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*Pathfinder & Starfinder
A good Knowledge check house rule?
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<blockquote data-quote="Water Bob" data-source="post: 5310910" data-attributes="member: 92305"><p>Through <em>roleplaying</em>, my friend. The players will have to garner what information/thoughts/ideas/perceptions/guesses they can from what their character see, hear, smell, feel, and taste.</p><p> </p><p>DM description need not be arbitrary. If a skeletal monster is particularly sensitive to fire, instead of a dice roll and a blanket statement like, "Your character knows to use fire against them", try to describe the sound of the monsters approaching as "akin to the sound a dry rope makes as it stretches and slacks, tying a ship to a pier". When the characters can see the monster, describe the old, almost wood-like appearance of the bone. When the characters strike the monsters, tell them what it sounds like, "as if you slapped your sword against thick kindling that is remarkably strong but confusingly brittle when finally broken".</p><p> </p><p>Dry rope. Wood-like appearance of bone. Thick kindling.</p><p> </p><p>These are all descriptions that are not arbitrary, but selected to give the player a sense that the monsters would burn easily.</p><p> </p><p>If the players light a torch and stick it in front of the monsters, why not have them hiss and shy away from the flame as a vampire would from a Cross in one of those old 60's Hammer flicks? This is more confirmation to the player that fire is the right way to go.</p><p> </p><p>Playing the game this way, I think, is much more intersting than a die roll and a simple statement of, "Your character has heard about these things before, and he knows that they shun fire."</p></blockquote><p></p>
[QUOTE="Water Bob, post: 5310910, member: 92305"] Through [I]roleplaying[/I], my friend. The players will have to garner what information/thoughts/ideas/perceptions/guesses they can from what their character see, hear, smell, feel, and taste. DM description need not be arbitrary. If a skeletal monster is particularly sensitive to fire, instead of a dice roll and a blanket statement like, "Your character knows to use fire against them", try to describe the sound of the monsters approaching as "akin to the sound a dry rope makes as it stretches and slacks, tying a ship to a pier". When the characters can see the monster, describe the old, almost wood-like appearance of the bone. When the characters strike the monsters, tell them what it sounds like, "as if you slapped your sword against thick kindling that is remarkably strong but confusingly brittle when finally broken". Dry rope. Wood-like appearance of bone. Thick kindling. These are all descriptions that are not arbitrary, but selected to give the player a sense that the monsters would burn easily. If the players light a torch and stick it in front of the monsters, why not have them hiss and shy away from the flame as a vampire would from a Cross in one of those old 60's Hammer flicks? This is more confirmation to the player that fire is the right way to go. Playing the game this way, I think, is much more intersting than a die roll and a simple statement of, "Your character has heard about these things before, and he knows that they shun fire." [/QUOTE]
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A good Knowledge check house rule?
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