so that only those with certain desirable qualities (suitable for honorable sacrifice, or spare parts, or able to fix their broken technology) can penetrate the tomb.
For some time now I've wanted to design a "dungeon" where the layout of open and closed doors consists of an enormous set of AND/OR gates.
The difficulty I kept running into was that my players had vastly different levels of experience/training with such things.
But if you're running with comp sci, a whole new level of meta strategy opens up.
If you can get them thinking of it as a logic-gate puzzle instead of a dungeon, you can get them to open and close doors in very non-strategic ways as they delve further into the dungeon, leaving them with poor choices when the trap is finally sprung.
My idea was that open doors would input 0 and closed doors would input 1, with connecting rooms feeding each other their outputs directionally into the dungeon.
So as you go deeper, in order to get the outputs you need to open new doors (or turn on machines?) you have to double back and change configurations higher up.
When you finally trigger whatever's in the heart of the tomb, the doors are locked into their final configurations, leaving the party at a disadvantage and the Thing(s) with the strategic high ground--perhaps the Thing(s) have a shortcut from their central room that the party managed to unlock but simultaneously cut themselves off from.
@C.Ross three major changes: a) the code is now injected into the stackexchange document manually, because you need to do that in chrome to do that to use the document's jquery, b) the count selector I mentioned and the associated document.ready, c) the vertical alignment
you can't install directly from the web in chrome, so I won't bother putting it up on userscripts
@trogdor you're welcome to try it; the chrome-specific hacks shouldn't do terrible things in firefox, but @C.Ross's original userscripts.org/scripts/show/168580 we know works in FF
@BESW that would basically require the script to intercept a line that reads '4dF' and modify it to '4d6' before sending it to the chat, because we don't control the dicebot