D&D 5E How do you handle monster knowledges in your game?

Stalker0

Legend
How much info should PCs glean from a high monster knowledge check? If a Pc rolls a 25 or even a 30, do they learn just a few tidbits, every immunity and weakness the monster has....do you just give them the statbook?

Just how much can a PC gain about a monster from a monster knowledge check?
 

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How much info should PCs glean from a high monster knowledge check? If a Pc rolls a 25 or even a 30, do they learn just a few tidbits, every immunity and weakness the monster has....do you just give them the statbook?

Just how much can a PC gain about a monster from a monster knowledge check?
In the Level Up monster books there are a series of progressive facts about each monster gated behind knowledge checks. That's what I'd across the board.
 

We pretty much don't use them because almost no monsters have any 'Gotcha!' abilities that would warrant spending any amount of time trying to figure them out before a combat, rather than discovering them in the midst of fighting them.

A monster is immune to something? Then one of the players figures it out when they attack and it doesn't do anything. All that means is that one player loses a turn's worth of action but then everyone is now up-to-date. Not a big loss for anyone to worry about.
 


I would never hand over a stat block - that's just too meta for me. But letting them know about immunities, vulnerabilities, resistances, major attacks or abilities and prominent stats - sure. I do try to explain them in plain English terms - in a way that a PC might have learned about those things. I'll even try to tie that info into some of their non-game-stat lore.
 

If the player doesn't know something about the monster, they can roll a relevant knowledge check.

If they do know, it's up to them how they want to play the character's knowledge or ignorance of the topic.
 

The 2024 DMG's writeup on the study action is a good rule of thumb for which skills to use for creature knowledge. From there, I use "passive knowledge" by analogy to "passive perception"; a cleric with a +5 in religion is assumed to have knowledge of a monster equivalent to what they might get with a roll of 15.

This is actually GREAT for roleplaying because rather than the barbarian saying "I roll arcana, what do I know about the devil?", I just privately tell the wizard what they know about the devil and then encourage the barbarian to ask the wizard.
 

I like the idea of having a chart with, say, 6 things on it about the monster -- 2 of which are false. If the PC rolls an appropriate check DC 10+CR, they learn one thing, plus an additional thing for every 5 points above. These are rolled randomly and may include the false information.

of course, this requires a bunch of prep or being able to do it on the fly.
 

The 2024 DMG's writeup on the study action is a good rule of thumb for which skills to use for creature knowledge. From there, I use "passive knowledge" by analogy to "passive perception"; a cleric with a +5 in religion is assumed to have knowledge of a monster equivalent to what they might get with a roll of 15.

This is actually GREAT for roleplaying because rather than the barbarian saying "I roll arcana, what do I know about the devil?", I just privately tell the wizard what they know about the devil and then encourage the barbarian to ask the wizard.
This is a good point. I have a cheatsheet about my players' PCs listing their passive perception, passive insight, special notes, and the knowledge-type skills in which they are proficient. Then, in play, if a topic comes up, I give the proficient players information about it. It helps me decide if its a Yes/No/Roll situation for any individual PC.
 

It's... unfortunately complicated.

I presume that characters have some baseline level of knowledge about their world. And that individual classes / backgrounds / backstory elements provide some further body of general knowledge. So a commoner is probably aware that something particularly infamous like a dragon can breathe energy and quite possibly furthermore which type. Druids have an easier time recalling information about beasts, fey, and plant monsters. A specialist Enchanter is likely to be familiar with the major monster types that are immune to enchantment spells, etc.

As far as knowledge checks, I ONLY ever provide qualitative information. I don't have any hard rules with information provided but ON AVERAGE, a roll of 13-16 will provide somewhat credible rumors. A roll of 17-20 will provide a fact. A roll of 20-25 will provide two facts. The DCs will be up or downgraded based on monster obscurity and character class / background/ etc.
 

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