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<blockquote data-quote="iserith" data-source="post: 7296475" data-attributes="member: 97077"><p>It's a case-by-case thing and hard to judge without the full context of the knowledge of the characters who are adventuring and the established obscurity of the knowledge itself. As long as the player is making a declaration in good faith, I tend to err on the side of the player and at least ask for a check. If the player's declaration is particularly relevant, then I'll just grant automatic success. It's fairly rare that I'll just say no, but I will when it makes sense. And players in general self-select on this sort of thing in my experience, judging for themselves whether their character might know about such things or not. I wouldn't see five players all trying to justify knowing that symbol in practice, for example.</p><p></p><p>In the example of Quiet Riot's tattoo that I mentioned upthread to [MENTION=6777696]redrick[/MENTION], two of the five players chimed in to try to identify it. Carl Lagerbelly, the paladin, drew upon his religious training. I didn't think that was appropriate, so I said that it was beyond the scope of what the church taught him - fail, no roll. Robert Bob Roberts' declaration seemed more reasonable, if a bit of a stretch given the context, so I called for a DC 20 roll which he exceeded.</p><p></p><p>There's also the issue of the meaningful consequence of failure. In a simple binary transaction, you recall it or you don't, so it would have to be a situation where not recalling it has some kind of consequence associated with it. If it doesn't, then the DM can just say they do or do not recall the relevant info. In the case of Quiet Riot's tattoo, that cost might have been being fairly blindsided (potentially) when it is revealed she's a bit shadier than they might otherwise expect. Fair enough for a roll, I think, in this situation.</p></blockquote><p></p>
[QUOTE="iserith, post: 7296475, member: 97077"] It's a case-by-case thing and hard to judge without the full context of the knowledge of the characters who are adventuring and the established obscurity of the knowledge itself. As long as the player is making a declaration in good faith, I tend to err on the side of the player and at least ask for a check. If the player's declaration is particularly relevant, then I'll just grant automatic success. It's fairly rare that I'll just say no, but I will when it makes sense. And players in general self-select on this sort of thing in my experience, judging for themselves whether their character might know about such things or not. I wouldn't see five players all trying to justify knowing that symbol in practice, for example. In the example of Quiet Riot's tattoo that I mentioned upthread to [MENTION=6777696]redrick[/MENTION], two of the five players chimed in to try to identify it. Carl Lagerbelly, the paladin, drew upon his religious training. I didn't think that was appropriate, so I said that it was beyond the scope of what the church taught him - fail, no roll. Robert Bob Roberts' declaration seemed more reasonable, if a bit of a stretch given the context, so I called for a DC 20 roll which he exceeded. There's also the issue of the meaningful consequence of failure. In a simple binary transaction, you recall it or you don't, so it would have to be a situation where not recalling it has some kind of consequence associated with it. If it doesn't, then the DM can just say they do or do not recall the relevant info. In the case of Quiet Riot's tattoo, that cost might have been being fairly blindsided (potentially) when it is revealed she's a bit shadier than they might otherwise expect. Fair enough for a roll, I think, in this situation. [/QUOTE]
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