DM: By this point, I'm going to say that it's early morning and you've all had an extended rest. It's time to escape the locked dorm room.
Gallus (RD): I really don't like the idea of sitting on my claws all night… But fine, whatever. I'll take the full heal.
Smolder (RT): As I recall, you said Neighsay put an Arcane Lock on both the door and window?
DM: Yes. Otherwise there wouldn't be much in the way of security.
Ocellus (TS): Actually, I've been reading up on the spells, and… Arcane Lock is just a 2nd-level abjuration. Most of us can learn Dispel Magic, and Smolder even has access to Knock.
Yona (FS): So we could have broken out sooner?
DM: Not necessarily. Depends on the spells you've learned and prepared for the day. Also, you got dumpstered by an adult wizard.
Silverstream (PP): Well, you just gave us a long rest, so… Mayyybe I've got Dispel Magic all set up and ready to go?
Sandbar (AJ): Or we could just say that since all magic in Equestria is failing, even a couple of Arcane Locks won't last long. You're going free no matter what.
Gallus (RD): Yeah, but why take the fun out of it? Can't I just pick one measly lock this session?
Sometimes, it's not a problem of finding a solution, it's a problem of having too many solutions to the puzzle. Generally, though, you can count on players to take the one that's closest to free-of-charge.
Closest to Free of Charge, or the one that allows them to inflict the most collateral.
My old Shadowrun group was like that. When taking sabotage missions, they would ask the Johnson for specifics on just how much damage would cross the line into Absurdity and then they'd 'play blackjack' by getting as close to that amount without going over.
And woe to the Johnson that let them have free reign to do as they wished! Like that one police chief that wanted a crime boss brought in dead or alive. Damn was that poor sap killed. Burned his safehouse down to charcoal and killed most of his guards too. Thankfully there was enough body left to identify him.
I remember once playing in a multiverse campaign, the group was a set of recently or almost ascended beings, The big bad was some entities that were stealing or taking over other realities. The side quest defeat the owners and customers of a tavern that existed on another plain of existence and was frequently visited by the most evil and vile entities you can imagine.
My character was a god of technology and magic, I had collected an artefact that allowed me to redesign, rebuild, or create anything I could think of. Sadly it was the size of a room and stored on my starship. Obviously I had copied those abilities into a bracelet I wore, basically a less powerful, but compact version I could actually carry.
I also had, a Lyre of Destruction/Creation,
Thinking it was a good idea at the time, on the spot I quickly modified the Lyre into a circular hybrid Harp-Organ, and one of my Team-mates handed me a scroll of Music the "Song of Creation". I then Proceeded in a stroke of Genius began to play the music backwards. Resulting in me summoning a band of demons, with their personal demonic musical instruments. We then continued to play what would be later known as the "Song of Destruction". The Tavern, all the evil people in the Tavern, the entire Dimension it was located in and the adjacent 12 Realities, were suddenly destroyed, resulting in us completing the Quest. But losing 13 now dead, dark and reformatted empty realities to the Big Bad that was slowly taking over the multi-verse.
It is one of my favourite moments in playing Dungeons and Dragons.
When more than one person has a way of doing the same thing, and in case of one it's meant to be the main part of the class, while the other is "because magic"; and they want their turn in the spotlight.
I'm pretty sure half of why Watson as a character/archetype exists, is because people are prone to over-analyzing things, and therefor miss the simple thing.
Oh yeah, that happens a lot. Like, if you have an important NPC give the party a box (but not tell them what is in it) and ask them to deliver it to a more-important NPC, they'll spend an hour trying to figure out if they should open the box.
Bonus round is if there's something dangerous in the box, prompting another hour overanalyzing what to do with it.
Really? In my experience the decision "Should I open the box?" is made within the first 3 seconds. The rest of the time is spent figuring out "How to open the box without being found out by security measure x?"
Hmm. Well, I guess I should of added a caveat that the party has to have at least one Lawful Good individual or someone who is anti-curious for that scenario I described to happen?
Actually, Sherlock Holmes was good enough he did not over-analyse (usually). And Watson frequently misinterpreted what should have been obvious (ex: as a doctor, not recognising the initials of one of London's biggest hospitals in "Hound of the Baskerville")
Watson's role in the stories was mostly to make Sherlock look brillant thanks to Doyle not describing the key clues and then have Sherlock explain them to the readers through Watson.
Don't forget that Watson is one of the better examples of unreliable narrator, with writing about the more exciting cases that end with Sherlock solving the case. There are cases he's written about where the criminal does get away, but there have been times where there are cases that have gone unsolved. Like Sherlock says, Watson's a bit of a romantic when writing about the cases he chooses.