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House Rule Idea: Knowledge Checks Never Fail (they just might make things worse)
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<blockquote data-quote="Mirrorrorrim" data-source="post: 9247912" data-attributes="member: 7040132"><p>Because the rules have players roll their Intelligence checks (and Wisdom (Perception) checks), the players always know how well they roll, so I always give my players some basic information the public thinks is true, even if it is affirming something they suspect. The lower the roll, the more basic the information. (As a house rule, some DMs chooses to roll perception or knowledge checks so players don't know if they succeed or fail, and that helps the mysterious side of things.)</p><p></p><p>I handle Intelligence checks with scaling success, so the more someone invests in that skill and the higher their modifier, the better chance of them getting even better and more accurate information. That said, if they roll poorly, I may add something less accurate to cause a little confusion. That said, it's not usually that that impactful to offer bad information if someone else in the group rolls well and knows the truth.</p><p></p><p>A person who fails an Intelligence check to know about a troll approaching them may get the answer: "Trolls are large bipedal monsters that rend with tooth and claw, eating everything they can, and are near impossible to kill because they are immortal. They do have one weakness that if you hit them with fire, they will burn up like kindling." This is slightly incorrect, like it was heard in a bard's story, but it is based on a kernel of truth.</p><p></p><p>A PC that rolls very well, may get the answer: "Trolls are a type of Giant and speak that language. They are cruel and hungry and eat everything they can. They are not only strong and hardy, but they are famous for having a natural regeneration ability that can be slowed by energies that sear their flesh, like fire and acid. As long as you are able to sear them regularly, you should be able to prevent them from healing. That said, trolls are a highly mutagenic species whose nature can change based on environment, and they can have different resistances and weaknesses. Towards that end, its fur suggests this is an ice troll, which is far more tougher and dangerous than even a normal troll. Not only is it immune to cold damage, it emanates an aura of cold that snuffs fire and hurts nearby enemies, so you and your friends should be very careful."</p></blockquote><p></p>
[QUOTE="Mirrorrorrim, post: 9247912, member: 7040132"] Because the rules have players roll their Intelligence checks (and Wisdom (Perception) checks), the players always know how well they roll, so I always give my players some basic information the public thinks is true, even if it is affirming something they suspect. The lower the roll, the more basic the information. (As a house rule, some DMs chooses to roll perception or knowledge checks so players don't know if they succeed or fail, and that helps the mysterious side of things.) I handle Intelligence checks with scaling success, so the more someone invests in that skill and the higher their modifier, the better chance of them getting even better and more accurate information. That said, if they roll poorly, I may add something less accurate to cause a little confusion. That said, it's not usually that that impactful to offer bad information if someone else in the group rolls well and knows the truth. A person who fails an Intelligence check to know about a troll approaching them may get the answer: "Trolls are large bipedal monsters that rend with tooth and claw, eating everything they can, and are near impossible to kill because they are immortal. They do have one weakness that if you hit them with fire, they will burn up like kindling." This is slightly incorrect, like it was heard in a bard's story, but it is based on a kernel of truth. A PC that rolls very well, may get the answer: "Trolls are a type of Giant and speak that language. They are cruel and hungry and eat everything they can. They are not only strong and hardy, but they are famous for having a natural regeneration ability that can be slowed by energies that sear their flesh, like fire and acid. As long as you are able to sear them regularly, you should be able to prevent them from healing. That said, trolls are a highly mutagenic species whose nature can change based on environment, and they can have different resistances and weaknesses. Towards that end, its fur suggests this is an ice troll, which is far more tougher and dangerous than even a normal troll. Not only is it immune to cold damage, it emanates an aura of cold that snuffs fire and hurts nearby enemies, so you and your friends should be very careful." [/QUOTE]
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