So much for finding creative solutions to perplexing problems.... I doubt a party would have had ten of those wooden scroll of fly tokens? And, yeah, maybe throw across the dwarf would work for him... But what about the other nine players? If someone had 30 str, then other skills probably had been neglected to get it... So still would balance out, in other rooms where strength isn't a benefit, that player possibly would have been at a disadvantage... Isn't that "balance"?
Those would have been really "cool" solutions... Maybe the dwarf takes some "fall" or "impact" damage, but still got across... So then solve the bridge puzzle for everyone else? it seems the excuse "semantics" to "solving" the bridge and not "solving" crossing the chasm is a bit petty to me... But I am not the decision maker (and for good reasons!)
It doesn't sound like the room would have been broken to me... Just some cool RPG playing for creative "partial" solution (1 or 2 players out of 10).
I think it would have made that particular puzzle and even dungeon run more enjoyable for everyone! And, the puzzle would still have to have been solved for the rest of the party, anyways... For the rest to cross. Think of the after-game over a few drinks people bragging about how one or two of them "broke" the room, still the rest had to solve it for credit! But they will remember the enjoyment of that creativ solution.
That reminds me of the lava room last year you had to cross... People with those boots to walk across didn't give credit for solving the puzzle so if a couple used them they failed the puzzle? The entire party, I doubt, would have those boots, so they would have to have solved the puzzle to cross... Still something that in my honest opinion makes the game funner... I understand the infamous backpack of jumping wouldn't have solved it... It is for COMBAT, and you land safely where you started! That seemed to me fair...
I guess I prefer the goal to solve the room mechanics, not the actual puzzle, if a fair and creative solution can be created... Especially if the main puzzle gets solved by some of the party for the rest of the party to succeed solving the room...
Still, I love the game, just think working more creative role playing solutions maybe ought to be allowed to "successfully" solve the puzzle, even if it really solves the room, I.e. Crossing the Chasm, and not the puzzle, Fixing or Extending the Bridge. This would make the game even more addictive in my opinion... And token collecting of unique and unusual tokens even more important for people of like minds...
Not every room would have some such creative solution, so it still seems fair to me... Take the flying ship you had to fix a few years ago... How would you fix the air blowing without actually solving the puzzle? (I am butchering this puzzle description, sorry... I read about it a while ago...)
On the other side, if a team (or even just a couple of players in a pick up game) of players runs the dungeon twice, with time to re-outfit their characters to out beat the run and break every possible room, that would not necessarily be fun, to me, at least... How many people have seen a magician perform tricks you already knew the solution to? Or played a scenario in some RPG real where you read the module before you played? Both of these are painful experience in my opinion. To me, that is just not fun, a waste of money, and ruins it for everyone else...
At least in Tru Dungeon you only get credit for each unique run, and not every run...
Sorry, I will get off of my pedastile and stop rambling... I am not a pacifist, even though a non-lethal solution for an entire run may be fun to try, I still like the hack and slash... Sliding of the pucks, to make it still a fun challenge.