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A good Knowledge check house rule?
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<blockquote data-quote="ValhallaGH" data-source="post: 5310555" data-attributes="member: 41187"><p>How do they get the clues to figure it out?</p><p>Some kind of die roll to perceive the clues? Relying upon (arbitrary) DM descriptions of the creature and environment? Wading through a series of events who's only purpose is to make the acquisition of the information feel like a mini-quest?</p><p></p><p></p><p>Information is one of the most powerful tools a DM has, especially handing it out. There are three basic ways to provide information to player-characters. </p><p>One is to arbitrarily provide it "at the most appropriate time," which can be troublesome if you forget or they aren't paying attention or any of a dozen other issues. </p><p>Another is to require the players to do outside research and look it up in the setting source material, which requires a lot of effort on their part and for said material to be available. </p><p>The last is to allow the characters to acquire it via game mechanics, usually handled by dice rolling.</p><p></p><p>While the last is generally considered the most impartial, all three can be useful and most appropriate as you game. So, using them in combination is the key to using them well. Adjust that combination to fit your group and you'll get best results.</p><p>It sounds like both of you know all this quite well, but it is sometimes worthwhile to mention the elephant in the room.</p><p></p><p>Good luck.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 5310555, member: 41187"] How do they get the clues to figure it out? Some kind of die roll to perceive the clues? Relying upon (arbitrary) DM descriptions of the creature and environment? Wading through a series of events who's only purpose is to make the acquisition of the information feel like a mini-quest? Information is one of the most powerful tools a DM has, especially handing it out. There are three basic ways to provide information to player-characters. One is to arbitrarily provide it "at the most appropriate time," which can be troublesome if you forget or they aren't paying attention or any of a dozen other issues. Another is to require the players to do outside research and look it up in the setting source material, which requires a lot of effort on their part and for said material to be available. The last is to allow the characters to acquire it via game mechanics, usually handled by dice rolling. While the last is generally considered the most impartial, all three can be useful and most appropriate as you game. So, using them in combination is the key to using them well. Adjust that combination to fit your group and you'll get best results. It sounds like both of you know all this quite well, but it is sometimes worthwhile to mention the elephant in the room. Good luck. [/QUOTE]
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A good Knowledge check house rule?
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