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How to Handle Monster Knowledge Checks
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<blockquote data-quote="CapnZapp" data-source="post: 6991009" data-attributes="member: 12731"><p>Reopening this to present my take:</p><p></p><p><u>Monster Knowledge Checks</u></p><p><strong>Arcana:</strong> Constructs, Elementals, Monstrosities</p><p><strong>Dungeoneering:</strong> Aberrations, Beasts, Monstrosities, Oozes</p><p><strong>History:</strong> Humanoids, Giants</p><p><strong>Intimidate:</strong> Dragons, Giants</p><p><strong>Survival:</strong> Beasts, Monstrosities, Oozes, Plants</p><p><strong>Religion:</strong> Celestials, Fiends, Undead</p><p><strong>Feylore:</strong> Aberrations, Dragons, Fey, Undead</p><p></p><p>Characters with proficiency may attempt the check normally. Characters without proficiency can only gain limited knowledge.</p><p></p><p>Yes, as you can see there are often two skills that can be used. Use either if you have both.</p><p></p><p>Yes, as you can see I've tweaked the skill list a bit. Dungeoneering (from 4E) is in. Nature has been bundled into Survival and Dungeoneering respectively (above/below ground). Feylore is in for all the "almost-natural" aspects of shadowfell, seelie court, and far realms.</p><p></p><p>As for DCs, I've found through practical play <a href="http://www.sageadvice.eu/2015/03/05/monster-knowledge-dc/" target="_blank">the 10 + CR suggestion</a> doesn't really work. The DCs simply get too high; characters can't keep up. While DC 12 for a CR 2 creature to know even basic details might seem reasonable, DC 32 for a CR 22 creature doesn't.</p><p></p><p>So instead I'll be using a more practical approach:</p><p></p><p>With proficiency:</p><p>DC 10: the name and type of the monster</p><p>DC 15: more immediate powers and behaviors</p><p>DC 20: specific details about resistances, spells and what not</p><p></p><p>Without proficiency</p><p>DC 15: the name and type of the monster</p><p>DC 20: more immediate powers and behaviors</p><p>Impossible: specific details about resistances, spells and what not</p><p></p><p>And then:</p><p></p><p>+5 for CR 11-19 monsters (paragon tier)</p><p>+10 for CR 20- monsters (epic tier) </p><p></p><p>This way, yes, there are DCs of 30, but only to know "everything".</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6991009, member: 12731"] Reopening this to present my take: [U]Monster Knowledge Checks[/U] [B]Arcana:[/B] Constructs, Elementals, Monstrosities [B]Dungeoneering:[/B] Aberrations, Beasts, Monstrosities, Oozes [B]History:[/B] Humanoids, Giants [B]Intimidate:[/B] Dragons, Giants [B]Survival:[/B] Beasts, Monstrosities, Oozes, Plants [B]Religion:[/B] Celestials, Fiends, Undead [B]Feylore:[/B] Aberrations, Dragons, Fey, Undead Characters with proficiency may attempt the check normally. Characters without proficiency can only gain limited knowledge. Yes, as you can see there are often two skills that can be used. Use either if you have both. Yes, as you can see I've tweaked the skill list a bit. Dungeoneering (from 4E) is in. Nature has been bundled into Survival and Dungeoneering respectively (above/below ground). Feylore is in for all the "almost-natural" aspects of shadowfell, seelie court, and far realms. As for DCs, I've found through practical play [URL="http://www.sageadvice.eu/2015/03/05/monster-knowledge-dc/"]the 10 + CR suggestion[/URL] doesn't really work. The DCs simply get too high; characters can't keep up. While DC 12 for a CR 2 creature to know even basic details might seem reasonable, DC 32 for a CR 22 creature doesn't. So instead I'll be using a more practical approach: With proficiency: DC 10: the name and type of the monster DC 15: more immediate powers and behaviors DC 20: specific details about resistances, spells and what not Without proficiency DC 15: the name and type of the monster DC 20: more immediate powers and behaviors Impossible: specific details about resistances, spells and what not And then: +5 for CR 11-19 monsters (paragon tier) +10 for CR 20- monsters (epic tier) This way, yes, there are DCs of 30, but only to know "everything". [/QUOTE]
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