Dykstrav said:
As I read the Player's Handbook (page 78), monster identification is based strictly off hit dice. I tend to agree with you on this point, you should be able to identify a bigger dragon after you've seen a smaller one. My point is that's it's a silly loophole in the rules, because based on a strict reading of the skill description you're SOL if it's something with alot of hit dice. Most every 3.5 campaign I've been in has a house rule for monster identification because it's just too broad. The specific example here is particularly ridiculous: a wyrmling red dragon would be DC 17, while a great wyrm would be DC 50. Somehow, I think it'd be a bit easier to identify a colossal dragon.
Monster idendification is a good idea, but it's one of the buggy areas of 3.5. It's only four sentences in one skill description, when really it should be a bit more involved. The Knowledge sidebars with the new monster stats is a step in the right direction.
Yeah. And nevermind that the recent Know Your Enemy articles at WotC's site promptly ignored the guidelines for the Knowledge check...
For the red dragon example, I'd have a table like this:
DC 17 - This is a red dragon. Like all dragons, it is very resistant to injuries and can resist assaults through stamina, agility and sheer willpower. They are breathe fire. Red dragons are savage and arrogant.
DC 22 - Red dragons are immune to fire and specially vulnerable to cold. (wyrmling DC +5)
DC 23 - Young red dragons can spontaneously cast arcane spells.
DC 26 - Juvenile red dragons can loate objects through innate magic.
DC 28 - Red dragons cast not only arcane spells, but also arcane versions of several divine spells, including Chaos, Evil and Fire ones. (Young DC +5)
DC 29 - Young Adult red dragons are resistant to nonmagic weapons, and radiate fear.
DC 38 - Old red dragons can manipulate the mind of a creature using only their voices.
DC 44 - Ancient red dragons can use innate magic to find a path to anything they wish to find.
DC 47 - Red Wyrms are all but impervious to nonmagical weapons.
DC 50 - A red Great Wyrm can find any object it desires through innate magic.