iserith
Magic Wordsmith
Let's talk about knowledge!
Specifically, the player does not know X, but wants to know if his/her character does know X.
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What about obviously low rolls are no result, but close-but-no-cigar rolls are wrong information?
Not being able to recall lore may well be a meaningful consequence in context. If it's not, then the DM just gives the player the information they seek. Generally speaking, the more information the players have, the better equipped they are to act and drive the game forward. But if there's no reasonable way the character could have access to the information in the DM's view, perhaps because that info is purposefully hidden, obscured by misinformation, lost to time or whatever, the DM just says the character fails to recall the lore, no roll.
If a player wants to have a character recall lore, I want to know specifically what the player wants the character to recall and what the character is drawing upon to recall that lore. If I decide that there's going to be an ability check, then on a success, I tell the player what he or she wanted to recall and nothing more, regardless of how much the check exceeds the DC. If he or she fails the check, I provide information, but not specifically what was desired. This is something like progress combined with a setback in that you didn't get what you wanted, but you got something. I do not and will not ever provide false information.